Imperial Regionals List development

By 54NCH32, in Star Wars: Armada Fleet Builds

So I think I've settled on 3 possible regionals lists. My main aim is to have something thats fun to push around, I've no illusions of glory, just want a list I'll enjoy. Don't really want to take a Rhymerball and I decided I can't be worrying about the threat of one either. They'll likely turn up, and when they do, they'll probably kill me, but at the end of the day, I want to command star destroyers, not worry about finding points for a ball or a ball-counter.

So with that in mind, how do these 3 look?...

List 1: (4 Ship - No squad)
390/400


(Flagship)
Imperial II-class Star Destroyer (171pt)
- Admiral Motti
- Intel Officer
- Gunnery Team
- Electronic Countermeasures
- XI7 Turbolasers

Gladiator I-class Star Destroyer (85pt)
- Ordnance Experts
- Engine Techs
- Assault Concussion Missiles
- Demolisher

Victory I-class Star Destroyer (86pt)
- Quad Laser Turrets
- Warlord

Raider I-class (48pt)
- Instigator

Objectives:
Most Wanted
Contested Outpost
Dangerous Territory

4 ships, no messing around, just pushing about some star destroyers. Drawback: No fighter cover, Anti-Squadron will have to rely on ISD gunnery AA and the Raider, so the lack of squads kind of makes me think twice. But does look kind of fun :)

- - - - - -

List 2: (3 Ship 4 Squad Mix)
389/400


(Flagship)
Imperial II-class Star Destroyer (171pt)
- Admiral Motti
- Intel Officer
- Gunnery Team
- Electronic Countermeasures
- XI7 Turbolasers

Gladiator I-class Star Destroyer (90pt)
Admiral Montferrat
Ordnance Experts
Engine Techs
Assault Concussion Missiles
Demolisher

Victory I-class Star Destroyer (81)
Warlord

TIE Interceptor Squadron
TIE Advanced Squadron
TIE Fighter Squadron
Aggressor Assault Fighter


Objectives:
Most Wanted
Contested Outpost
Dangerous Territory

3 moderately tooled up ships with a 4 squad mix of squadrons to delay deployment, tie stuff up/block and and a bit of firepower if needed. I don't expect much from them, just to get some use and action during squadron phase. Drawback: Is 3 activations enough these days?

- - - - - -

List 3: (4 Ship 2 Interceptor)
390/400


(Flagship)
Imperial II-class Star Destroyer (171pt)
- Admiral Motti
- Intel Officer
- Gunnery Team
- Electronic Countermeasures
- XI7 Turbolasers

Gladiator I-class Star Destroyer (92pt)
- Intel Officer
- Ordnance Experts
- Engine Techs
- Assault Concussion Missiles
- Demolisher

Raider I-class corvette (52pt)
Ordnance Experts
Instigator

Raider I-class corvette (48pt)
Ordnance Experts
Assault Proton Torpedoes

2 x TIE Interceptor Squadron

Objectives:
Most Wanted
Hyperspace Assault
Dangerous Territory

Basically a hybrid between the two. Still looks fun, kind of drops the second back-up chin of the Victory, so the ISD is gonna take the brunt, but intel on the Glad could lead to some horrible things). Drawback: No Vic for extra chin, may have to practice my Raider game a bit.

- - - - -

All lists are aiming for first, I'm currently leaning to either List 1 or 3 (2, I assume just not having enough activation?).
List 1 was probably a favourite of mine, but the lack of any squadrons has made me double guess on it. Many thanks for any feedback or advice.



Edited by 54NCH32

Why no leading shots on the ISD? For 4 points its not a bad idea, especially since you have IO and XI7's. Not that big of a deal though.

I tried a couple of builds with them in, but I got very little use out of them in the end (mostly due to minimal blue range in the games I played, however this was purely red vs blue), which kind of made me think "nope". But you are the second person to suggest it. Might playtest again this eve against my mate.

Edited by 54NCH32

I can understand that. I think the last tournament I played in I might have used it 3 times total, if that. I pretty much only use it if I have a abundance of accuracy's. i only like to have one accuracy just because you already have the IO for the brace and XI7's for the redirect, so the accuracy is for the contain and reroll the rest to add a couple more points of damage. Never hurts.

Edited by Chrissr09

It's very situational but it does help.
For example I had rolled 7 damage with an Ackbar side arc and one accuracy and one blank on my MC80 against an opponents MC80. I needed 8 damage. So I spent the one blue hit to reroll the red blank hoping for a double...which I got luckily. Won me the game on turn 4 pretty much.

I have also whiffed dice on numerous occasions and the reroll helped tons

Edited by SmurfWedge

Bids are pretty reasonable in the uk, so you should get first most of the time. Though meta will have changed throughout regionals

Whiff insurance. Hmm, good shout :)

Any idea what the local meta is like? Personally, I'd be nervous taking this in my area. You tend to see a lot of Rhymer, and there's nothing in any of those lists which would serve as a good counter. Any serious bomber build would be a threat. Instigator is great at pinning squadrons in place, but against Rhymer your opponent can likely still target the ship they want to attack anyway, and against something like B-Wings, Instigator isn't going to be there long enough to hold them down for a second turn. Even the largest of the fighter builds only has sixteen hull, and with only four squadrons, a lot of them can be covered by a single Intel ship.

Three activations can be enough. It depends upon the list, and upon your opponent. Going up against a six ship MSU would hurt a little, but the average seems to be, what, around four according to the regionals data?

That's the problem. No idea on meta, as there seems to be limited interest in the area near me. That's the thing, it's all kinda looking like having to guard against rhymer. Which is a shame and limiting when the 4 activation side of things is quite fun :D . But I guess secondary benefit against rebel bombers as well.