Knock Knock

By Hawk007, in Star Wars: Armada Fleet Builds

So I've only played rebels and this will be my first imperial fleet. The goal is to force my opponent to come to me, or to have such a tactical advantage that when going to them all I need is knock and they will disperse. Open to critiques :)

This fleet depends on its objectives. Contested Outpost forces my opponent to come close to my Vics. I chose not to have gunnery teams on my ISD for those times when my opponent chooses Advanced Gunnery (maybe he has an MC80). So with advanced gunnery my ISD can pretty much one shot any smaller ship. Superior Positions is the objective I'm not super pleased about but I think that if I can get enough damage through before my opponents get behind me that it's worth it. Open to other objective selections.

I put Enhanced Armament on my Vics instead of XI7's because I want them to have more damage output when they're being outflanked. The squadrons are there to distract enemy bombers long enough to blow up their escorting ship. If the opponent has very few squadrons, all of mine have black dice against ships so they're not useless.

Knock Knock

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Relentless ( 3 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Leading Shots ( 4 points)

Victory I-Class Star Destroyer (73 points)
- Gunnery Team ( 7 points)
- Enhanced Armament ( 10 points)

Victory I-Class Star Destroyer (73 points)
- Gunnery Team ( 7 points)
- Enhanced Armament ( 10 points)

1 Dengar ( 20 points)
3 TIE Advanced Squadrons ( 36 points)

Minefields and funnel.

Why enhanced armanents?

Minefields and funnel.

Why enhanced armanents?

Enhanced Armaments so the Vic's have some extra damage output when they're being outflanked. The opponent wants to get behind me so that should help keep them from doing so. I've used minefields before but i've never really figured out a way to funnel people with it. They're just too easy to fly around.

Minefields and funnel.

Why enhanced armanents?

I put Enhanced Armament on my Vics instead of XI7's because I want them to have more damage output when they're being outflanked.

I would just take 4 Tie Interceptors and flight controllers on the ISD. 5 Blue Dice + a reroll and 2+Reroll for counter attack should get you kills at a fast rate. No real need for intel as once engaged in combats the interceptors are where they want to be anyway.

This will get you a 6 point bid or take 3 Tie-I + 1 Tie-F and get an Intel officer on the flagship.

My bad. I did read it

I would just take 4 Tie Interceptors and flight controllers on the ISD. 5 Blue Dice + a reroll and 2+Reroll for counter attack should get you kills at a fast rate. No real need for intel as once engaged in combats the interceptors are where they want to be anyway.

This will get you a 6 point bid or take 3 Tie-I + 1 Tie-F and get an Intel officer on the flagship.

I see your reasoning. I'm a big fan of Interceptors with Howlrunner and Dengar for the 5 Blue + reroll and Counter 4 + reroll. I just wanted something a little less squishy. Thought the tie advanced fit nicely.

That's a lot of fighter activations going to waste. Your enhanced armaments are going make so little difference In the game I would change them out for bombers, lose two of your advanced as well and you could get rymer and three bombers, that will punish a flanker a lot more that an extra red dice on your sides.