Newbie Imp Fleet

By Exar Kun, in Star Wars: Armada Fleet Builds

Just started here and was wanting more experienced eyes to have a look at this fleet and give me some feedback on which fleet generally would come out better...

Tarkins Carrier Group

Faction: Galactic Empire
Points: 392/400

Commander: Grand Moff Tarkin

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Minefields

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Grand Moff Tarkin ( 38 points)
- Relentless ( 3 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
= 160 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
= 66 total ship cost

Raider-I Class Corvette (44 points)
= 44 total ship cost

Raider-I Class Corvette (44 points)
= 44 total ship cost

1 Darth Vader ( 21 points)
1 TIE Advanced Squadron ( 12 points)
1 Major Rhymer ( 16 points)
1 TIE Bomber Squadron ( 9 points)
1 Dengar ( 20 points)

Or should I use Screed.

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Screed

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Minefields

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Screed ( 26 points)
- Wing Commander ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
= 151 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Gunnery Team ( 7 points)
- Engine Techs ( 8 points)
= 81 total ship cost

Raider-I Class Corvette (44 points)
= 44 total ship cost

Raider-I Class Corvette (44 points)
= 44 total ship cost

1 Darth Vader ( 21 points)
1 TIE Advanced Squadron ( 12 points)
1 Major Rhymer ( 16 points)
1 TIE Bomber Squadron ( 9 points)
1 Dengar ( 20 points)

Cheers in advance.

Hey there! Welcome!

First off, both the lists look perfectly serviceable as they are. The second list would probably fare a little better simply because in the first you are investing a lot of points into a swiss army knife fighter force that will be useful just about everything but not great at anything. If you are going to run that sort of thing, you want to make sure you do it on as FEW points as possible.

The second one tricks out the demo a little more, scales back some of the emphasis on fighters, and presents an overall more well rounded threat than the first.

A point that might improve the list a bit would be to take some sort of ordinance on Demo instead of gunnery teams, and just work on flying demo so you can hit a single ship out of your front and side arcs on a single turn. The return from gunnery team on a demo isn't that great. However, Assault proton torpedoes, concussion missiles, even expanded launchers (though that is probably the least helpful for the points in this case) would all increase the threat put out by this Demo considerably.

For the fighters you could probably drop Wing commander and one of either the tie advanced or vader and pick up more bombers, or if you were interested in Rogues and Villians, a few firesprays.

But those are suggestions to drive this list to the more competitive edge, so take them with a grain of salt and play with them to get what feels best for you. Along the way you might figure out something that no one even around here has ever thought of.