Imperial Carrier Group

By Teloch, in Star Wars: Armada Fleet Builds

So this is my first list, I wouldnt mind some constructive feedback. Also, I dont play much, my models are more for looking at and imagining games since most of my friends stick x-wing.

My idea was to have 2 tanks (the ISD's) control as many squadrons as I could muster.

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Ozzel

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Ozzel ( 20 points)
- Relentless ( 3 points)
- Admiral Chiraneau ( 10 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- MS-1 Ion Cannons ( 2 points)
- Expanded Hangar Bay ( 5 points)

= 170 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Flight Controllers ( 6 points)
- MS-1 Ion Cannons ( 2 points)
- Boosted Comms ( 4 points)

= 122 total ship cost

1 "Howlrunner" ( 16 points)
1 TIE Fighter Squadron ( 8 points)
1 Soontir Fel ( 18 points)
6 TIE Interceptor Squadrons ( 66 points)

Only the ISD-I can take 2 offensive slots so your flagship needs to be an ISD-I or loose expanded hangar bay. The main reason to take an ISD-II is the defensive slot so you can take ECM to protect it from large volleys.

I would consider an ISD-I decked out as a carrier with Boosted Comms, Ex Hangar, Flight controllers and either Chiraneau or an intel fighter like Dengar. Then take an ISD-II as a gunship with ECM, Gunnery teams and maybe XI7 lasers.

Chiraneau is usually taken to free up bombers from existing dogfights. You have Tie interceptors which actually like being in dogfights using their 5-6 dice with a reroll or their 2-3 counterattack dice with a reroll. I don't think you actually need him so Flight commander could be fun instead or the good old Intel officer or the cheap and cheerful skilled first officer to protect your command dial from slicer tools.

Squadrons: 4-6 tie interceptors backed up by flight controllers should be enough to win fighter superiority. Fel is only decent with a Tie Advanced or two to apply free damage as the escort rule kicks in. But then you are going to mow down large amounts of squadrons anyway so ditch him. I would go for 4-6 tie-Interceptors with a single Tie-A then look at Rhymer and 2-3 Tie bombers. Howlrunner is optional but probably overkill.

Thanks for the input! My original list has Rhymer and 2 extra bombers in lieu of 3 extra Int's, but I wasn't sure how effective 3 bombers would be overall

Enemy squadrons will have to deal with the interceptors first as they are too savage to ignore for 2 turns while chewing on a few Tie-bombers. If they do so then the low points cost of bombers and high hull value make them excellent damage sponges.

3 Tie-Bombers aren't that effective on their own. On average applying 3 damage to enemy ships but then they should be shooting a target that will immediately get a truly nasty volley from the front of an ISD. Think of them as an extension of the ISD dice pool or as bait to draw out enemy fighters to be slaughtered by your interceptors.

Hey man !

If yo'ure running 2 ISD carriers, make sure that you're running a large compliment of Bombers. The weaknesses of large ships list is usually the lack of a high number of attacks against ships, which are very useful to snipe out defense tokens :) Trust me, when a MC80 loses its Brace or its Redirects because you've continually pounded it with Bombers, it's much less of a ordeal to bring down !

With your current list, you're absolutely sure to win the squadron battle, but you're going to deal unreliable damage to ships on a 50% chance. Wouldn't you rather deal 1 or 2 damage on a 75% chance ? With something like Chiraneau and/or Dengar (Dengar works best when you have 2 carriers compared to Chirpy, because you're able to switch from flight group to flight group with ease, while Chiraneau is more points efficient on something that will use Squadron Commands often), you're sure to have your squads fire when it matters :D

How about if I went with this, to improve the firepower of SD's (imagining that I'll run them side by side straight at the enemy) and some more bombers to weaken shields and spend tokens

The ISD can throw 5 red and 4 blue from it's front twice, the VSD 4 red and 3 blue twice, hopefully alternating their shots at different ships to max damage. I can boost my bombers speed with VSD. Rhymer allows them all to shoot at ships from medium range, and the Int's with Howlrunner can tie up enemy Sqn's.

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Ozzel ( 20 points)
- Relentless ( 3 points)
- Flight Commander ( 3 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Spinal Armament ( 9 points)
= 166 total ship cost

Victory II-Class Star Destroyer (85 points)
- Corrupter ( 5 points)
- Admiral Chiraneau ( 10 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Spinal Armament ( 9 points)
= 120 total ship cost

1 "Howlrunner" ( 16 points)
4 TIE Interceptor Squadrons ( 44 points)
1 Major Rhymer ( 16 points)
2 TIE Bomber Squadrons ( 18 points)
1 Firespray-31 ( 18 points)

edit: Thanks for the feedback :) I can't wait to try out some of these fleets for some fun game. you guys rock.

Edited by Teloch

I like that, you can probably drop 1 Interceptor and a few extra upgrades and fit something like a Raider 2 to help with the anti-squadron and give you an extra activation.

Ozzel wont really benefit the VSD which is limited to speed 2. Motti or Konstantine would be better for you I think.

my own version of this list has three bombers and two intercepters rounded out with Fel and Rhymer

imp star 1

screed

chiraneau

flight controllers

expanded hanger bay

ion cannon batteries

xx9 turbo lasers

imp star 2

intel officer

ecms

leading shots

xi7 turbolasers

rhymer

tie bomber x3

Fel

tie intercepter x2

objectives

advanced gunnery

fire lanes

minefields