Is this empire list viable?

By Corinthius, in Star Wars: Armada Fleet Builds

[ EMPIRE FLEET (398 points)
1 • Imperial II-class Star Destroyer - Admiral Screed - Wulff Yularen - Gunnery Team (160)
2 • Gladiator II-class Star Destroyer - Gunnery Team - Assault Concussion Missiles - Demolisher (86)
3 • Victory II-class Star Destroyer (85)
4 • Gozanti-class Cruisers - Comms Net (25)
5 • TIE Advanced Squadron (12)
6 • TIE Advanced Squadron (12)
7 • Soontir Fel TIE Interceptor Squadron (18)

I'm still new to the game so trying to gauge whats good, idea is the sqaudrons suicide into enemy squadrons to keep them busy while the capital ships hammer the opposing ships. Let me know where I can improve! Those are all the imperial ships i own, I have 2 sets of imperial squadrons and rogues and villains.

What are you trying to achieve with this list? Whats your battle plan?

I have many suggestions to improve this list, most notably starting with the idea that those three squadrons will work as a sucidie squad, but without direction its a bit difficult.

Ideal plan is to try and wheel round with the demolisher, and focus fire the enemy ships in a pincer. Think I'm lacking in speed but I have a lot of raw firepower, the suicide squadrons are just there to distract while the ships do their thing. Though any ideas you have with the ships I mentioned would be welcome, finding making a synergetic list a little difficult with the imperials atm.

Ah right.

So your hammer is Demolisher. Ordnance experts to reroll blacks is a godsend here, even with screed. Demolisher the title makes gunny teams surplus. It tends to be run with engine techs to make it easy to get in position, and often intel officer. Seems unnecessary to take the II variant.

And the anvil is the ISD II. Wuluff and gunny teams is a good start. X17s and electronic countermeasures would help it further, making it more potent and more robust.

Now those suggestions come at a price, and the vic seemed unnecessary anyway. So drop that ship.

Next up the squads. Those three arent enough. I would add the other two tie advanced you have, and also mauler mithil and dengar/jumpmaster.

He still might need a fourth activation, especially if you want to hammer with Demo more than once or twice. How about adding another Gozanti to the pack instead of a squadron with either Comms Net for support or if he's more bold with Slicer Tools.

Ah right.

So your hammer is Demolisher. Ordnance experts to reroll blacks is a godsend here, even with screed. Demolisher the title makes gunny teams surplus. It tends to be run with engine techs to make it easy to get in position, and often intel officer. Seems unnecessary to take the II variant.

And the anvil is the ISD II. Wuluff and gunny teams is a good start. X17s and electronic countermeasures would help it further, making it more potent and more robust.

Now those suggestions come at a price, and the vic seemed unnecessary anyway. So drop that ship.

Next up the squads. Those three arent enough. I would add the other two tie advanced you have, and also mauler mithil and dengar/jumpmaster.

I second this. Drop the Vic, you don't need it here, I would also drop the TIE Advanced. The reason to drop them, is that if you're wanting to win the Squadron game, you need to be able to kill the X-Wings, A-Wings and B-Wings really fast, ADV's have escort and protect bombers, which you are not bringing, but they themselves aren't much better than regular TIEs. Grab a second Gozanti with Comms Net and/or Jamming Field and add a couple more TIE Interceptors and the rest of your points drop on regular TIE fighters. If you're feeling frisky, maybe think about Howlrunner. I don't see her run in very many lists but her ability to give additional dice to your things with Swarm (Interceptors and regular TIEs, including Soontir Fel) is the way you quickly win the Squadron game.

The layout for the Gladiator I would recommend is this: Gladiator-I with Engine Techs, Assault Concussion Missiles and the Demolisher title. With Admiral Screed as your fleet admiral. This layout gets you to be able to very easily double-arc someone with a close-range holocaust. I put about 12 hits into an opposing ship a turn with this.

"Those are all the imperial ships i own, I have 2 sets of imperial squadrons and rogues and villains."

He only owns those 3 ships... and no XI7's likely as never bought a Neb, and no OE's.. soooo...

First, let me say: Welcome to the Dark Side.

Since you are just getting in, I think you need to go with a Rhymer/Dem combo fleet to make up for your lack of Ord Experts, Intel Officer, XI7's, etc...

395/400 (using only stuff you own) ((***you really need to get an Ord Experts for your Glad))

ISD II - Screed, Wulff, Sensor Team, ECM, Heavy Turbolasers, Relentless

Glad I - ACM, Demolisher

GCC - Bomber Command

Rhymer, TIE Bomber x3, Firespray (These 5 bombers covered with your ISD/wulff activation)

Mauler, Dengar, Vader (2 of these 3 covered with GCC activations, 3 on first activation as you should have token)

This would be a very solid fleet using only what you have.

I would suggest you buy Raider and/or another Gozanti next for fleet flexibility and OE's

Edited by SirDave