All the things Imperial

By Coyoti, in Star Wars: Armada Fleet Builds

Hi there,

I like imperials. I like Gladiators, Rhymer and ISD's. So let's put them all together!

+ Gladiator Star Destroyer +

Gladiator I-Class Star Destroyer [Assault Concussion Missiles, Ordnance Experts, •Demolisher]

+ Imperial Star Destroyer +

Imperial II-Class Star Destroyer [Electronic Countermeasures, Gunnery Team, Leading Shots, •Admiral Ozzel]

+ Gozanti-Class Flotilla +

Gozanti-Class Cruisers [bomber Command Center, Expanded Hangar Bay]

Squadrons +

4x Firespray

2x TIE Bomber Squadron

•Darth Vader

•Major Rhymer

+ Objectives +

Assault Objective [Most Wanted]

Defense Objective [Fire Lanes]

Navigation Objective [superior Positions]

I am a little torn on squadron selection though and would love some help. The list isn't designed to activate a whole lot of squadrons, (maybe once with ISD, then gozanti does the rest throughout the game) which is why I have the 4 fire sprays. But I am worried about my anti squadron output. Relying on Vader and 4 firesprays to tackle opposition squadrons if they have fully invested into a squadron build like I have means I am going to be outclassed heavily. I played into 6 X wings, Jan and 3 A wings yesterday and scrapped a win in due to navigational errors on the opponents behalf letting me kill his capital ships, his squadrons had well and truly won the squad war though.

I know imperials don't really have multi role fighters, but for 129pts of squadrons, what would you take from imperials to be as multi role as possible?

It would be nice to get Engine Techs on the GSD.

Your fighters risk being pinned by several A-Wings or even lowly tie fighters. You may be engaged for 2-3 crucial turns by this so need some Intel via Dengar.

My favourite fighter build is Dengar, Mauler, Tie-Adv, IG88, Rhymer, 2-3 Firespray (substitute in 2,4,6 Tie-Bs for 1,2,3 firesprays depending on how many you can activate with squadron commands). Dengar keeps them moving while the advanced (and Dengar's scatter) keeps him alive. Mauler can benefit from Dengar's ability to get a second ram into a pack of fighters mainly to damage Jan Orrs or enemy Dengars while IG88 ignores enemy escorts to hopefully finish Jan off quickly. Once enemy intel is destroyed you can tie up what's left and bomb away to victory.

If you use lots of firesprays then the Vector title on the flotilla could be fun.

Edited by Mad Cat

Yeah a demolisher with out engine techs is holding your self back. Engine tech gIves you an extra move and extends the range of demolisher making it that much more terrifying.

Thanks for the replies guys.

I have actually not run engine techs on demolisher very often. I have always managed pretty well, but maybe I will give it a go.

Changes here:

Classic fireball, engine techs, token upgrade on the gozanti. It basically becomes an activation piece.

+++ (400pts) +++

++ Imperial Navy (Standard) ++

+ Gladiator Star Destroyer +

Gladiator I-Class Star Destroyer [Assault Concussion Missiles, Engine Techs, Ordnance Experts, •Demolisher]

+ Imperial Star Destroyer +

Imperial II-Class Star Destroyer [Electronic Countermeasures, Gunnery Team, Leading Shots, •Admiral Ozzel]

+ Squadrons +

Firespray-31

Firespray-31

Firespray-31

Firespray-31

TIE Advanced Squadron

TIE Advanced Squadron

•Dengar

•Major Rhymer

+ Gozanti-Class Flotilla +

Gozanti-Class Cruisers [Jamming Field]

Much more solid fighter build. You take the full bomber attack setup in place of Mad Cats half-bomber half-fighter killing squadron build. It's an acceptable choice. Be aware though, that if you fight Mad Cat's fighter list, yours will lose. On the other hand, if your enemy doesn't have fighter escort, your setup will be more powerful in killing ships than Mad Cats. There is no "correct" way, it's more about what you expect to run up against.

With the new BCC, I personally expect to see MANY more bomber groups than there used to be; therefore I would tend to Mad Cat's setup.

Or this:

-1 advanced + BCC + X17

+++ (400pts) +++

++ Imperial Navy (Standard) ++

+ Gladiator Star Destroyer +

Gladiator I-Class Star Destroyer [Assault Concussion Missiles, Engine Techs, Ordnance Experts, •Demolisher]

+ Imperial Star Destroyer +

Imperial II-Class Star Destroyer [Electronic Countermeasures, Gunnery Team, Leading Shots, XI7 Turbolasers, •Admiral Ozzel]

+ Squadrons +

Firespray-31

Firespray-31

Firespray-31

Firespray-31

TIE Advanced Squadron

•Dengar

•Major Rhymer

+ Gozanti-Class Flotilla +

Gozanti-Class Cruisers [bomber Command Center]

The first wave 4 list I played was very similar to this- with a cheap squad activator in the Gozanti, I wanted to see if I could fit an ISD, Demo, and full fireball into one list.

It had middling results. Your mileage may vary, but figured I would give some table-earned experience with this list.

It lost to a motti interdoctor list, the bombers death from 10,000 cuts could not outpace a motti ISD locked into engineering with interdictor funneling shields, and I lost the Demo vs Demo fight because of targeting scramblers.

I beat a Konstantie/2x VSD list because my fireball was bigger and I could keep Demo out of Konstantine range, but it wasn't a pretty fight, and the ISD actually ended up going down to combined arms fire.

Basically, the list does everything pretty well, but it definitely felt like I was bringing a bunch of old tricks to a new fight. People know how to fly against a fireball, and against demo, and against an ISD. While they are all super threats, it was pretty easy for them to guess what I was going to do and do everything they could to stop it. If I were to fly this list again, I would either ditch the ISD in favor of another gladiator and more Gozantis for more activations and squad commands or ditch the demo in exchange for at least one more gozanti maybe 2 and a raider. I know this completely changes the feel of the list and the way it flies, but that's where I ended up.