Tarkin's Flotilla Death Dealers

By itzSteve, in Star Wars: Armada Fleet Builds

Can this type of build actually work? Can a heavy duty Rhymer ball list with a boat load of blue dice from Raiders and Flotillas do enough damage to the high activation builds in the Rebel lists these days?

Tarkin's Flotilla Death Dealers
Author: itzSteve

Faction: Galactic Empire
Points: 398/400

Commander: Grand Moff Tarkin

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Slicer Tools ( 7 points)
= 40 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Grand Moff Tarkin ( 38 points)
- Repair Crews ( 4 points)
= 65 total ship cost

Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
- Expanded Hangar Bay ( 5 points)
= 30 total ship cost

1 Dengar ( 20 points)
1 Major Rhymer ( 16 points)
4 TIE Bomber Squadrons ( 36 points)
1 Soontir Fel ( 18 points)
3 TIE Advanced Squadrons ( 36 points)

I feel the ball isn't big enough for that purpose...

If its going to be the damage dealer, then you might want to cut in more Bombers somehow... 7+ or so... Be throwing ridiculous amounts through Rhymer...

Consider Two Jumps instead of Dengar... Just for Intel Coverage... Don't care if you start losing bombrs, you have 7 of them... You need to Spike that Damage through to your opponents so your ships with their "firepower" are just cleanups, because beyond the Raider, you really don't have the damage output to fight your way out of a Wet Paper Bag with a Knife that's on Fire...

I feel the ball isn't big enough for that purpose...

If its going to be the damage dealer, then you might want to cut in more Bombers somehow... 7+ or so... Be throwing ridiculous amounts through Rhymer...

Consider Two Jumps instead of Dengar... Just for Intel Coverage... Don't care if you start losing bombrs, you have 7 of them... You need to Spike that Damage through to your opponents so your ships with their "firepower" are just cleanups, because beyond the Raider, you really don't have the damage output to fight your way out of a Wet Paper Bag with a Knife that's on Fire...

I was thinking that by the time the flotillas fire on the ships the ball will have already done its damage to the shields and it should be a straight shot to the hull for hopefully a face up crit.

::shrug::

Its the sort of list that, I can't really offer much Guidance on...

I'm just used to seeing that sort of serious Rhymer Ball being paired with 3x Victories...

And 3x Victories, despite lacking the activations, pack more of a punch than the flotillas - and even then, its not an easy game for them...

I don't know. I'd have to see it in practice, I think... So I don't really have much more advice.

Here is a modified version of it:

Tarkin's Flotilla Death Dealers v1.1
Author: itzSteve

Faction: Galactic Empire
Points: 400/400

Commander: Grand Moff Tarkin

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Grand Moff Tarkin ( 38 points)
- Repair Crews ( 4 points)
= 65 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Slicer Tools ( 7 points)
= 40 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
= 28 total ship cost

1 Major Rhymer ( 16 points)
2 JumpMaster 5000s ( 24 points)
3 TIE Advanced Squadrons ( 36 points)
6 TIE Bomber Squadrons ( 54 points)

Why Tarkin?

Why Tarkin?

I picked Tarkin to throw everyone squadron tokens in the beginning to aggressively push the all squads into play. In the subsequent rounds as the squads begin dying, I wanted the flexibility to throw out whatever token was needed for that particular round. whether to give rerolls on shots, heal a shield, get rid of a damage card or better maneuverability. I suppose Tagge could be an option so I could use the scatter token aggressively to give the flotillas better survivability.