Imperial Nigglings

By Lyraeus, in Star Wars: Armada Fleet Builds

So Imperials are giving me fits and I just dont have much inspiration for them but here is what I got so far. . .

Imperial nigglings
Author: Lyraeus

Faction: Galactic Empire
Points: 397/400

Commander: Admiral Konstantine

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Imperial II-Class Star Destroyer (120 points)
- Gunnery Team ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 150 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Projection Experts ( 6 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 132 total ship cost

Gozanti-class Cruisers (23 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Slicer Tools ( 7 points)
= 36 total ship cost

1 Bossk ( 23 points)
1 "Mauler" Mithel ( 15 points)
1 Darth Vader ( 21 points)
1 Dengar ( 20 points)

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Worth trying to squeeze Wullf onto the Interdictor for shield factory fun times? Q7 on a small base just doesn't seem worth it.

With that few fighters is Dengar really necessary? If you are really looking for fighter cover you could just take 10 Ties. Another possibility is 4 firesprays and spread them out. They are dangerous enough that the opponent will pay if he doesn't tie them up and they don't require any support.

Side note and not really a critique of your list per se: I get the feeling Konstantine is screaming for a cheaper medium sized ship. Right now the Imperials don't have it. Most lists I see only require your opponent to blow up one ship before Konstantine becomes useless and that's not the player's fault, those are just the choices he's given.

Too used to rebels?

Use rhymer ball to transition. It's like having red dice but even longer range from your ships =D

Isds are also longer range and can command the rhymerball quite well

Worth trying to squeeze Wullf onto the Interdictor for shield factory fun times? Q7 on a small base just doesn't seem worth it.

Too used to rebels?

Use rhymer ball to transition. It's like having red dice but even longer range from your ships =D

Isds are also longer range and can command the rhymerball quite well

well sure you don't NEED rhymer

but that range :(...

well sure you don't NEED rhymer

but that range :(...

Sure, but it is more points. This list will not be going super fast I think but it will take work.

I think you may have some overkill on the Q7's. The Gozanti is so fragile I would swap that Q7 for Wulf, the repair possibilities are nuts. I'd also try and get Repair Crews on the Gozanti, again more repairing and it makes target choice more difficult for you opponent.

That would leave you at 399 points.

I like the squadron set up. With a small number of high cost uniques, you want them to have options and moving Mauler each turn is a must. Bossk is so solid against both ships and squadrons more people should use him, but they see he isn't bomber and ignore him. If he gets in behind a ship and adds that blue accuracy he is plain nasty and squadrons do not like 4 black dice to the face, with Mauler you should be killing a squadron a turn with him in most instances.

I think you may have some overkill on the Q7's. The Gozanti is so fragile I would swap that Q7 for Wulf, the repair possibilities are nuts. I'd also try and get Repair Crews on the Gozanti, again more repairing and it makes target choice more difficult for you opponent.

That would leave you at 399 points.

I like the squadron set up. With a small number of high cost uniques, you want them to have options and moving Mauler each turn is a must. Bossk is so solid against both ships and squadrons more people should use him, but they see he isn't bomber and ignore him. If he gets in behind a ship and adds that blue accuracy he is plain nasty and squadrons do not like 4 black dice to the face, with Mauler you should be killing a squadron a turn with him in most instances.

You would be surprised. Being about to make a Speed 4 CR90 drop down to speed 1 even with token is pretty cool. It also allows my other ships to focus on other ships to strip Nav tokens

I think that Gozanti will go down like a $20 haw, but if it gets a 51 point CR-90 killed it's a fair trade :-)

I think that Gozanti will go down like a $20 haw, but if it gets a 51 point CR-90 killed it's a fair trade :-)

Or an 80+ Demolisher. That is the trade off. Will it be able to stop units like the MC30, CR90, other Flotilla's and such from escaping

Mont ferrat really helps slicer tools and suppresor.

Also i would drop PE and go with engine techs. My reason is that isd set up can hold its own vs all but the entire oppsing fleet. Second is it makes activating konstatine much easier and more consistent. Id also lose TS for G-8 on there with the title. IMO with only 2 med+ ships your goal is to slow down 1 ship at a time and eliminating it in one round. Also get ion cannon bats on that inter, it really helps up the damage consistency and helps get rid of move tokens

From the games ive played the amount of slow down effects you have are more suited to a 2x vsd1 & interdicter list.