Screed with ISD & VSD

By Sanguinary Dan, in Star Wars: Armada Fleet Builds

Drop one of the Raiders and stick the Impetuous title on the other, that should give you enough points to boost up your fighter screen

I would change one of your raiders to dedicated anti fighter ( instigator and OE)

I would suggest removing xx9 from VSD as this does not play well with ACMs ( they both want to use the crit result) also remove the navigation officer, do you really need him or is he a just in case ?

This should give you points for two more ties, that ups your deployments to 6 and four ties flying with instigator gives you something to throw at a bomber ball and keep it honest ( backed off and dispersed)

I would think about your agent kallus and how likely you are to use your ISD front arc against fighters, he may be better placed in instigator, because your planning to be firing on fighters all the time with this ship

Edited by Jondavies72

I'll definitely look into revamping a Raider as more of a AAA ship.

But I do not see the issue with ACM and XX9. It's not like you have to remove dice to make either one work. And with OE and 3 black dice I've got a very high chance of rolling 3 hit/crit along with whatever the red dice manage. Or am I missing something?

The Nav Officer really is a just in case choice. With the mobility deficit of the VSD I don't want to get caught out by a much faster ship when I had a different order plotted.

Kallus is gold. Being able to add any color to the shot lets him rip up (or more often burn the tokens) on unique squadrons. That can leave them exposed to the fire from the Raiders. I hope. I will look into trimming some toys to add fighters. I really don't like having just a pair of squadrons.

The issue is that you get one critical effect per attack. So you can trigger APTs or XX-9's, but not both.

So you can have both and choose, but you're spending points on two cards when you can only use one.

Edited by reegsk

Ah, I totally forgot about that. Big time dumb. Right. The XX9s go away. Back to the fleet builder!

Modified the Admiral and the ships. And the fighters. And stuff.

Points: 400/400

Commander: Grand Moff Tarkin

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)

- Grand Moff Tarkin ( 38 points)

- Relentless ( 3 points)

- Agent Kallus ( 3 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

- XI7 Turbolasers ( 6 points)

- SW 7 Ion Batteries ( 5 points)

Raider-I Class Corvette (44 points)

- Impetuous ( 4 points)

- Ordnance Experts ( 4 points)

- Assault Proton Torpedoes ( 5 points)

Victory I-Class Star Destroyer (73 points)

- Navigation Officer ( 6 points)

- Ordnance Experts ( 4 points)

- Slaved Turrets ( 6 points)

- Assault Proton Torpedoes ( 5 points)

1 Darth Vader ( 21 points)

2 TIE Advanced Squadrons ( 24 points)

1 "Mauler" Mithel ( 15 points)

I would defiantly consider instigator for a raider you are using as anti fighter, those black dice only work if the fighters are in range.

Instigator to replace Impetuous is fine by me. It just traps the squadrons so they can't fly away?

Yes on first read he seams a bit boring compared to the other title ( that gives you the extra attack) but he is remarkably effective and the AA powerhouse of the two ( if you play him right).

Generally the opposition ( especially rhymer balls) will never go within black range of your anti fighter raider build ( why would they), this neuters the whole thing as shoot then move means you just never get a shot. If you move in they move away before your next activation.

If you run instigator with a group of ties ( and more raiders if you can) the whole thing is changed. You move your instigator in to pin a number of his ships (go for the intel ship if you can), then lock his bombers ( that may be able to take down instigator) with ties, if you've got the activations they can all shoot ( rembearing instigator wants a navigate dial and maybe a command, for the sweat placement, if it's safe think about keeping him on site next round as well for shooting again the round after). Next round you can activate instigator for all those double arc black O/E dice. If you had a second raider ( I always play at least a pair) you would have moved him up as well last round so he can chuck a second bunch of dice at the unable to escape fighter ball, activating any ties you have left.

It's brutal if you get it right and all the bomber boys know it, so they will modify their play, this involves holding the bombers back in a more diffuse pattern, which reduces their impact even before you get to kill a few.

Also considering your list, if you are going to play mauler you want an Intel ship, it's what makes him a brute, move damage, get locked down, Intel free up, move and damage, repeat until Intel ship is dead. Without the Intel ship you get one move before your locked down.....

Looks good.

Can't wait to give it a try. I think the Expanded Launchers on the VSD are going to make people really nervous. Including me since I could have a third TIE Advanced for their price. :)

Instead of Dengar you can also put Admiral Chiraneau on your carrier, which allows Mauler to move even when engaged. Only 10 points instead of the 20 for Dengar. Modifying your second list that way, drop Kallus and the SW-7, put Chiraneau in, take out Dengar and replace with Howlrunner, replace 1 advanced with an interceptor. That would put you at 394.

Edited by emsgoof