Wave 4 Fireball list

By clontroper5, in Star Wars: Armada Fleet Builds

I was thinking about how to best incorporate the Interdictor and gozanti into an effective list and this is what I came up with:

+++ Wave 4 fireball (399pts) +++

++ Imperial Navy (Standard) (399pts) ++

+ Raider Corvette (59pts) +

Raider II-Class Corvette (59pts) [Ruthless Strategists (4pts), •Agent Kallus (3pts), •Impetuous (4pts)]

Interdictor(140pts) [interdictor (2pts), g-8 (8pts), Engine techs (8pts), •General Tagge (25pts), •Wulff Yularen (7pts)]

+ Squadrons (134pts) +

Aggressor Assault Fighter (16pts)

Aggressor Assault Fighter (16pts)

Firespray-31 (18pts)

Firespray-31 (18pts)

Firespray-31 (18pts)

TIE Advanced Squadron (12pts)

•Dengar (20pts)

•Major Rhymer (16pts)

+ Gozanti-Class Flotilla (66pts) +

Gozanti-Class Cruisers (31pts) [bomber Command Center (8pts)]

Gozanti-Class Cruisers (35pts) [bomber Command Center (8pts), •Suppressor (4pts)]

Created with BattleScribe (http://www.battlescribe.net)

So I have 4 activations and the basic idea is to let the Fireball due the talking while the Interdictor Valiantly...Runs away... The interdictor will spam engine techs and engineering commands to keep itself alive while useing g-8 to slow any pursuers down (might add tractor beams to)

The fireball is going to jump head long into the enemy force and I can fling impetuous into the mix to decamate any enemy squadrons that challange it. The gozantis will follow the interdictor trying to stay just close enough to give bcc buffs.and commands to rhymer and dengar

Any thoughts? I think I may drop the 2nd bcc in favor of tractor beams+ repair crews

Anyway, I'm going to playtest this on vassal so we will see how it goes

I think I would drop the Aggressors in favour of 4 ties as you should not have any issues activating them when need, you got more deployments, more attacks and wounds.

I think I would drop the Aggressors in favour of 4 ties as you should not have any issues activating them when need, you got more deployments, more attacks and wounds.

I like haveing the aggressors I think and I already have 8 deployments

Good suggestion though

I second that, Tie screens are fantastic when you want to keep carrier players at bay.

(You really are a sick **** already coming up with wave 4 lists to spite everyone.)

I second that, Tie screens are fantastic when you want to keep carrier players at bay.

(You really are a sick **** already coming up with wave 4 lists to spite everyone.)

I am concerned about the ties ability to inflict damage on ships and I really don't want to be doing anymore then bare minimum squadron commands

If Impetuous is going fighter hunting, why a Mk.II? In the hopes of an accuracy or whatever?

And definitely drop one of the BCCs for Repair Crew. That way the Interdictor can spend all its Engineering points on shield rebuilds. Way more efficient.

If Impetuous is going fighter hunting, why a Mk.II? In the hopes of an accuracy or whatever?

And definitely drop one of the BCCs for Repair Crew. That way the Interdictor can spend all its Engineering points on shield rebuilds. Way more efficient.

The raider is a mark 2 for extra reach to proc ruthless strategist

Getting a little pricy I know but ordnance experts on the raider means a blue and 2 black with black rerolls against named squadrons.

I would not add Ties, adding Ties doesn't do much with a low Squadron value and no boosted Comms. That Squadron mix is fine (i've played almost identical). 8 should be the benchmark for Squadron lists to get a favourable deployment for their less jousty & fighty ships.

What this seems to struggle with is i) Squadron Commands/Boosted Comms ii) Flight Controllers iii) No Captial Chip support

I) You don't have the potential to alpha strike either Squadrons or Ships due to low Squadron Value, it's just a bit of drip damage. They will be able to get repairs up and sitting around and waiting to Rouge won't be effective against counter-squadrons when having to deal with pairs. Without Boosted Comms you miss out on the best reason to play Rhymer, range 7 barrages, where you ships aren't at hazzard.

II) I think every Squadron List wants Flight Controllers. You need soemthing more against the anti squadron balls. The combination of Rouges end of turn > next turn Flight Controllers puts on a lot of pain. You will find yourself winning anti squadron battles due to the combination of extra attacks and extra dice. This is why i don't foresee the VSD dissapearing. It still makes for one of the best Flight Controllers/Squadron command platforms.

I also use a Glad II but a Raider II is a good supplimentery ship for the anti squadron fire.

III) Without Captial ship support you simply won't kill anything quick enough. That Squadron mix on its own could take down a Large ship but it would also take 4-5 turns by itself (That's my timing for my 1 Aggressor/3 FS/1 Rhymer/Vader Unsupported vs a Large Ship w/ Eng Commands.). Without some type of speed boost/timing via Commands/your own fighting capital ships the speed 3 rouges will have trouble switching between targets in MSU, Rhymer or not.

I feel that slow rolling the Indic as support fire would be prefferable to running outright. With Engine Techs /5 Eng/Grav effects you could run if needed not to mention tank. Those Red dice will make a world of difference, especially if you can do long range double arcs. Should not be difficult with Nav combined with ET.

-edit

Here is my Wave 3 brew, http://armadawarlords.hivelabs.solutions/view_list.php?token=25745, not ready to do Interdictor just yet, still waiting on the pricing i put mine at 110 though. So i just brew with an ISD 1 for price but i havn't put much time into it without fully knowing how the upgrades interact with the list.

Currently my favorite fighting ship is the Glad II w/ Monterferrat. It crushes TRC90 when you fly into the side arc and they can't shoot you Against Reeiken it makes Rebels wish they were Ackbar again. And it pounds squadrons. Monte is pretty good for the second player Glad. The survivability has gone up exponentially.

The best way to use the rouges is to run a small ship away. This does two things. They send a ship to pursure your runner, generally a small ship, which divides their fleet (with good flying and should get away). Second, if all your ships die you now have Rhymer and X amount of rouges to chase them down in the sqaudron phase. I have won many games off this. A VSD/Small Ships can't stand up to 3, 4 or 5 aggressive ships. But squadrons can.

Edited by Trizzo2

Getting a little pricy I know but ordnance experts on the raider means a blue and 2 black with black rerolls against named squadrons.

Getting a little pricy I know but ordnance experts on the raider means a blue and 2 black with black rerolls against named squadrons.

I'm useing ruthless strategist so no weapons team

If Impetuous is going fighter hunting, why a Mk.II? In the hopes of an accuracy or whatever?

And definitely drop one of the BCCs for Repair Crew. That way the Interdictor can spend all its Engineering points on shield rebuilds. Way more efficient.

The raider is a mark 2 for extra reach to proc ruthless strategist

I believe this is a correct configuration for AS raider and we'll see it more often (I was running this version without Kallus in my Wave2 fleet and it was able to one-shot Jan Ors most of the time). Although I would replace at least 1 Firespray with a pair of Bombers to provide food for Ruthless Strategists.

Getting a little pricy I know but ordnance experts on the raider means a blue and 2 black with black rerolls against named squadrons.

I'm useing ruthless strategist so no weapons team
. Use Kallus as an Officer and get an extra die against Unique Squadrons?

He is