Imperial Cheese Wedges

By Netace, in Star Wars: Armada Fleet Builds

Hello all,

I've had a chance to play a couple of games and I'm starting to get a feel for what's going on. Here is the list I want develop my skills with:

Imperial Star Destroyer MkII 120 (160)
Admiral Motti 24
Avenger 5
Leading Shots 4
Gunnery Teams 7

Victory Star Destroyer MkII 85 (93)
Overload Pulse 8

Victory Star Destroyer MkII 85 (93)
Overload Pulse 8

Raider Star Destroyer MKI 44 (53)
Impetuous 4

Quad Laser Turrets 5

399 pts.

So the question I'd like the community to play with is as follows:

What is more flexible? The raider with title to pin critical opposing bombers in place? Or am I better off with 6 stands of upsupported Ties? Jusitfy.

I am thinking that the Raider is the better call here. The games where I ran a Tie Cloud, the tie were very vulnerable to simply being blown out of the sky, and did little to impede a squadron strategy. In the case where only a token opposing squadron force was employed, they ran into each other and cancelled out, but were no threat to my ships, to speak of. Additionally, Intel renders my interception force ineffective, but the raider forces engagement at a critical moment. If run as a deathball, the fleet has a good number of anti-aircraft dice available. The raider also offers a more credible threat to ships in the event that the opposing fleet does not emply a meaningful squadron element.

Netace

I don't like squads, but I have used ties to great effect before. The key is to hold them back until you have a prime opportunity to win the alpha strike. One suggestion I would make would be to find a way to squeeze screed in there, so that you have a reliable way of proccing OLP. Lining up all those moving parts is tough enough (I've tried quite a few avenger OLP combos in my day), but imagine you finally do get it all lined up and then you don't roll a crit...

I was waiting for this suggestion. I think the easy cut is Quad Laser turret, as the ships need to be the Marks they are in order to function. The raider having counter is good, but I really only need the raider to hold the sqadrons long enough to get on with the blasting the opposing fleet apart with the biguns'.

ive found with tie fighters there really needs to be a cloud of them for them to be effective.

a 400 point list can support 16 stands of tie fighters

if supported by flight controllers, they hit as hard as an xwing while being almost half the price

if supported by howl runner you can fly 14 + howlrunner for the same effect

howlrunner + flight controllers makes them hit with 5 blue dice (each)

if supported by dengar and howlrunner and flight controllers you can field 12 stands of them, and as many as you can pack in a small area all get counter 2 and 5 blue dice anti squadron

i like to feed these balls to the front arc of a star destroyer/side arc of an mc80 after the squads are dead as it forces the choice of firing at the ties or firing at the ISD pushing them, and every tie you lose is only worth 8 points (so they will almost alwayts shoot at the isd so your ties can reak havoc)

remember a tie has a 50% chance of doing 1 damage to a ship

so 12 of them will average you 6 damage if unopposed by squadrons. and with the alpha strike the above list will give you (5 blue per tie) your opponent will be hard pressed to counter so many of them

No squadrons, no chance bud. Ties rule, but need to be activated when they fist hit to stand a chance. Maybe get mauler Mithras in there too for a bit more punch.

Ties go pop to most things, lots and lots of them are just asking to be evaporated en mass by ship based blue dice or mauler, fell, dengar multi advanced balls. Mauler jumps cases 1 to the ties, then the damaged ties can only attack the escorting advanced for an auto damage from fell and a 50% of self immolation On the counter...... It's a harsh world for those like cockle shells.

Ties go pop to most things, lots and lots of them are just asking to be evaporated en mass by ship based blue dice or mauler, fell, dengar multi advanced balls. Mauler jumps cases 1 to the ties, then the damaged ties can only attack the escorting advanced for an auto damage from fell and a 50% of self immolation On the counter...... It's a harsh world for those like cockle shells.

From my understanding you don't engage you own ships so Mauler has no effect on your own Ties, or I could be misunderstanding what your saying here?

Edited by tenchi2a

Ties go pop to most things, lots and lots of them are just asking to be evaporated en mass by ship based blue dice or mauler, fell, dengar multi advanced balls. Mauler jumps cases 1 to the ties, then the damaged ties can only attack the escorting advanced for an auto damage from fell and a 50% of self immolation On the counter...... It's a harsh world for those like cockle shells.

From my understanding you don't engage you own ships so Mauler has no effect on your own Ties, or I could be misunderstanding what your saying here?

Imperial vs Imperial games

Ties go pop to most things, lots and lots of them are just asking to be evaporated en mass by ship based blue dice or mauler, fell, dengar multi advanced balls. Mauler jumps cases 1 to the ties, then the damaged ties can only attack the escorting advanced for an auto damage from fell and a 50% of self immolation On the counter...... It's a harsh world for those like cockle shells.

From my understanding you don't engage you own ships so Mauler has no effect on your own Ties, or I could be misunderstanding what your saying here?

Imperial vs Imperial games

ok makes sense now :)