A take on the 'Clonisher' list

By Englishpete, in Star Wars: Armada Fleet Builds

There was a great deal of interest and debate a few months back on the list called the 'Clonisher' which was a Demolisher Gladiator and 4 Raider-I's and a fine list it was to.

Now I liked that list but the lack of squadrons gave me the jitters. I myself have run 3 and 4 Gladiator lists with some success and wanted to go all-in for a 5 activation list with squadron support. The list below is in complete contrast to my VSD lists, but I like it almost as much.

With 8 deployments, 5 activations and a 12 point bid, it should work well as a cohesive 'fast' list.

The Gozanti's are tooled up to activate the squadrons, even though the squadrons are rogue, as it always pays to get squadrons activated early, but as need arises, they can work alone.

Ozzel is somewhat insurance against being Interdicted, but also allows me some serious choices in maneuver.


I like the objectives I chose, but can you see a better route on those?


How would you oppose this list if you were facing it?


Ozzel's Imperial Raiders


Author: Englishpete


Faction: Galactic Empire

Points: 388/400


Commander: Admiral Ozzel


Assault Objective: Most Wanted

Defense Objective: Hyperspace Assault

Navigation Objective: Dangerous Territory


Gladiator I-Class Star Destroyer (56 points)

- Demolisher ( 10 points)

- Ordnance Experts ( 4 points)

- Engine Techs ( 8 points)

- Assault Proton Torpedoes ( 5 points)

= 83 total ship cost


[ flagship ] Raider-I Class Corvette (44 points)

- Admiral Ozzel ( 20 points)

- Admiral Montferrat ( 5 points)

- Ordnance Experts ( 4 points)

= 73 total ship cost


Raider-I Class Corvette (44 points)

- Impetuous ( 4 points)

- Agent Kallus ( 3 points)

- Ordnance Experts ( 4 points)

- Assault Proton Torpedoes ( 5 points)

= 60 total ship cost


Gozanti-class Cruisers (23 points)

- Suppressor ( 4 points)

- Expanded Hangar Bay ( 5 points)

= 32 total ship cost


Gozanti-class Cruisers (23 points)

- Vector ( 2 points)

- Expanded Hangar Bay ( 5 points)

- Bomber Command Center ( 8 points)

= 38 total ship cost


3 Aggressor Assault Fighters ( 48 points)

3 Firespray-31s ( 54 points)

I would pounce fast past Demo to take out the gozanti with sensor teams to gain activation superiority.

Not particularly straightforward to do.

The flexibility with being able to protect the Gozantis if needed was another reason to take the Rogues.

What if you were running one the 99% of lists that dont have demo with sensor teams?

I like the concept pete, but a few points;

1. I'm not sure you have enough bomber for it to be worth using BCC. Although I guess it avoids accuracies.

2. You have gozantis to push them, I wonder if 6 TIE fighters wouldnt serve you better than three aggressors as squadron cover. Or 4 and howlrunner, which would leave you at 8 squads overall and a solid 9 deployments. I don't thibk you lose much antiship either, as 6 blue non bomber is as good and potentially better than three black non bomber. More overall fighter hull as well, and more stands to mess with your opponent.

3. I prefer monty on demo. If ozzel dies its points, but your fleet will be fine.

4. Although speaking of ozzel, i would probably drop him and monty and run Tagge or screed. Then swap exp hangers for boosted comms and use a goz as a lifeboat

Edited by Madaghmire

All good points Madaghmire.

1. It's a definite issue that will prove out in testing. Those 8 points may better serve me with Slicer Tools, we'll see.

2. Personally, I've had very limited success with fewer than 8-10 Tie squadrons and they would also limit the flexibility of my Gozantis to escape if needed.

3. Hmm, now that is a good point.

4. I love Ozzel for his ability to negate Q7's and the newer speed control toys. :-)

I ran a similar list for a while

Full fat demo ( with APTs)

4 raider ones ( one instigator)

3 fire sprays, dengar, rhymer, tie advanced

All led by Ozzel.

I only lost one game with this list.

I would never change out Ozzel in this list, the ability to go from speed 1 to 4 with demo with just a nav command token is massive. Also as long as you have a token on the raiders they can swing up from 1-4 as well.

This allowes you to manage the pace of the battle and swing in your flanking raiders at just the right time. Ozzy also makes you very unpredictable movement wise. The fireball adds just the right amount of firepower to demo to give a last first kill on really hard ships like motto ISDs.

Edited by Jondavies72