First time 400pt. Imperial list ISD/GSD/Raider

By Scraphound, in Star Wars: Armada Fleet Builds

Hi. So I'm pretty new. Putting together my first 400 pointer.

Right now I've got the core set, ISD, GSD, Raider, and both Imperial squadron packs. I'm trying to slap together a viable list to take to my FLGS that won't leave me utterly embarrassed.

Screed

ISD II - No Title

  • Wulff
  • Gunnery Team
  • Phylon Q7 Tractor Beam
  • ECM
  • XI7 Turbolaser

GSD - Demolisher

  • Ordnance Experts
  • Engine Techs
  • Expanded Launchers

Raider 1 - No Title

  • Admiral Monteferrat
  • Assault Concussion Missiles

Squadrons

  • Rhymer
  • Dengar
  • Firespray
  • TIE Bomber
  • TIE Interceptor

This comes out to 400 points. How bad is it to give up the initiative bid entirely?

I'll be honest. I don't know what my strategy is. I'm just too new. I need to get on the table and get my butt kicked a few times first. I wanted a little of everything, and that's what I've got. Should I maybe consider switching the Raider 1 to a 2 for Overload Pulse and giving the ISD Avenger?

Try this...

You essentially have 4 bombers and decent anti-squadron assuming you run the Raider with the squadrons. Usually you want a high initiative bid with the Demolisher and you could drop Chiraneau to guarantee initiative bids against most fleets. The ISD II can be both take on both Fire Support and Carrier roles.

Fleet Summary Page (398 of 400 pts)
Faction: The Empire
Commander: Admiral Screed (26 pts)
Flagship: (154 pts)
Imperial II-Class Star Destroyer (120 pts)
Admiral Chiraneau (10 pts)
Gunnery Team (7 pts)
Boosted Comms (4 pts)
Electronic Counter Measures (7 pts)
Heavy Turbolaser Turrets (6 pts)
Fleet Ship 1: (91 pts)
Gladiator I-Class Star Destroyer (56 pts)
Demolisher (10 pts)
Ordnance Experts (4 pts)
Engine Techs (8 pts)
Expanded Launchers (13 pts)
Fleet Ship 2: (48 pts)
Raider I-Class Corvette (44 pts)
Impetuous (4 pts)
Squadrons (79 of 134 pts):
1x Firespray-31 (18 pts)
1x Mauler Mithel Tie Fighter Squadron (15 pts)
1x Major Rhymer Tie Bomber Squadron (16 pts)
1x Tie Bomber Squadron (9 pts)
1x Darth Vader Tie Advanced Squadron (21 pts)
Objectives: Advanced Gunnery , Hyperspace Assault , Minefields
Edited by Overdawg

Swap out Gunnery team for flight controllers or ditch Advanced gunnery as an objective.

An ISD with gunnery team can't make use of the scenario bonus rule to fire twice as the word "Cannot" on the gunnery team upgrade overrides all.

For more of an initiative bid try APTs or ACMs instead of Expanded launchers. If you double arc and get them to work twice they gain you more damage than 2 extra black dice in one volley that will probably be braced anyway.

If you like Monteferrat move him to the Demolisher or think about veteran captain there instead to get you an extra nav token for engine techs when you need it.

Swap out Gunnery team for flight controllers or ditch Advanced gunnery as an objective.

An ISD with gunnery team can't make use of the scenario bonus rule to fire twice as the word "Cannot" on the gunnery team upgrade overrides all.

For more of an initiative bid try APTs or ACMs instead of Expanded launchers. If you double arc and get them to work twice they gain you more damage than 2 extra black dice in one volley that will probably be braced anyway.

If you like Monteferrat move him to the Demolisher or think about veteran captain there instead to get you an extra nav token for engine techs when you need it.

He doesnt have Flight Controllers or APTs which is why I didnt include them but you are right about the Advanced Gunnery, I forgot about that.

Edited by Overdawg

Here's what I would fly. I would deploy the 2 star destroyers at speed 1. Keep the raider just behind the squadrons to help with any enemy squadrons. Boba can do double duty as anti squadron then he can move on to bombing ships (and who doesn't want to fly the coolest bounty hunter of all time right?). The VSD should just try to stay in range of the squadrons but not get too close to enemy ships and the ISD can activate squadrons or sweep in to finish off any enemy ships that might escape the bombers. As for first player I never found it that useful to be first player when flying a fleet built around bombers. You also could downgrade Boba to a Firespray and take an extra TIE-Fighter.

fleet for scraphound
Author: Lord_Tesla

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Ozzel

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

Victory I-Class Star Destroyer (73 points)
- Wing Commander ( 6 points)
- Boosted Comms ( 4 points)

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Ordnance Experts ( 4 points)

- Expanded Hanger Bays (5 points)

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Ozzel ( 20 points)
- Relentless ( 3 points)
- Captain Needa ( 2 points)
- Heavy Turbolaser Turrets ( 6 points)

1 Darth Vader ( 21 points)
1 "Mauler" Mithel ( 15 points)
1 TIE Bomber Squadron ( 9 points)
1 TIE Advanced Squadron ( 12 points)
1 Major Rhymer ( 16 points)
1 Dengar ( 20 points)
1 Boba Fett ( 26 points)

Fleet created with Armada WarlordsE

Edit: Forgot Motti came in the VSD expansion, changed the Admiral to Ozzel and gave the Raider EHB's so you have plenty of command flexibility for activating squadrons.

Edited by LordTesla