Defense Token denial

By buddyfett, in Star Wars: Armada Fleet Builds

One of the most annoying mechanics of Armada for me are my opponents defense tokens. So I built this list to deny their use to my opponent.

Does this list look competitive?

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Captain Needa ( 2 points)
- Gunnery Team ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
- Overload Pulse ( 8 points)

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Boosted Comms ( 4 points)

Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)

Raider-I Class Corvette (44 points)
- Gunnery Team ( 7 points)
- Expanded Launchers ( 13 points)

4 TIE Advanced Squadrons ( 48 points)
1 Soontir Fel ( 18 points)
1 Dengar ( 20 points)
1 "Howlrunner" ( 16 points)

I'm not tied to the Needa/Reroute combo, and can drop it for an initiative bid. The other ships are essentially there to move first before the Star Destroyer. I can turn the Raider into 2 more Gozanti if 4 activations before the ISD is better then 3. It's super frustrating that Gozantis don't have Squadron 3-4 base.

Edited by buddyfett

The problem is that the overload pulse and Avenger do not work together because of the way that attack rounds work. You have to put the over load pulse on something else

Also no intel officers the best way to deny the use of defense tokens

Ditch advanced gunnery as an objective or keep it and ditch gunnery team from the ISD possibly for flight controllers. The benefits from advanced gunnery don't go to a ship with gunnery team as the word "CANNOT" on the upgrade card overrides all.

OL Pulse and avenger is a nice combo but you need to double arc an opponent to get it to work. Consider moving it to a Raider-II

Gunnery team on a raider is very extravagant. Ordnance experts may be better and if you need more points then APTs or ACMs can be cheaper and sometimes more effective than the 2 extra black dice form Expanded Launchers especially if you can double arc a target.

The problem is that the overload pulse and Avenger do not work together because of the way that attack rounds work. You have to put the over load pulse on something else

Wow that's dumb. Thanks for letting me know.

Ditch advanced gunnery as an objective or keep it and ditch gunnery team from the ISD possibly for flight controllers. The benefits from advanced gunnery don't go to a ship with gunnery team as the word "CANNOT" on the upgrade card overrides all.

OL Pulse and avenger is a nice combo but you need to double arc an opponent to get it to work. Consider moving it to a Raider-II

Gunnery team on a raider is very extravagant. Ordnance experts may be better and if you need more points then APTs or ACMs can be cheaper and sometimes more effective than the 2 extra black dice form Expanded Launchers especially if you can double arc a target.

I am more just trying to negate all the subpar objectives. I don't really care that I don't get 100% of the benefits.

The raider is up in the 60 point range but the double 6 die attack out the front, or threat there of, I like. a re-roll is about +1 damage two dice is +2 damage.

But is doesn't matter any way. The ISD doesn't work.

Edited by buddyfett

If you put overload pulse on the raider then you could OP with the raider and then use the ISD to deny tokens.

The thing about the Raider with EL is that it has to get in close range first. And to get in range and attack without dying first, you'd either have to move last and then first (which your list doesn't have much of a bid for initiative), or somehow get your opponent to land in front of you. If you manage to come around behind your target, that's all fine, but it takes a while.

Overload Pulse + Avenger does work on a single ISD.

You have two ways of making it work,

One : getting 2 different arcs on the target ship, Side arc first and trigger the OLP, then front arc can fire = no def tokens.

Two : Advanced Gunnery, either as player two, which allows you to fire from the same arc at the same target, or as player one which allows you to fire from the same arc at a different hull zone, but only if you do not have Gunnery Teams or Slaved Turrets, both of which overrule Advanced Gunnery.

So ideally you want to be player one, being player one means you can choose your opponents Advanced Gunnery, or use ship activations to get your ISD into position at the end of one round, to go first next round with the side/front arc combo.

Trying to get it to work with two ships is virtually impossible, having something in range of a Raiders blue dice, and the target ship moving past the raider into range of the ISD(and not away from your ISD, or into your ISD's side arc, so you get to throw 2blue/2red with no def tokens), honestly it is a far far bigger headache than you want.

Edited by TheEasternKing

Overload Pulse + Avenger does work on a single ISD.

You have two ways of making it work,

One : getting 2 different arcs on the target ship, Side arc first and trigger the OLP, then front arc can fire = no def tokens.

Two : Advanced Gunnery, either as player two, which allows you to fire from the same arc at the same target, or as player one which allows you to fire from the same arc at a different hull zone, but only if you do not have Gunnery Teams or Slaved Turrets, both of which overrule Advanced Gunnery.

So ideally you want to be player one, being player one means you can choose your opponents Advanced Gunnery, or use ship activations to get your ISD into position at the end of one round, to go first next round with the side/front arc combo.

Trying to get it to work with two ships is virtually impossible, having something in range of a Raiders blue dice, and the target ship moving past the raider into range of the ISD(and not away from your ISD, or into your ISD's side arc, so you get to throw 2blue/2red with no def tokens), honestly it is a far far bigger headache than you want.

Ugh. This game is an unending excersize in frustration.

If that combo worked the ISD could one shot anything in the game besides another ISD. Now that is boring.

If that combo worked the ISD could one shot anything in the game besides another ISD. Now that is boring.

You misspelled thematic. Dodge that arc.

If that combo worked the ISD could one shot anything in the game besides another ISD. Now that is boring.

You misspelled thematic. Dodge that arc.

In 6 Turns, with something that covers half the board..

Okay. You push your Space ship over there, I'll push mine over here. We won't get within 2' of each other.

Dodged.

Can we play now?

If that combo worked the ISD could one shot anything in the game besides another ISD. Now that is boring.

You misspelled thematic. Dodge that arc.

In 6 Turns, with something that covers half the board..

Okay. You push your Space ship over there, I'll push mine over here. We won't get within 2' of each other.

Dodged.

Can we play now?

Doesn't sound too different then what I've seen so far.

If that combo worked the ISD could one shot anything in the game besides another ISD. Now that is boring.

You misspelled thematic. Dodge that arc.

In 6 Turns, with something that covers half the board..

Okay. You push your Space ship over there, I'll push mine over here. We won't get within 2' of each other.

Dodged.

Can we play now?

Doesn't sound too different then what I've seen so far.

I think too much emphasis is put on Avenger needing Overload Pulse to be AWESOME...

ANY other ship firing, generally, either Burns up Tokens that you need to survive, or pushes further damage through as you try to avoid spending Tokens before Avenger does its thing...

Avenger is deadly enough on its own.

It doesn't need more.

I have killed several MC 80s by attacking second with avenger. Still the best anti defense token card out there always will be intel officer.

Also, fair to say that the threat of avenger would help gladiators/victories get damage through, as some ships want to hold that brace for the ISD.

Redirecting single bomber damage can be deadly with Avenger waiting to shoot.

Doesnt need overload pulse, just cant shoot first.

I usually use Intel Officer with XI-7's. IO on the brace and then the XI's limit the redirect.