I wouldn't mind some constructive criticism and input on this fleet. Take a look at the list and then I'll explain it a bit below. I've played 4 games with this fleet so far, and I'm sitting at 1 win and 3 losses.
Objectives: Most Wanted, Fleet Ambush, Superior Positions
Points: 390
Admiral: Darth Vader
Imperial II-class Star Destroyer
-Relentless
-Captain Needa
-Gunnery Team
-Phylon Q7 Tractor Beams
-Electronic Counter Measures
-Quad Turbolaser Cannons
-SW-7 Ion Batteries
Interdictor Suppression Refit
-Interdictor
-Wulff Yularen
-Projection Experts
-Targeting Scrambler
-G7-X Grav Well Projector
Gozanti-class Cruisers
-Suppressor
-Repair Crews
Fighter Squadrons
Soontir Fel
Howlrunner
TIE Fighter Squadron x2
If it wasn't obvious, the focus of this fleet is the ISD rushing in and smashing through anything that can't handle it's forward firepower. And it's not hard to get ships in that forward arc at least once. And one time can be all that's needed. With the initiative bid I've been choosing second so I can play to my objectives. I've felt that a three-ship fleet is vulnerable to the fleets with more activations, so I keep choosing second to have an objective that helps give me a needed advantage. Unfortunately, not having initiative has hurt me more than it's helped and I'm going to have to try taking initiative in my next game to see if that helps or hurts the fleet.
So from the games of Armada I've managed to play, I've started hitting the point where I feel like Defense Tokens start becoming irrelevant. With the sheer amount of ways for ships to get accuracy icons and/or negate defense tokens, I've started adopting this fleet to not care about Defense tokens altogether. It's going all offense. Hence why I chose Vader as my admiral. That, and Vader is a favorite character of mine and I want to make him work leading my fleets. Plus, Vader gives my entire fleet the Leading Shots ability without losing the Ion Cannon slot or sacrificing a blue die after the attack. And given the popularity and usefulness of Leading Shots, Vader's ability seems really good to me. I just would like if he were 30 points rather than 36. Oh well, it's not that bad.
ISD with Interdictor support is nothing new now that Wave 3 and 4 is out, but I want to try my own version of it. The Interdictor and Gozanti help keep the ISD running so it can stay with Concentrate Fire commands to chew through enemy ships.
I chose Quad Turbolaser Cannons over X17's or anything else because with Vader's reroll (remember, I don't care about spending defense tokens for rerolls because those tokens are more than likely going to be unusable on defense anyways) I almost always get at least one red accuracy while the rest can be damage. And that single red accuracy becomes two, which negates at least half the defense tokens on any ship. With Vader's ability I don't need Leading Shots so I can equip HW-7's to make sure my blue dice are always extra damage if not spent on negating the one or two defense dice left.
Originally I was using the Devastator title on the ISD, given that it is Vader's original flagship and it adds more blue dice that will always, always be damage. But the sheer amount of accuracies the ISD gets hit with prevents me from spending the tokens (minus ECM, but even then that's more limited than Devastator wants to be). So if I can't use my defense tokens, I'm not getting any benefit from the title. Rather replace it with Relentless.
The squadrons are there for fighter defense and some light screening. And this grouping has actually been pretty effective. Surprise squadron commands from my ISD has caught my opponents off guard, and I purposefully only have squadrons equal to the ISD's or the Interdictor+Gozanti's squadron values.
TL;DR: All offense fleet focused on the ISD, with Vader providing Leading Shots effect because Defense Tokens feel like they're becoming increasingly irrelevant. I'll also get some replay reports next time I get to play this fleet.
Edited by Derpzilla88