3x the Victories

By SoonerTed, in Star Wars: Armada Fleet Builds

Konstantine is just a placeholder for Moff Jerjerod, but he is a good substitute nonetheless.

3x the Victories
Author: SoonerTed

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Konstantine

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

Victory II-Class Star Destroyer (85 points)
- Dominator ( 12 points)
- Support Officer ( 4 points)
- Fire-Control Team ( 2 points)
- Phylon Q7 Tractor Beams ( 6 points)
- XX-9 Turbolasers ( 5 points)
- Ion Cannon Batteries ( 5 points)
= 119 total ship cost

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Konstantine ( 23 points)
- Skilled First Officer ( 1 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 114 total ship cost

Victory I-Class Star Destroyer (73 points)
- Skilled First Officer ( 1 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 91 total ship cost

3 TIE Interceptor Squadrons ( 33 points)
3 TIE Bomber Squadrons ( 27 points)
1 Major Rhymer ( 16 points)

Key questions:

1) Does this provide enough in the the way of fighter screen?

2) Is the activation disadvantage going to be a challenge?

No escort/intel, so how do you prevent them from killing Rhymer with their first fighter activation, and/or locking down your bomber ability?

Consider my minimum fighter deploy:

Howlrunner, Mauler, Soontir, Dengar (69 points)

Target Rhymer...

1) Send in Howlrunner
2) Send in Soontir
3) Send in Mauler (your TIE INTs hate this guy)

4) Send in Dengar to finish him off or kill a TIE INT

Your TIE INT return fire on your next action either targets Soontir (and his counter 4 with re-roll to crush your remaining 2 hull, yes I just will double burn the Scatter here to keep myself alive) or they auto take another point of damage (making it 2... then Mauler gives them another on his next activation killing the INTs).

3 activation should be fine, as the list is based around 3 VSD's and you are really going to only have 3. It's just what the list makes you live with. Double ISD lists make due with 2, so comparatively you are doing great!

Edited by SirDave