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)