Regional List MK II

By ArbitraryNerd, in Star Wars: Armada Fleet Builds

Because the upcoming Regional hasn't come and gone, I find myself constantly reviewing and tweaking my planned list. It's not meta defining, and I'm not anticipating winning at all, but I was still hoping for some feedback on the following list, especially in regards of taking to a competitive event:

Droid Hunters (Screed & Gladiator Reference, eh, eh?)

Faction: Galactic Empire
Points: 396/400 (I don't anticipate getting first player often, but maybe the init bid isn't terribly high in the local meta -- I've no idea)

Commander: Admiral Screed

Assault Objective: Most Wanted (Open to reasonable suggestions)
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- SW 7 Ion Batteries ( 5 points)

Role: Engage at mid-range, alternate between squad & repair commands, depending on enemy's target. Use SW 7 to capitalize on the below Raider's Ion Pulse. Ideally, the ship will be using the small squadron force to double down on targeted areas.

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Assault Concussion Missiles ( 7 points)

Role: Nothing surprising here, I think. Flank, rush, or objective depending on match.

Raider-II Class Corvette (48 points)
- Ruthless Strategists ( 4 points)
- Overload Pulse ( 8 points)

Role: If we run into enemy squadrons, stays nearby to sink some potshots. Main goal is to get that Overload Pulse (w/ Screed support) to exhaust enemy tokens. To accomplish this, will hang back until it can definitely fire before being shot at in an engagement.

Concern: I'm spending too many points between the ISD and the Raider for a combo that might be crushed too early on. I hope to mitigate this by offering too many targets, but I imagine the Raider will always be an obvious shot.

1 Major Rhymer ( 16 points)
1 TIE Advanced Squadron ( 12 points)
1 Boba Fett ( 26 points)
1 Dengar ( 20 points)

Role: Variable. Ideally, it is used to lob dice at ships, though the TA, Fett, and Dengar can swing as anti-squadron support as needed. In the face of overwhelming squadron enemies, more or less a suicide squad to delay/chip away at enemy fighters. This group is SUPER PUMPED if folks follow a "no squadron meta", though I suspect that's unlikely.

Concern: I'm struggling with going more generics over the above, but feel like this mini group has decent enough options without requiring additional squadron command support.

... Would love any feedback folks would be interested in providing! I've only bought one of each Imperial Ship, the core, 2 Imp squadrons, and 1 rogues & villains, so that's what I'm working with!

Edited by ArbitraryNerd

You should find more use from leading shots on avenger instead of sw-7 so you can fix red dice

Go glad glad, raider, raider, raider with 30+ point bid so we can see how well you do with the OP list.

This has a very, very similar feel to the list I brought to a store championship in February, which was my first non-intro game of Armada. I thinned the points out a bit and had a VSD-II instead of a Raider, with a lighter squadron build.

Some thoughts:

- The Avenger/OLP build will be tricky to pull off with a Raider. Not impossible, but difficult. It also telegraphs your activation order to your opponent, which a savvy foe can use very effectively.

- The fighter build is costly for its output. You have three Bomber dice (two black, one blue) and two non-Bomber black dice against ships, which is decent. But against squadrons, you're throwing twelve anti-Squadron dice, so you'll average about six damage per round, which would be one X-Wing. The rest of the fleet doesn't have a ton it can do to help out (other than Ruthless Strategists on the Raider, which I'll get to next), and it's going to want to focus on enemy ships anyhow.

- Ruthless Strategists is a tough inclusion with this list. Yes, three of your Squadrons have 5+ hull, but they're going to take a lot of fire, and there aren't a lot of them. RS is better used when you have a swarm of TIE Advanceds or Bombers, where you can spread the damage out and you have plenty of hull to go around.

When I have a bit more time, I might make some recommended changes. But those are the thoughts off the top of my head.

You should find more use from leading shots on avenger instead of sw-7 so you can fix red dice

Leading shots only comes in a Rebel Scum pack, so is not currently in my possession (and I will be just starting out, so didn't get the tournament release, either).

Go glad glad, raider, raider, raider with 30+ point bid so we can see how well you do with the OP list.

I'm not certain I understand what you're getting at here?

This has a very, very similar feel to the list I brought to a store championship in February, which was my first non-intro game of Armada. I thinned the points out a bit and had a VSD-II instead of a Raider, with a lighter squadron build.

Some thoughts:

- The Avenger/OLP build will be tricky to pull off with a Raider. Not impossible, but difficult. It also telegraphs your activation order to your opponent, which a savvy foe can use very effectively.

- The fighter build is costly for its output. You have three Bomber dice (two black, one blue) and two non-Bomber black dice against ships, which is decent. But against squadrons, you're throwing twelve anti-Squadron dice, so you'll average about six damage per round, which would be one X-Wing. The rest of the fleet doesn't have a ton it can do to help out (other than Ruthless Strategists on the Raider, which I'll get to next), and it's going to want to focus on enemy ships anyhow.

- Ruthless Strategists is a tough inclusion with this list. Yes, three of your Squadrons have 5+ hull, but they're going to take a lot of fire, and there aren't a lot of them. RS is better used when you have a swarm of TIE Advanceds or Bombers, where you can spread the damage out and you have plenty of hull to go around.

When I have a bit more time, I might make some recommended changes. But those are the thoughts off the top of my head.

Would it be viable to try and work in a second OLP on the ISD itself, for if I happen to get any dual-arc shots on a target? That way the Raider wouldn't be so crucial? I could start making room for it by dropping the RS and maybe downgrading one of the named pilots to something else? Probably Fett, maybe for another Advanced...

The fighters are supposed to potentially help with the defense tokens as well, which is why I wanted heavier hitters. I WILL be rolling blue dice w/ the ISD, so could potentially stop a non-exhausted token or two that way.

Run this way, though, the list doesn't have a ton of adaptability, and it's pretty obvious what my overall strategy is just by looking at the cards. Dunno how much that will bite me.

You should find more use from leading shots on avenger instead of sw-7 so you can fix red dice

Leading shots only comes in a Rebel Scum pack, so is not currently in my possession (and I will be just starting out, so didn't get the tournament release, either).

:)

It comes with the cr90, it you can I highly recommend picking one up. It's the most useful upgrade for ISDs imo

Would it be viable to try and work in a second OLP on the ISD itself, for if I happen to get any dual-arc shots on a target? That way the Raider wouldn't be so crucial? I could start making room for it by dropping the RS and maybe downgrading one of the named pilots to something else? Probably Fett, maybe for another Advanced...

I think that having SW7 in that slot with guaranteed minimal damage is much better than betting on the double-arc. For the points adding either XI7 or HTT on the ISD is a better upgrade.