Imperial Ambush Fleet (Slowing their roll)

By ryanabt, in Star Wars: Armada Fleet Builds

So I am interested in input on this fleet. I don't get to play often, but I enjoy the theory. Please give good feedback. Please do not simply say, "I would fly around it" or whatnot. Please give detail.

Commander: Konstantine

Objectives:

--Advanced Gunnery
--Fire Lanes

--Dangerous Territory

Interdictor-class Combat Refit

--Admiral Konstantine

--Interdictor Title

--Tractor Beams

--G-8 Experimental Projector

Victory I

--Gunnery Team

--Tractor Beams

Victory I

--Admiral Titus

--Gunnery Team

--Tractor Beam

Gozanti-class Cruiser

--Slicer Tools

Gozanti-class Cruiser

--Suppressor

--Repair Crews

Tie Fighters (4)

Clearly the idea is to stop an enemy ship in its tracks. Titus will be used to either slow down a strong ship that might have a difficult time speeding up OR if they have a ship that I can speed into my clutches, he will speed it past its friends.

Then I select one ship to slow into oblivion and sic my Vics on it. Gozanti's and Interdicter stay slightly behind to help. Slicer jumps out to keep a ship at 0 for as long as possible if it is their whale.

Ties are there to tie up enemy squads. The combat interdictor is anti-squad as are the gozanti. The gunnery teams are there to help with anti-squad just as much as to get two ships.

Edited by ryanabt

Lots of activations, adaptable line-up, but might run into some issue with bomber fleets, since you will want to slow roll and let them run into your arcs and bomber fleets will want to do more or less the same, but can deal their damage from outside your range if they maneuver well. Vics are hard to use, but if you can deploy well this fleet will dish out some serious damage.If you are having trouble keeping ships in range with the Vics it might be worthwhile to upgrade them to an ISD II and see if that helps. You can then add tractor beams to one of the flotillas for slowing small base ships, and use Konstantine/slicer/tractor on their big ships.

Lots of activations, adaptable line-up, but might run into some issue with bomber fleets, since you will want to slow roll and let them run into your arcs and bomber fleets will want to do more or less the same, but can deal their damage from outside your range if they maneuver well. Vics are hard to use, but if you can deploy well this fleet will dish out some serious damage.If you are having trouble keeping ships in range with the Vics it might be worthwhile to upgrade them to an ISD II and see if that helps. You can then add tractor beams to one of the flotillas for slowing small base ships, and use Konstantine/slicer/tractor on their big ships.

Yeah, bomber builds were my worry too. I am not certain what to do about that. I also considered making one of the gozanti into a raider and losing some stuff on big ships. Not sure if worth it.

If you want to minimize changes, I would say throwing instigator on a raider isn't a bad option. A raider and a few ties can really provide a thick buffer for fighters to get through, just remember that it is going to take some work to bring down Dengar. To that end, it might *might* be better to ditch the ties and pick up IG 88. 88 and an instigator would probably do the same job better for the same points. But if that is too far afield of what you intended then you can definitely make the ties work.

Edited by BrobaFett

If you want to minimize changes, I would say throwing instigator on a raider isn't a bad option. A raider and a few ties can really provide a thick buffer for fighters to get through, just remember that it is going to take some work to bring down Dengar. To that end, it might *might* be better to ditch the ties and pick up IG 88. 88 and an instigator would probably do the same job better for the same points. But if that is too far afield of what you intended then you can definitely make the ties work.

I am not wedded to the ties or to the gozanti. I like raiders as AS quite a bit. I am wedded to keeping the activation. I will miss the deployments of the ties if I lose them though. If I like how the list plays, I will play it enough to fiddle with your suggestions. Hopefully I will then remember to come back and give an update.

Ok, so if I add a raider and drop a gozanti, this is what I get...I don't know that I like it better.


Commander: Konstantine

Objectives:

--Advanced Gunnery
--Fire Lanes

--Dangerous Territory

Interdictor-class Combat Refit

--Admiral Konstantine

--Interdictor Title

--G-8 Experimental Projector

Victory I

--Gunnery Team

--Tractor Beams

Victory I

--Admiral Titus

--Gunnery Team

--Tractor Beam

Raider II

--Instigator

Gozanti-class Cruiser

--Suppressor

--Slicer Tools

IG-88

Edited by ryanabt

I've tried out a similar list on the kitchen table. My experience was that I had too much stuff to slow other ships down. Konstantine alone can slow down a ton of people, G8 can leave 2 people stationary after that. I think you'll want to cut out some tractor beams. All the enemy ships will be navigating almost constantly to deal with Konstantine, so they'll bouce from 1 to 2, G8 means they'll only move 1, and then he'll slow them all down again.

I think you'd be able to drop 1-2 tractor beams and not lose any effectiveness, Konstantine is basically 2-3 tractor beams anyway.

My version has an interdictor + 2 vics + an anti-squadron ball to deal with squadrons. I'm not too worried about opposing Nav commands because I can slow them down right away anyhow. Plus, in squadron heavy fleets, the enemy wants to use squadron commands, so in that tough matchup for you, their carriers will have some tough decisions.

Personally I struggle with Firelanes as imperial. Its too easy for me to drive over the objective tokens. Its not as many points, but you could do contested outpost and leapfrog over the station to prevent the enemy from even getting close.

I've tried out a similar list on the kitchen table. My experience was that I had too much stuff to slow other ships down. Konstantine alone can slow down a ton of people, G8 can leave 2 people stationary after that. I think you'll want to cut out some tractor beams. All the enemy ships will be navigating almost constantly to deal with Konstantine, so they'll bouce from 1 to 2, G8 means they'll only move 1, and then he'll slow them all down again.

I think you'd be able to drop 1-2 tractor beams and not lose any effectiveness, Konstantine is basically 2-3 tractor beams anyway.

My version has an interdictor + 2 vics + an anti-squadron ball to deal with squadrons. I'm not too worried about opposing Nav commands because I can slow them down right away anyhow. Plus, in squadron heavy fleets, the enemy wants to use squadron commands, so in that tough matchup for you, their carriers will have some tough decisions.

Personally I struggle with Firelanes as imperial. Its too easy for me to drive over the objective tokens. Its not as many points, but you could do contested outpost and leapfrog over the station to prevent the enemy from even getting close.

Thanks! I dropped one tractor beam in the new iteration, but wasn't sure how I would feel about losing more. That TB could get me a QLT for the raider or other important things. Hmmm...

Commander: Konstantine

Objectives:

--Advanced Gunnery

--Fire Lanes

--Dangerous Territory

Interdictor-class Combat Refit

--Admiral Konstantine

--Wulff Yularen

--Projection Experts

--Interdictor Title

--G-8 Experimental Projector

Victory I

--Gunnery Team

Victory I

--Admiral Titus

--Gunnery Team

Raider II

--Instigator

Gozanti-class Cruiser

--Suppressor

--Slicer Tools

IG-88

Edited by ryanabt