Konstantine Flight Deck

By jpersons73, in Star Wars: Armada Fleet Builds

I am trying to figure out what Objectives to use and also on the fence with G7 or using Grav shift. Any feed back would be nice.

Konstantine Flight Deck
Author: jpersons73

Faction: Galactic Empire
Points: 395/400

Commander: Admiral Konstantine

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory


[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Expanded Hangar Bay ( 5 points)
- G7-X Grav Well Projector ( 2 points)
- Targeting Scrambler ( 5 points)
= 134 total ship cost


Gozanti-class Cruisers (23 points)
- Admiral Titus ( 2 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 37 total ship cost


Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 35 total ship cost


Victory I-Class Star Destroyer (73 points)
- Boosted Comms ( 4 points)
- X17 Turbolasers ( 6 points)
= 83 total ship cost

2 TIE Advanced Squadrons ( 24 points)
1 JumpMaster 5000 ( 12 points)
1 Major Rhymer ( 16 points)
6 TIE Bomber Squadrons ( 54 points)

Edited by jpersons73

I would do Gravity Shift (I think it's much stronger then G7) and then the objectives are easy: Contested Outpost (that you'll pull closer to you) and Dangerous Territory (that you'll rearrange)

for the current assault objective, your opponent can benefit greatly from it, just as much as you if they're flying bombers as well. Advanced gunnery or Most wanted will give you a marked advantage over them. Especially most wanted.

thanks for the feed back on the objectives

*updated with Suggestions*

Konstantine Flight Deck
Author: jpersons73

Faction: Galactic Empire
Points: 395/400

Commander: Admiral Konstantine

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory


Gozanti-class Cruisers (23 points)
- Admiral Titus ( 2 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 37 total ship cost


Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 35 total ship cost


[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Expanded Hangar Bay ( 5 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 134 total ship cost


Victory I-Class Star Destroyer (73 points)
- Boosted Comms ( 4 points)
- X17 Turbolasers ( 6 points)
= 83 total ship cost

1 JumpMaster 5000 ( 12 points)
6 TIE Bomber Squadrons ( 54 points)
1 Major Rhymer ( 16 points)
2 TIE Advanced Squadrons ( 24 points)

Edited by jpersons73

As your running close to 400 anyway why not through Ord Experts on the Vic just in case anything gets in too close?

As your running close to 400 anyway why not through Ord Experts on the Vic just in case anything gets in too close?

Not a bad idea

ive not tried grav shift but its something im interested in... however i have tried konstantine with interdictor and victory and i must say g8's do a lot of work for you helping keep targets in arc, preventing silly madine libs from going crazy and the like... more expensive for sure but well worth it... otherwise i dont think i would even take konstantine...

Kon alone is not enough in my experience.especially with a vsd. G8, tractor beams, to a lesser extent ion cannon batteries are needed. Its hard getting these two ships in position to effect multiple enemy ships.

Gsd, nebs, cr90, mc30 and raiders could easily get behind your ships. A movement command which is common with these ships will counter Kon quite easily.

It can get real expensive getting the bells and whistles to really shut your opponent down. When you do its great. I find stopping 1 ship at a time then killing it is best. I will say you end up at close range alot so TS is great.

You may be able to require less squadron activations for bombers if you can stop a ship or keep it at speed one.

I like your fleet, i think you got a good base and now just flying it and tweaking it a few times will show you what the weaknesses are.

One last things. Id consider minefields. It really helps fleets that dont navigate well. Practice placing mines till you figure out what helps u.

Kon alone is not enough in my experience.especially with a vsd. G8, tractor beams, to a lesser extent ion cannon batteries are needed. Its hard getting these two ships in position to effect multiple enemy ships.

Gsd, nebs, cr90, mc30 and raiders could easily get behind your ships. A movement command which is common with these ships will counter Kon quite easily.

It can get real expensive getting the bells and whistles to really shut your opponent down. When you do its great. I find stopping 1 ship at a time then killing it is best. I will say you end up at close range alot so TS is great.

You may be able to require less squadron activations for bombers if you can stop a ship or keep it at speed one.

I like your fleet, i think you got a good base and now just flying it and tweaking it a few times will show you what the weaknesses are.

One last things. Id consider minefields. It really helps fleets that dont navigate well. Practice placing mines till you figure out what helps u.

I understand the Kon can get easily countered and most likely will. It was either Kon or Mot and wanted to try something new. He is a weaker version of a Tractor Beam and happens at the end of the round, so if they want to counter him they have to keep spamming nav and nothing else on pretty much all of the ships that get into range. With the fleets main focus on bombers I can do more than enough dmg on a ship coming in that the two big decks should be able to drop a big punishing blow as the try to roll by or around. I was supose to get my first play with this fleet yesterday but RL issues keep me from giving it a run to see what needs tweaking. Thanks for the input

Edited by jpersons73

One last things. Id consider minefields. It really helps fleets that dont navigate well. Practice placing mines till you figure out what helps u.

Be careful, though. I brought a slowpoke Interdictor tank fleet to a store tourney and had two games essentially end up in ties because the opponent picked my Minefields and refused to engage.