ISD+VSD+Raider

By XcaliburNick, in Star Wars: Armada Fleet Builds

I've just recently started playing Armada, and I'm going to be attending a Regional in a few weeks time so I'd like to settle on a list. I know it's going to be Empire, but I'm still refining things with every game I play. I've been reading these forums and tactics sites, and I've come up with the following list and variant(s) that I could really use some help with. Up until now I've been playing a squadron-heavy list with Rhymer and only 2 ships, and I'm finding that I really want 3 activations when I'm playing, and I'm still getting used to squadrons so probably not using Rhymer most effectively.

All of the lists are 400 points in total (no initiative bid) and use:

- ISD II (Screed, Intel Officer, Electronic Countermeasures and NK-7 Ion Cannons)
- Advanced Gunnery, Contested Outpost and Minefields objectives

List 1:

- ISD II adds Gunnery Team

- VSD I (Ordnance Experts and Assault Concussion Missiles)

- Gladiator I (Demolisher, OE, Engine Techs and ACM)

- 4 x Tie Fighters, 2 x Tie Interceptors

NOTE: I like the Gladiator, and this is an appealing list with 3 Star Destroyers

List 2:

- ISD II adds Gunnery Team

- Victory II (Overload Pulse)

- Raider II (Point Defense Reroute and Instigator title)

- 2 x Interceptors, 3 x Fighters and 3 x Bombers

NOTE: This has exactly enough squadrons to be the typical Tie complement of the VSD plus the ISD, which I get a kick out of.

List 3:

- Victory II (Overload Pulse)

- Raider II (Instigator)

- 5 x Tie Fighters, Howlrunner, 1x Interceptor, Soontir Fel

NOTE: In X-Wing I almost always use Soontir, so I like the idea of including him here and Howlrunner seems to synergize well.

I think list 1 is my favourite.

Your VSD has a nasty punch out the front and is a bit slow so I would drop its modifications as front shots might be rare with it. Use the points for boosted comms + flight controllers or to upgrade a tie to Howlrunner.