Wave 4 - return of the clonisher

By miedomeda, in Star Wars: Armada Fleet Builds

Click bait title, but still, kind of true.

Wave 4 - return of the clonisher
Author: miedomeda

Faction: Galactic Empire
Points: 388/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Intel Sweep

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Screed ( 26 points)
- Interdictor ( 3 points)
- Admiral Titus ( 2 points)
- Phylon Q7 Tractor Beams ( 6 points)
- MS-1 Ion Cannons ( 2 points)
- G-8 Experiemental Projector ( 8 points)
- Targeting Scrambler ( 5 points)
= 142 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 55 total ship cost

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 59 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 86 total ship cost

Gozanti-class Cruisers (23 points)
- Slicer Tools ( 7 points)
= 30 total ship cost

2 TIE Fighter Squadrons ( 16 points)

First of all, I'll obviously need to go first, but I don't expect there will be much bid race in the aftermath of wave 4 release, so I think 388 points should be enough. Upcoming liberty spam advices against fitting demolisher with intel officer, so I saved a few points and outfitted all ships I could with ACM for the same reason. No intel officer also means that demolisher gets SFO as a way to counter slicer tools and/or untimely commands.

The idea of the list is to do what the clonisher does (I am fully aware it has become more difficult due to the increasing in activations), with a few new tricks in the form of a slicer tools gozanti and an electronic warfare heavy interdictor, whose role would be to control the battlefiled and dictating engagements, all while protecting the rest of the fleet once the brawlers get to business.

I am not fully sold yet: 116 points seems a lot for what is essentially a support ship. Also, I seem lacking in activation and deployment count, things that both hurt this kind of playstile badly. Thoughts? Has anyone else considered how to mix demolisher and interdictor and come up with something better?

I think you are on the right track, but only playtesting will show which upgrades can be dropped/refined.

I approve

My only question is why ACM instead of APT?

I approve

My only question is why ACM instead of APT?

Because, assuming constant double arcs which I think I will be able to pull off thanks to interdictor, they provide more overall unmitigable damage, thus making up for the lack of EL and IO. That and because of the abundance of liberties i foresee in the future meta.

I approve

My only question is why ACM instead of APT?

Because, assuming constant double arcs which I think I will be able to pull off thanks to interdictor, they provide more overall unmitigable damage, thus making up for the lack of EL and IO. That and because of the abundance of liberties i foresee in the future meta.

The scenarios in which you want one or the other are pretty nuanced. I've swung from solidly in the (very small) ACM camp, to solidly in the APT camp, and now I'm in no-man's-land between the two. Which is better depends on your build, your meta, your luck, your tactics, and what you want out of them.

APT > ACM for Dodonna

ACM > APT in average damage throughput per point

APT > ACM in absolute cost

APT > ACM in damage focus on one hull zone

ACM > APT for mitigating redirects

APT > ACM for one-shotting anything

ACM > APT for damage consistency (ExL is better than both here)

APT > ACM if you get lucky and flip Projector Misaligned or (usually) Shield Failure

APT > ACM for disabling-focused harassers

I can see the interdictor being interesting I'm controlling enemy movement somewhat but it still feels like you could get so much more without it. Activation count was critical to clonisher and you just won't have that at all.

I approve

My only question is why ACM instead of APT?

Because, assuming constant double arcs which I think I will be able to pull off thanks to interdictor, they provide more overall unmitigable damage, thus making up for the lack of EL and IO. That and because of the abundance of liberties i foresee in the future meta.

The scenarios in which you want one or the other are pretty nuanced. I've swung from solidly in the (very small) ACM camp, to solidly in the APT camp, and now I'm in no-man's-land between the two. Which is better depends on your build, your meta, your luck, your tactics, and what you want out of them.

APT > ACM for Dodonna

ACM > APT in average damage throughput per point

APT > ACM in absolute cost

APT > ACM in damage focus on one hull zone

ACM > APT for mitigating redirects

APT > ACM for one-shotting anything

ACM > APT for damage consistency (ExL is better than both here)

APT > ACM if you get lucky and flip Projector Misaligned or (usually) Shield Failure

APT > ACM for disabling-focused harassers

Excellent review, I agree completely and in fact I tend to pick APT over ACM for the cheaper cost and comparable utility. In this list, however, I felt ACM fit better but I'm starting to reconsider after the second comment on the matter :P

I can see the interdictor being interesting I'm controlling enemy movement somewhat but it still feels like you could get so much more without it. Activation count was critical to clonisher and you just won't have that at all.

This is exactly my concern. Thing is, I've been trying to build an effective interdictor list, but considering some upgrades are practically mandatory (interdictor, G8 and tractor beam IMO) the point cost escalates quickly and there isn't much room to fit all the ships I'd like. I would so much like make the interdictor work efficiently, but I think I just haven't found a cost effective way for now.

APT on demo, throw some tie bombers into your list and then take precision strike as a mission. It's one of those lovely Piont generation builds that can net you a 9 or ten Piont win.

I'm thinking about, something clonisher mentioned a few weeks ago, demo, loads of gozanti and a heavy rhymed ball.

I'm thinking about, something clonisher mentioned a few weeks ago, demo, loads of gozanti and a heavy rhymed ball.

https://community.fantasyflightgames.com/topic/221512-wave-3-demsu-rhymerball/

That's the one...I had doubts at first (around robustness of Gozs) but I played a 4 raider, demo and fire ball list at a regional a few weeks back and it played well ( even better player two than player one supprisingly) . Thinking it through and with my learning from that event it leads me to believe your ideas got plenty of legs. It's one of about three list I'm thinking around ( the others are vic, interdictor, goz bomber list, and a yavaris, Sally, CR 90, lib bomber list).

Edited by Jondavies72