Flight Commander, Imperial version

By Lyraeus, in Star Wars: Armada Fleet Builds

Flight Commander, Lyraeus Edition
Author: Lyraeus

Faction: Galactic Empire
Points: 395/400

Commander: Grand Moff Tarkin

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

Interdictor-class Combat Refit (93 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Expanded Hangar Bay ( 5 points)
- Grav Shift Reroute ( 2 points)
= 106 total ship cost

Interdictor-class Combat Refit (93 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Expanded Hangar Bay ( 5 points)
- G7-X Grav Well Projector ( 2 points)
= 106 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Grand Moff Tarkin ( 38 points)
- Vector ( 2 points)
- Flight Commander ( 3 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 79 total ship cost

1 "Mauler" Mithel ( 15 points)
1 TIE Advanced Squadron ( 12 points)
1 Darth Vader ( 21 points)
1 Dengar ( 20 points)
4 TIE Bomber Squadrons ( 36 points)

Seems like an awful lot of squadron focus.

I mean Vector lets you pump Vader/Dengar/Mauler/TieAd to speed 5, how much use are you seeing for FR-CT?

I dunno Lyr, I am usually pretty happy when I read your fleet builds, but I am not feeling this one, sure you have tactical flexibility and redundancy on which ship activates squadrons when, but what are they doing once your stuff is engaged? what happens if you lose the squadron fight?

I like the idea of Hyperspace Assault combined with the IDR upgrades, 4 bombers seems a bit risky for precision strike, I mean Bomber command makes X-wings pretty awesome, never mind Torryn.

I'd like to hear how it works in a game, if you get chance to play it.

Seems like an awful lot of squadron focus.

I mean Vector lets you pump Vader/Dengar/Mauler/TieAd to speed 5, how much use are you seeing for FR-CT?

I dunno Lyr, I am usually pretty happy when I read your fleet builds, but I am not feeling this one, sure you have tactical flexibility and redundancy on which ship activates squadrons when, but what are they doing once your stuff is engaged? what happens if you lose the squadron fight?

I like the idea of Hyperspace Assault combined with the IDR upgrades, 4 bombers seems a bit risky for precision strike, I mean Bomber command makes X-wings pretty awesome, never mind Torryn.

I'd like to hear how it works in a game, if you get chance to play it.

I get you. From my testing of Flight Coordination Team, it allows for a shift in your squadrons.

Have you had a turn where you have moved squadrons and now they are just out if you wanted to get in a first strike? FCT allows you to push that extra range. Now people have to consider that you have a potential reach of distance 5 AND 2 more Distance 1's. They have to deal with that somehow.

FCT's also allows me to shift my bombers around. Remember that Precision Strike is based off all crits, not just squadrons. It may not be the best in this list but I really want Station Assault. . .

Hyperspace Assault is FAR too big of a trap I think. Going down to 2 activation's is HARSH!

I know every man and his dog will hate me for saying this, but this cries out for Rhymer (sorry :-) )

I know every man and his dog will hate me for saying this, but this cries out for Rhymer (sorry :-) )

Yes and no. It can certainly use it but I don't think it cries for it. Rhymer is very useful but not the end all I think.

I know every man and his dog will hate me for saying this, but this cries out for Rhymer (sorry :-) )

Yes and no. It can certainly use it but I don't think it cries for it. Rhymer is very useful but not the end all I think.

I agree with Pete.

The way that squad list reads, it look like Mauler and Dengar escorted by Vader and Advanced with a Bomber ball. For the imperial synergy to work well they are best sticking together as one single unit, and there is nothing better to make a single unit of bombers sing that Rhymer.

I have an imperial list that doesnt cry out for Rhymer, and thats because I have a lot of rogues and no escorts. They are meant to spread out and work in packs rather than one group. If you have one group, then its literally crying out for Rhymer.

And no, before you say it, fighter coordination teams do not mitigate the need for Rhymer.

I know every man and his dog will hate me for saying this, but this cries out for Rhymer (sorry :-) )

Yes and no. It can certainly use it but I don't think it cries for it. Rhymer is very useful but not the end all I think.

I agree with Pete.

The way that squad list reads, it look like Mauler and Dengar escorted by Vader and Advanced with a Bomber ball. For the imperial synergy to work well they are best sticking together as one single unit, and there is nothing better to make a single unit of bombers sing that Rhymer.

I have an imperial list that doesnt cry out for Rhymer, and thats because I have a lot of rogues and no escorts. They are meant to spread out and work in packs rather than one group. If you have one group, then its literally crying out for Rhymer.

And no, before you say it, fighter coordination teams do not mitigate the need for Rhymer.

Yes they do! They allow me to reposition for the next attack! being about to move 3 squadrons 2x distance 1's up into range means that when I activate them via a squadron command that if they are in attack range already, they can move somewhere else. Rhymer is nice but not the end all be all. I am flying these like faster B-Wings!

Yes they do! They allow me to reposition for the next attack! being about to move 3 squadrons 2x distance 1's up into range means that when I activate them via a squadron command that if they are in attack range already, they can move somewhere else. Rhymer is nice but not the end all be all. I am flying these like faster B-Wings!

I noticed.

However, if Bwings could use Rhymer, you can bet your bottom dollar they would. And incidentally, if the Bombers are engaged, chances are they are within Rhymer range of a ship, so your plan still works even though fighter coordination teams wont work.

Yes they do! They allow me to reposition for the next attack! being about to move 3 squadrons 2x distance 1's up into range means that when I activate them via a squadron command that if they are in attack range already, they can move somewhere else. Rhymer is nice but not the end all be all. I am flying these like faster B-Wings!

I noticed.

However, if Bwings could use Rhymer, you can bet your bottom dollar they would. And incidentally, if the Bombers are engaged, chances are they are within Rhymer range of a ship, so your plan still works even though fighter coordination teams wont work.

If they are engaged I am killing what is engaged with them. We shall see, it needs work but we shall see

On a seperate discussion that I didnt want to continue in a different thread:

Dengar, Soontir and Mauler all have scatter tokens. Which is why I see replacing Soontir with an Advanced as not as straightforward as it appears. When people face this they get flustered, they want to kill Mauler first because he scares them for unknown reasons (just lock him down.... ), but if they are in range of Soontir they shoot him instead (counter 3 anyone?). And in reality they should be shooting Dengar the enabler who doesnt have counter at all.

So what ends up happening is they are take a small amount of damage, maximise the use of their scatter tokens, and the opponent gives up on the squadron fight as these guys arent dying. All the while this is happening underneath your ships AA fire and for a reasonable outlay you have a small force which can successfully prevent bombing runs on your ships.

A Tie Advanced would be dead in 2 to 3 shots, which isnt good enough.

On the actual discussion of this page, Tie Bombers are NOT Bwings, they should not be shooting at squadrons. FULLSTOP.

On a seperate discussion that I didnt want to continue in a different thread:

Dengar, Soontir and Mauler all have scatter tokens. Which is why I see replacing Soontir with an Advanced as not as straightforward as it appears. When people face this they get flustered, they want to kill Mauler first because he scares them for unknown reasons (just lock him down.... ), but if they are in range of Soontir they shoot him instead (counter 3 anyone?). And in reality they should be shooting Dengar the enabler who doesnt have counter at all.

So what ends up happening is they are take a small amount of damage, maximise the use of their scatter tokens, and the opponent gives up on the squadron fight as these guys arent dying. All the while this is happening underneath your ships AA fire and for a reasonable outlay you have a small force which can successfully prevent bombing runs on your ships.

A Tie Advanced would be dead in 2 to 3 shots, which isnt good enough.

On the actual discussion of this page, Tie Bombers are NOT Bwings, they should not be shooting at squadrons. FULLSTOP.

Sure, but what if they just take out soontir then Dengar, or even frak the damage and kill dengar first? You lose Mithel AND now Fel is going to take all the hits next turn.

On a seperate discussion that I didnt want to continue in a different thread:

Dengar, Soontir and Mauler all have scatter tokens. Which is why I see replacing Soontir with an Advanced as not as straightforward as it appears. When people face this they get flustered, they want to kill Mauler first because he scares them for unknown reasons (just lock him down.... ), but if they are in range of Soontir they shoot him instead (counter 3 anyone?). And in reality they should be shooting Dengar the enabler who doesnt have counter at all.

So what ends up happening is they are take a small amount of damage, maximise the use of their scatter tokens, and the opponent gives up on the squadron fight as these guys arent dying. All the while this is happening underneath your ships AA fire and for a reasonable outlay you have a small force which can successfully prevent bombing runs on your ships.

A Tie Advanced would be dead in 2 to 3 shots, which isnt good enough.

On the actual discussion of this page, Tie Bombers are NOT Bwings, they should not be shooting at squadrons. FULLSTOP.

Sure, but what if they just take out soontir then Dengar, or even frak the damage and kill dengar first? You lose Mithel AND now Fel is going to take all the hits next turn.

Cool, thats at least two turns of squad attacks absorbed and serious damage done in the meantime.

That'll do.

A tie advanced wont give you that.

On a seperate discussion that I didnt want to continue in a different thread:

Dengar, Soontir and Mauler all have scatter tokens. Which is why I see replacing Soontir with an Advanced as not as straightforward as it appears. When people face this they get flustered, they want to kill Mauler first because he scares them for unknown reasons (just lock him down.... ), but if they are in range of Soontir they shoot him instead (counter 3 anyone?). And in reality they should be shooting Dengar the enabler who doesnt have counter at all.

So what ends up happening is they are take a small amount of damage, maximise the use of their scatter tokens, and the opponent gives up on the squadron fight as these guys arent dying. All the while this is happening underneath your ships AA fire and for a reasonable outlay you have a small force which can successfully prevent bombing runs on your ships.

A Tie Advanced would be dead in 2 to 3 shots, which isnt good enough.

On the actual discussion of this page, Tie Bombers are NOT Bwings, they should not be shooting at squadrons. FULLSTOP.

Sure, but what if they just take out soontir then Dengar, or even frak the damage and kill dengar first? You lose Mithel AND now Fel is going to take all the hits next turn.

Cool, thats at least two turns of squad attacks absorbed and serious damage done in the meantime.

That'll do.

A tie advanced wont give you that.

Yea it would. It would also only be 1 turn. If they focus down on Dengar and take 1 damage each from Fel and 1 damage form Mithel they are hindered but not stopped. However, Dengar is dead and you cant mithel. I have lost my only TIE Advanced in a single turn and been able to mithel still, so I have gotten 2-3 mithels which is arguably better than Fel because fel might not always be engaged, where mithel has to jump in.

So you either lose Dengar which hits mithel hard and be happy with the 2 static damage dealt to all the enemy squadrons or you can do 2-3 depending on how you activate.

You seem to be trying to kill the enemy squadrons.

You of all people must be aware that it would be quicker to just table the ships...

You seem to be trying to kill the enemy squadrons.

You of all people must be aware that it would be quicker to just table the ships...