Thinking about switching sides

By CenterPoint, in Star Wars: Armada Fleet Builds

So I have pretty much always played as a rebel, and I really enjoy the challenge that comes with it. But I would like to do well in the regional I go to so i can get a set of those nice dice.

So with that said i looked at what is winning the most at the regionals and i saw that rhymer balls have a powerful showing. so i put together this fireball list to see what you all think. The plan is to try to pinch ships between the gladiator and the slow moving VSD. catching people between a rock and a hard place the fireball will get into it with the enemy ships with a guaranteed hit with screed (and hopefully be able to do it at medium range)

Empire regional's build

Author: CenterPoint

Faction: Galactic Empire
Points: 385/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Screed ( 26 points)
- Ordnance Experts ( 4 points)
- Expanded Launchers ( 13 points)

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Wulff Yularen ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)

Raider-I Class Corvette (44 points)
- Assault Proton Torpedoes ( 5 points)

5 Firespray-31s ( 90 points)
2 JumpMaster 5000s ( 24 points)
1 Major Rhymer ( 16 points)

Constructive criticism and improvements are welcome

Will you have a chance to test drive it a few times before taking it to regionals? I think if you haven't played Imperials as much it would help if you got the chance to playtest it once or twice. In lieu of that I grabbed some good pointers on how I could improve my Ryhmer ball by pouring exhaustively over the AAR threads and looking at the detailed builds and how they were played.

I think this looks on the right track, but I personally would probably strip the upgrades from the VSD and run it naked, or more likely with boosted coms only. Maybe move the OE to raider? I personally don't like Yularen, but if you can use him really well more power to you.

Also, it is my opinion the scatter token alone is worth the upgrade to Dengar for one of your jumps. Makes the ball much harder to eliminate since typically Jump/Dengar is going to be the target priority. Longer you can have the enemy fighters focused on them the longer the 'sprays stick around. The counter one is just the icing on that cake.

i have flown imperials but not at a competitive match (casual only).im pretty confident flying them,

the expanded launchers on the vic make people think twice about getting close to it. and i had another copy on the raider as well but cut it for the point bid. ill see if i can trade 8 points for dengar though.

I get what you are saying, especially running screed instead of Motti so you can't get quite as scrummy with your Vic.

It's just expanded launchers is such a huge point expenditure on a ship that is kind of a last line of defense, and if I was playing it I know it would start at a corner and creep accross the map waiting for the other player to come to it with the fireball far far ahead of it and wouldn't spend more than 1 or 2 rounds maybe in black range during the entire match. I would take Needa/TRC or Xi7 before I would run launchers on the Vic. Both are effective at accomplishing what you are going for, but for less points. But then at that point you would also have to consider going to Motti to help offset the fact that an MC30 or Glad is still going to bumrush you.

Modified per comments.

I traded expanded launchers for rapid reload and dengar while keeping a 12 point bid

Empire regional's build

Author: CenterPoint

Faction: Galactic Empire
Points: 388/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Screed ( 26 points)
- Ordnance Experts ( 4 points)
- Rapid Reload ( 8 points)

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Wulff Yularen ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)

Raider-I Class Corvette (44 points)
- Assault Proton Torpedoes ( 5 points)

5 Firespray-31s ( 90 points)
1 JumpMaster 5000s ( 12 points)

1 Dengar ( 20 points)
1 Major Rhymer ( 16 points)

does this seem better?

You have 136 points of fighters which breaks the 1/3rd rule. Swap out a firespray for a Tie advanced to protect Dengar & Rhymer. Maybe ditch the jump master for another advanced to last longer and protect the blob from both sides.

Upgrades on the VSD aren't really needed as people keep out of close range of them. Boosted comms and flight controllers would be my preference.