wave 3= Demsu Rhymerball!

By clontroper5, in Star Wars: Armada Fleet Builds

Demsu Rhymerball MUHHAHAHAHA!!!!
Author: Clontroper5

Faction: Galactic Empire
Points: 399/400

Commander: General Tagge

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Wulff Yularen ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)

[ flagship ] Gozanti-class Cruisers (23 points)
- General Tagge ( 25 points)

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Slicer Tools ( 7 points)

Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
- Expanded Hangar Bay ( 5 points)

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)

Gozanti-class Cruisers (23 points)
- Repair Crews ( 4 points)

1 Major Rhymer ( 16 points)
4 TIE Advanced Squadrons ( 48 points)
2 JumpMaster 5000s ( 24 points)
5 TIE Bomber Squadrons ( 45 points)

digest

what happened to the crazy 20 point bid for initiative? You know, to get that triple tap? Or are you thinking that this list won't need it because of the massive Rhymerball

I thought maybe get rid of the repair crew gozanti cruisers and taking expanded launchers on Demo, giving a 20 point bid. That would reduce your squadron activations by 2, but the list already doesn't have enough for all 12 as is. You'd maybe leave behind 1 jump master and 2 advanced for squadron activation time. But you're the resident expert

Putting together two of the most powerful combinations in the game is conceptually terrifying nonetheless.

An alternate version. In this version the Gozanti's are literally just activation soak. The damage coming from Demo and the SQNs.

Fleet Summary Page (384 of 400 pts)
Faction: The Empire
Commander: Admiral Screed (26 pts)
Flagship: (28 pts)
Gozanti-class Cruisers (23 pts)
Admiral Montferrat (5 pts)
Fleet Ship 1: (98 pts)
Gladiator I-class Star Destroyer (56 pts)
Demolisher (10 pts)
Intel Officer (7 pts)
Ordnance Experts (4 pts)
Engine Techs (8 pts)
Expanded Launchers (13 pts)
Fleet Ship 2: (25 pts)
Gozanti-class Cruisers (23 pts)
Comms Net (2 pts)
Fleet Ship 3: (31 pts)
Gozanti-class Cruisers (23 pts)
Bomber Command Center (8 pts)
Fleet Ship 4: (23 pts)
Gozanti-class Cruisers (23 pts)
Fleet Ship 5: (23 pts)
Gozanti-class Cruisers (23 pts)
Squadrons (130 of 134 pts):
1x Major Rhymer Tie Bomber Squadron (16 pts)
5x Firespray-31 (90 pts)
2x JumpMaster 5000 (24 pts)
Objectives: Advanced Gunnery , Fleet Ambush , Superior Positions
Edited by Belegon

what happened to the crazy 20 point bid for initiative? You know, to get that triple tap? Or are you thinking that this list won't need it because of the massive Rhymerball

I thought maybe get rid of the repair crew gozanti cruisers and taking expanded launchers on Demo, giving a 20 point bid. That would reduce your squadron activations by 2, but the list already doesn't have enough for all 12 as is. You'd maybe leave behind 1 jump master and 2 advanced for squadron activation time. But you're the resident expert

Putting together two of the most powerful combinations in the game is conceptually terrifying nonetheless.

Your right about the squadron activations, I don't have enough naturally (well technically I do because demolisher can activate them) and I could keep a jumpmaster and escorts back. My plan however was simply take squadron tokens for the first turn, I Likely won't need all activations after that due to attrition or some squadrons being in a good position already

With 6 activations I should still pre

I have been debating on the exact combination of Fleet support upgrades I should bring.

2 bccs?

Slicer tools or repair crews? Etc.

Also what do you guys think of objectives?

I don't think that Demo and Gozantis is the best combination for the bomber-heavy fleet thats designed to go second.

Gozantis are too fragile so the activation advantage may disappear way too fast and Demolisher thats going second is much less scary. I would think about including a Raider in the fleet for AS, also replacing two bombers witha firespray (I found the ability to activate one bomber late to reposition/finish up wounded ships pretty valuable)

I don't think that Demo and Gozantis is the best combination for the bomber-heavy fleet thats designed to go second.

Must admit I don't think it will work, too jack of all trades.

As in Ship wise you have 5 activations but literally 1 that I care about and if you are going second I care even less. If I've got one set of slicer tools well positioned you're going to struggle to do what you want and If I've got either blocking flotillas or a tractor beam or 2 then forget Demo doing much of anything. I do see that sneaky coms net which will give Demo back his token if someone steals it with said tractor beam so maybe you will still pull it off... assuming they don't at least match you for activations of course.. But that doesn't help against the blocking flotillas.

Squadrons are the same, sure you have a bunch of bombers + Rhymer but your're anti-squadon isn't much at all really. You would need them to cross the board since you have no long range firepower so you'll be trying to bomb inside the enemy flak bubble for starters and when you consider standard imperial anti squadon combos like Mithil/Dengar/Darth/Soontir/howlrunner who would slaugher youre tie advanced in a turn before moving onto you're bombers.

I think if you want bomber balls you back it up with decent long range firepower so that you can force the issue on you're terms or you invest more in decent anti-squadron so that you can survive in their home ground.

I really dont want to take engine techs on all my ships! But thats the path we are heading down

For Objectives, Precision Strike and Strategic Positions are almost a must take for a rhymerball. Possibly hyperspace assault would be the third.

I like the list.

I don't think that Demo and Gozantis is the best combination for the bomber-heavy fleet thats designed to go second.

out of curiosity what do you think is the best?

I would go for the mix of VSD/RDR/Gozanti (VSDI/RDRII/RDRI/Gozanti/Gozanti for example) and probably use Motti.

I played vic, vic, demo last night. It doesnt work as you get caught between needing to activate demo and needing to activate squads.

Shouldnt be quite so bad here, unless theyve brought h9s.

I agree with the comment around only having Demo as your primary threat. You need to be able to generate threat and push on a least two axis otherwise you will simply be out manouvered. Also if demo goes your done for, you have no control left and they can chase down your remaining gozanti, the raiders in a current high activation list can out run, manouver large ships and are a defensive handful that can provide some control of a board.

I would go for a slight reduction in your demo ( say ACMs over expanded launchers), insid decked for small/medium ship hunting ( APT, OE, engine tech).

For fighters I would go for howl runner with 3 ties and rymer with 3 bombers. The bombers go in with your primary threat, forcing your opposition to activate fighters in, then jump them with your ties or jump with your ties as your bombers go in depending on what he has fighter wise.

Well demo is NOT my primary threat, and in fact Is there as Support for the Primary threat, The RYMERBALL.

After eating 10 blackdice to the face NOTHING will feel good, especially since 6 of those have rerolls.

Demo is there for extra punch and I think you guys underestimate how much damage 5 gozantis can cause when they want to. They have a comparable damage output to 5 firesprays (assuming either CF commands or double arcs) which, mind you, is BETTER then an ISD without gun teams. No its not going to kill much in a single activation But there isn't a ship in the game that can survive 1 turn of concentrated efforts from this list And since most of the firepower is Very Flexible since it is in Demolisher and The fighters, it is easy to throw about 13 blackdice plus 5-8 red/blue dice, at a Single Target every turn.

Against other fighters I intend on useing my on AA to destroy, primarily Demolisher (hence glad-2) this part I am less confident about so playtest is required.

I think you felles are really blowing off the Flottilas as "wasted" or "weak" activations and I find your Lack of Faith Disturbing....

I would go for a slight reduction in your demo ( say ACMs over expanded launchers), insid decked for small/medium ship hunting ( APT, OE, engine tech).

Also why howl over the Jumpmasters?

After playing 3 games with them I also consider gozantis to be harder to kill then Raiders

I'm a bit of a believer in maxing the alpha strike ability of a fighter/ bomber wing over long term grind ability ( but that's because I've tended to play fast ship lists).

Re howl over jump master. I just tend think that most fighter battles have been won or lost within a round ( I'm talking about the specific mission, which is "reduce the impact of bombers" on your ships, not a general slaughter of all fighters) so the extra damage from howl runner onto enemy bombers and her ability to survive and potentially pin into a second round is more important than the Intel ability and being able re deploy after.

In regards to the bombers, I always work on the assumption that I will get one meanfull round before my opponent can negate a lot of their power, so I'd rather have spent on extra offence over an Intel ship.

I will use my bombers in support of one of my glads if they need more fire power to finish a big target ( because of threat range this first strike is petty much unstoppable) after that they are sort of redundant and will just be used to Harass if they can. Also if you've played your ties into his fighters they will be busy slaughtering them and less likely to tie up your bombers so you should be ok to move again..... If not they have done their primary mission anyway.

After playing 3 games with them I also consider gozantis to be harder to kill then Raiders

My concern is the level of threat and control they offer, running into a double arc from a raider with OE has a level of concern attached to it. Running into a Goz double arc is a who cares moment.

Not that I've played any Lists with Goz but I do no what can be done with a well placed raider.

Well demo is NOT my primary threat, and in fact Is there as Support for the Primary threat, The RYMERBALL.

After eating 10 blackdice to the face NOTHING will feel good, especially since 6 of those have rerolls.

Demo is there for extra punch and I think you guys underestimate how much damage 5 gozantis can cause when they want to. They have a comparable damage output to 5 firesprays (assuming either CF commands or double arcs) which, mind you, is BETTER then an ISD without gun teams. No its not going to kill much in a single activation But there isn't a ship in the game that can survive 1 turn of concentrated efforts from this list And since most of the firepower is Very Flexible since it is in Demolisher and The fighters, it is easy to throw about 13 blackdice plus 5-8 red/blue dice, at a Single Target every turn.

Against other fighters I intend on useing my on AA to destroy, primarily Demolisher (hence glad-2) this part I am less confident about so playtest is required.

I think you felles are really blowing off the Flottilas as "wasted" or "weak" activations and I find your Lack of Faith Disturbing....

Don't get me wrong I will have a number of these little fellas in my fleet, as they have some great plays they can add to my game. I just don't have as much faith in bomber balls of any description as a primary threat, I see them more as support. Maybe because I've never been rolled over by one and have always managed to a least partially negate them. I'm also a bit worried in regards to losing the ability to herd with my black dice raiders.