Fireball Forward

By reegsk, in Star Wars: Armada Fleet Builds

First, props if you get the reference. Second, the list:

Admiral Ozzel

Precision Strike

Contested Outpost

Superior Positions

ISD-II

- Relentless

- Gunnery Teams

- Electronic Countermeasures

- Leading Shots

- XI-7 Turbolasers

Raider-I

- Impetuous

- Ruthless Strategists

- Quad Laser Turrets

Raider-II

- Instigator

- Ruthless Strategists

Major Rhymer

6 x Firesprays

Pretty straightforward idea. The Firesprays and the ISD are the damage dealers, the Raiders are my AS. I'm a little concerned about the viability of the squadron game, but my thought is that I can park the fireball at Medium range from my primary target and draw enemy squadrons to me, guaranteeing that the enemy will get caught in the Raider net. Or, y'know, my opponent could suck up about ten bomber damage per turn. Their call. The Raiders combining with the Firesprays should handle most AS builds. I'm tempted to drop a Firespray and swap it for Mauler, because his splash damage would be great at whittling down squadrons.

And I feel like this is kind of a nightmare for Demolisher, because the Firesprays can just sit in its flightpath and wait for it to land, then hurl dice before it makes a complete attack run.

I think you want Intel in some way, shape or form, however fleeting... You don't want the ball tied up. You can deal damage to them and you with the raiders, but every turn you're churning through your squadrons, is a turn where the Firesprays have to lend their aneamic anti-squadron to the fighters, rather than just intel-ignoring them and shooting at ships anyway...

But then, I always tend to think that, as soon as I see Major Rhymer.

I would trade 1 or 2 firesprays to bombers to feed to Ruthless Strategists.

Dras - I was thinking about that, but putting in a Jumpmaster or Dengar necessitates adding in at least one Escort, which would cost me a Firespray or two, weakening the bombers. My idea is to use the Firesprays to either draw out enemy squadrons into the double Raider trap, or have my opponent keep them back and let me get a full round of bombing before putting their squadrons into the double Raider trap. And unless I'm facing a heavy squadron build, a round of Firespray AS and RS flak from the Raiders should finish off pretty much anything, while only suffering a few points of damage myself.

pt - Actually, turning two Firesprays into four Bombers wouldn't be a bad idea. The ship damage would actually increase on an average roll, the AS damage would stay the same, and the hull value would increase by eight. The ISD could activate all four to make up for the loss of Rogue.

Not sure if I would actually field this list, but I have an unhealthy fascination with trying to maximize Bomber damage. Even without BCC.