The Testudo Tagge InterVictor Fleet

By Nostromoid, in Star Wars: Armada Fleet Builds

This is a very defensive fleet I worked up for a tournament. It comes from some Wave 3 experimentation I did with Konstantine, and over a few iterations is steadily shed all of its speed control gimmicks in favor of sheer defensive power. I expect it to be stronger vs. squadrons than my previous builds, but weaker vs. Rebel swarms like TRC90s than back when it had speed control for days. Here are my broad strokes for how I hope to make this work.

  • Ship Survivability: Tagge, Interdoctor loadout, Projection Experts, Targeting Scrambler. The overall plan is winning by attrition, as these are hard to kill by either sudden damage or slow sustained damage.
  • Force the Enemy to Come at Me: Objectives are chosen to make head-on engagements unavoidable and also unwinnable for the enemy. XI7s are there to win jousts. Grav Shift Reroute should make obstacles always work for me. I wonder if I should increase my bid in order to get to use my objectives all the time.
  • Interfere with Enemy Squadrons (the Tarpit): My squadron plan is to use the TIEs as tarpits, and chip away for as long as I can. I tried to pick as many things that could operate effectively within an always-on Jamming Field (barring errata) as possible, so Swarm, Howlrunner, and Mauler seemed like a good combination of effects. The JM5Ks are there to enable Mauler and to prevent any counter-tarpit tactics.

Problems: I still screw up my flying formation with this fleet all the time. Anyone got tips for how tight of a formation to fly these things in so that they can cover each other's flanks but not block each other? I keep finding that my obstacle placement bottlenecks my own ships, or that one of the VSDs is out of the fight too long as it tries to make the necessary turns to focus on the same target as the other two. And the flotilla gets stepped on more than I'd like.

Faction: Galactic Empire
Points: 396/400

Commander: General Tagge

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Minefields

[ flagship ] Interdictor-class Suppression Refit (90 points)
- General Tagge ( 25 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 138 total ship cost

Victory I-Class Star Destroyer (73 points)
- X17 Turbolasers ( 6 points)
= 79 total ship cost

Victory I-Class Star Destroyer (73 points)
- X17 Turbolasers ( 6 points)
= 79 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Jamming Field ( 2 points)
= 29 total ship cost

2 TIE Fighter Squadrons ( 16 points)
1 "Mauler" Mithel ( 15 points)
2 JumpMaster 5000s ( 24 points)
1 "Howlrunner" ( 16 points)

Edited by pasewi

The lack of ECMs in this fleet would make me consider Motti over Tagge, unless blue dice just aren't popular where you play. I've seen more than a few VSDs go down with their brace still available, but that's just me.

The lack of ECMs in this fleet would make me consider Motti over Tagge, unless blue dice just aren't popular where you play. I've seen more than a few VSDs go down with their brace still available, but that's just me.

This. Tagge does WORK on a ship with ECM (read: ISD 2), but unfortunately most other ships never get the opportunity to burn through that brace token.

Yeah, three games today and Tagge was a disappointment. I had heard good things about him as a Motti-like commander and felt like taking him for a spin. Whatever people have been using him for, it wasn't this.

This lineup will come into its own when Jerjerrod comes out.