Imperial Kontrol-Decisive Engagements

By Parkdaddy, in Star Wars: Armada Fleet Builds

Imperial Kontrol

Imperial Control archetype aimed at decisive engagements rather than stalling to rack up points. Will it work well? Trying to avoiding boring/no fun games where I just sit and force my opponent to come to me. I feel that'd drive new players away.

Command 1 ISD (for 3 turns, including 1st turn), super-self regenerating flagship, troll ship, and super boosted fighter wing. Idea is to go second and use trickery to either gain a significant point advantage (AG), engage in an early decisive battle with a split and hampered force (FA), or just have fun with superior positioning (SP)

Author: Parkdaddy

Faction: Galactic Empire

Points: 395/400

Commander: Admiral Konstantine

Assault Objective: Advanced Gunnery

Defense Objective: Fleet Ambush

Navigation Objective: Superior Positions

[ flagship ] Interdictor-class Suppression Refit (90 points)

- Admiral Konstantine ( 23 points)

- Interdictor ( 3 points)

- Wulff Yularen ( 7 points)

- Engineering Team ( 5 points)

- Phylon Q7 Tractor Beams ( 6 points)

- G-8 Experiemental Projector ( 8 points)

- G7-X Grav Well Projector ( 2 points)

= 144 total ship cost

Gozanti-class Cruisers (23 points)

- Admiral Titus ( 2 points)

- Slicer Tools ( 7 points)

= 32 total ship cost

Imperial I-Class Star Destroyer (110 points)

- Relentless ( 3 points)

- Skilled First Officer ( 1 points)

- Flight Controllers ( 6 points)

- Boosted Comms ( 4 points)

- Expanded Hangar Bay ( 5 points)

- Heavy Turbolaser Turrets ( 6 points)

- Leading Shots ( 4 points)

= 139 total ship cost

1 "Howlrunner" ( 16 points)

1 Dengar ( 20 points)

4 TIE Interceptor Squadrons ( 44 points)

Once Wulff banks a repair token you get 9 repair points for yourself, but I would rather have 8 repair points + Projection experts so you can pass shields to the ISD. Even used on yourself 8 is just as good getting 2 hull + 1 shield rather than 3 hull.

Agreed that Projection Experts will get you much more than Engineering Teams. You'll have plenty of engineering points with Wulff, and you can be a more flexible support ship that way.

Your fighters might be overkill on the alpha strike. And Flight Controllers? Sure, that's up to six blue dice from each Int, but ****. A swarm of TIEs might be better, since you can afford an extra squad or two. Just supplement with Howlrunner as wanted. You blanket the enemy in a net of TIEs and just table the ships.

Either way, I don't think you need Boosted Comms or Expanded Hangar Bay. Those are luxuries that could buy you other nice stuff. Boosted Comms is unnecessary since your squads are just gonna have one big attack run and then won't survive an extended dogfight far from your fleet. Expanded Hangar Bay is unnecessary since six squads can be controlled by just your ISD and Gozanti on a big coordinated turn that sends them into engagement at the proper moment. After that you just use them to pin down the enemy while your fleet does the work.

Your ISD is a beast, but it is the fulcrum of your fleet and doesn't have Gunnery Teams. I think that's a fatal mistake. This fleet is always going to be spearheading directly into the enemy formation, but your tankiness will still lose the fight if you can't deal damage as fast as the enemy can. You need GTs. Everything else in the fleet is tricks and gimmicks. Effective tricks and helpful gimmicks, but it won't kill the enemy. If this one ship is carrying such a disproportionate amount of your firepower, you've gotta double up its attacks per round.

Thanks for the input. I realize now that I kinda went full-fighter squadrons on that one. How about this? I played almost the exact same setup yesterday, but the fleet strategies were entirely different because no Konstantine/experimental upgrades. Totally different strategies

Imperial Kontrol

Author: Parkdaddy

Faction: Galactic Empire

Points: 397/400

Commander: Admiral Konstantine

Assault Objective: Most Wanted

Defense Objective: Fleet Ambush

Navigation Objective: Superior Positions

Interdictor-class Suppression Refit (90 points)

- Interdictor ( 3 points)

- Wulff Yularen ( 7 points)

- Projection Experts ( 6 points)

- G7-X Grav Well Projector ( 2 points)

- G-8 Experiemental Projector ( 8 points)

= 116 total ship cost

Gozanti-class Cruisers (23 points)

- Suppressor ( 4 points)

- Admiral Titus ( 2 points)

- Slicer Tools ( 7 points)

= 36 total ship cost

[ flagship ] Imperial II-Class Star Destroyer (120 points)

- Admiral Konstantine ( 23 points)

- Relentless ( 3 points)

- Skilled First Officer ( 1 points)

- Gunnery Team ( 7 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Electronic Countermeasures ( 7 points)

- Heavy Turbolaser Turrets ( 6 points)

- Leading Shots ( 4 points)

= 177 total ship cost

1 "Howlrunner" ( 16 points)

1 Dengar ( 20 points)

4 TIE Fighter Squadrons ( 32 points)

Gunnery Teams is nice to have, if you are able to bring the front arc to bear.

I dig it, though I'm curious to see how often you actually get Konstantine's effect to trigger. With only two medium/large ships, one of which is limited to speed 2, I'm curious to see how well you are able to slow things down.

I'm curious to see how well you are able to slow things down.

Slow down!? Why? Speed them up! Off the table! Into black range!

I'm curious to see how well you are able to slow things down.

Slow down!? Why? Speed them up! Off the table! Into black range!

And the decision to speed up/slow down depends on the objective being played. I really want to play fleet ambush with this one, and I'm hoping that a bomber heavy opponent is daring enough to try it. And I have a slicer tools to get rid of Nav commands. Though I'd like to have 2.

Of course, Most wanted and Superior positions could potentially work very well with this as well. By forcing opponents ships into advantageous positioning for point scoring purposes. After having considered the Grav well versus Grav shift, though, I'm considering trading out.

As far as getting them in range, I'd use the hammer and anvil approach. I have enough deployments that I could actually place the Interdictor last, so that my opponent has to run into range of it (anvil). Then G-8s keep him in place while the much more maneuverable ISD moves into place (hammer). Trap engaged.

I'm curious to see how well you are able to slow things down.

Slow down!? Why? Speed them up! Off the table! Into black range!

/points at G-8s and Tractor Beams

I'm curious to see how well you are able to slow things down.

Slow down!? Why? Speed them up! Off the table! Into black range!

/points at G-8s and Tractor Beams

Tractor beams are for getting rid of tokens. G8s are a threat forcing ships to speed up just in case.