Imperial Fleet - D&D

By stessa, in Star Wars: Armada Fleet Builds

Hi, I built a fleet, and played with it yesterday against an opponent with a lot of squadrons, and I won. I modified it a little bit further, since I had a raider instead of a gladiator, and it was killed on second round, so I changed stuff around.

Could you please comment on the fleet I currently have, and whether it would have been a good one for a tournament?

http://armadawarlords.hivelabs.solutions/view_list.php?token=44040&key=c0a2d1aeaa57d8efaa6f42e599c580d7

Thank you!

The interdictor makes a much better healer than the gozantis do, imo. Wulff Yularen and projection experts works at distance 1-5, whereas repair crews is distance 1-2, and its before your movement as well. I would try to put Wulff and Projection on the Interdictor, and give your gozantis comms net to pass repair tokens to the ISD

The interdictor makes a much better healer than the gozantis do, imo. Wulff Yularen and projection experts works at distance 1-5, whereas repair crews is distance 1-2, and its before your movement as well. I would try to put Wulff and Projection on the Interdictor, and give your gozantis comms net to pass repair tokens to the ISD

The interdictor makes a much better healer than the gozantis do, imo. Wulff Yularen and projection experts works at distance 1-5, whereas repair crews is distance 1-2, and its before your movement as well. I would try to put Wulff and Projection on the Interdictor, and give your gozantis comms net to pass repair tokens to the ISD

It is, but it'll require spending points that this list doesn't have. Wulff + Proj Experts is 13 points, and there are only 4 free points (2 from Repair Crew and 2 from the bid).

Yes, but imo it would be worth it to try to find the 9 points from somewhere. Just my 2 cents though

I've tried many times and have yet to find "Repair Crews" useful in any way and have concluded they are unusable for competitive play. The very short range requirement imposes too large a tax on your movement, deployment, and friendly proximity choices. Even when you fly in perfect close formations and activate in the exact order necessary to get use out of them (something you never want to do) they do so little they have nearly no impact on a game.

You name it, I've tried it. A large # of Gonzantis with Repair Crews following around an ISD or Interdictors, to a couple of them for spot repairs. Nope, all fail. By turn 2 your fleet is either so clustered you can't execute maneuvers as you need, and you are reluctantly ramming yourself or running over obstacles/enemies, or all of your Repair Crew ships are too far from the damaged target by the time they activate.

worst.card.ever.com

Repair crews lets a flotilla repair itself with a tarkin token whilst still pushing squads.

Seems decent for 2pts

The interdictor makes a much better healer than the gozantis do, imo. Wulff Yularen and projection experts works at distance 1-5, whereas repair crews is distance 1-2, and its before your movement as well. I would try to put Wulff and Projection on the Interdictor, and give your gozantis comms net to pass repair tokens to the ISD

It is, but it'll require spending points that this list doesn't have. Wulff + Proj Experts is 13 points, and there are only 4 free points (2 from Repair Crew and 2 from the bid).
Yes, but imo it would be worth it to try to find the 9 points from somewhere. Just my 2 cents though

I can see an argument for replacing QLT on Interdictor with Proj Experts to entice opponent to attack Interdictor first. That can potentially do the trick.

The interdictor makes a much better healer than the gozantis do, imo. Wulff Yularen and projection experts works at distance 1-5, whereas repair crews is distance 1-2, and its before your movement as well. I would try to put Wulff and Projection on the Interdictor, and give your gozantis comms net to pass repair tokens to the ISD

It is, but it'll require spending points that this list doesn't have. Wulff + Proj Experts is 13 points, and there are only 4 free points (2 from Repair Crew and 2 from the bid).

Yes, but imo it would be worth it to try to find the 9 points from somewhere. Just my 2 cents though

I can see an argument for replacing QLT on Interdictor with Proj Experts to entice opponent to attack Interdictor first. That can potentially do the trick.

I would highly reccomend this. And having comms net on both gozanti's would allow you to feed a repair token to both ISD and the Interdictor, which would cover not having wulff

Repair crews lets a flotilla repair itself with a tarkin token whilst still pushing squads.

Seems decent for 2pts

This is what most of my flotillas with Repair crews ended up doing, once, before they exploded in a ball of fire. Repair Crews isn't worth taking when there are better cards for this slot.

Thanks a lot for comments, everyone.

My gozanti with repair crew was useful to me, because I didn't have to wait a full turn to fix the ISD with tokens. The ISD repared itself with tokens from 1 gozanti, and sometimes from engineering command, then the other gozanti would discard additional damage on its turn.

Is this something that can be achieved with something else?

Only thing I see is it might be nice to try and sneak Ordnance Experts on Insidious, but not sure where you might get the points for it. Maybe dropping quad on Interdictor?

Insidious?

Insidious is the Gladiator, right?

Right! Thanks!

I got rid of one of the gozantis (the one with the repair crew, and added stuff suggested in this topic. What do you think about it now please?

http://armadawarlords.hivelabs.solutions/view_list.php?token=44040&key=6fa155498c9ea9dbff745a336616e9d7

I think the previous version was better. If you're flying a squadronless fleet, every activation matters and dropping that Gozanti doesn't really give your fleet much. And QLT on Gozanti is spending/giving away too many points for a dubious benefit.

How about something like this? Option to switch wulff for gunnery teams on ISD is there, but this lets you take advanced gunnery

Fleet Summary Page (400 of 400 pts) Faction: The Empire Commander: Admiral Motti (24 pts)

Flagship: (145 pts)Imperial II-class Star Destroyer (120 pts) Agent Kallus (3 pts) Quad Laser Turrets (5 pts) Electronic Counter Measures (7 pts) XI7 Turbolasers (6 pts) Leading Shots (4 pts)

Fleet Ship 1: (116 pts) Interdictor Suppression Refit (90 pts) Interdictor (3 pts) Wulff Yularen (7 pts) Projection Experts (6 pts) Quad Laser Turrets (5 pts) Targeting Scrambler (5 pts

) Fleet Ship 2: (65 pts) Gladiator I-class Star Destroyer (56 pts) Ordnance Experts (4 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 3: (25 pts) Gozanti-class Cruisers (23 pts) Comms Net (2 pts)

Fleet Ship 4: (25 pts) Gozanti-class Cruisers (23 pts) Comms Net (2 pts) Squadrons (0 of 134 pts): Objectives: Advanced Gunnery , Hyperspace Assault , Minefields

How about something like this? Option to switch wulff for gunnery teams on ISD is there, but this lets you take advanced gunnery

Fleet Summary Page (400 of 400 pts) Faction: The Empire Commander: Admiral Motti (24 pts)

Flagship: (145 pts)Imperial II-class Star Destroyer (120 pts) Agent Kallus (3 pts) Quad Laser Turrets (5 pts) Electronic Counter Measures (7 pts) XI7 Turbolasers (6 pts) Leading Shots (4 pts)

Fleet Ship 1: (116 pts) Interdictor Suppression Refit (90 pts) Interdictor (3 pts) Wulff Yularen (7 pts) Projection Experts (6 pts) Quad Laser Turrets (5 pts) Targeting Scrambler (5 pts

) Fleet Ship 2: (65 pts) Gladiator I-class Star Destroyer (56 pts) Ordnance Experts (4 pts) Assault Proton Torpedoes (5 pts)

Fleet Ship 3: (25 pts) Gozanti-class Cruisers (23 pts) Comms Net (2 pts)

Fleet Ship 4: (25 pts) Gozanti-class Cruisers (23 pts) Comms Net (2 pts) Squadrons (0 of 134 pts): Objectives: Advanced Gunnery , Hyperspace Assault , Minefields

In my mind running ISD2 without Gunnery teams for a squadronless list is a huge gamble that usually doesn't pay off. And Combat Interdictor is a solid recipient of Adv Gunnery.

Dropping Interdictor to Suppression Refit version (and losing black AS die) is also a suboptimal choice for this list, I think.

Edited by pt106

Oh I didn't realize he had the combat version. In that case yes, drop wulff for gunnery teams, and maybe agent kallus to upgrade to the combat. He won't do all THAT much unless you run into a serious Riekaan Aces or imperial bad boys squad, in which case you might be screwed to begin wth

Edited by MandalorianMoose

I run an Interdictor w. proj.E, an ISDI w. commandant Askero, a 2 Gozantis with repair crews and comms net. Works pretty well