Ultra-Light Task Force: Imperial Edition

By JgzMan, in Star Wars: Armada Fleet Builds

I decided to try something with all small ships. Both of my local opponents say they don't like the look of it, but I want more opinions.

394/400 points.

Imperial Raider: Raider II-class Corvette (48 + 41)
+ Admiral Motti (24)
+ Veteran Captain (3)
+ Veteran Gunners (5)
+ Quad Laser Turrets (5)
+ Instigator (4)

Imperial Raider: Raider I-class Corvette (44 + 12)
+ Veteran Captain (3)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)

Imperial Assault Carriers: Gozanti-class Cruisers (23 + 16)
+ Flight Commander (3)
+ Bomber Command Center (8)
+ Expanded Hangar Bay (5)
Imperial Assault Carriers: Gozanti-class Cruisers (23 + 16)
+ Flight Commander (3)
+ Bomber Command Center (8)
+ Expanded Hangar Bay (5)
Imperial Assault Carriers: Gozanti-class Cruisers (23 + 16)
+ Flight Commander (3)
+ Bomber Command Center (8)
+ Expanded Hangar Bay (5)
Squadrons: Dengar (20)
Squadrons: Major Rhymer (16)

Squadrons: Tie Bomber Squadron (9)

Squadrons: Tie Bomber Squadron (9)

Squadrons: Tie Bomber Squadron (9)

Squadrons: Tie Interceptor Squadron (11)

Squadrons: Tie Interceptor Squadron (11)

Squadrons: Tie Interceptor Squadron (11)

Squadrons: Tie Advanced Squadron (12)

Squadrons: Tie Advanced Squadron (12)

Squadrons: Tie Advanced Squadron (12)

Objectives Assault: Precision Strike (0)

Objectives Defense: Fleet Ambush (0)

Objectives Navigation: Intel Sweep (0)

My thinking is that while my ships will die quickly once they are caught, they may not be easy to catch. At the same time, my fighters should be able to chew a hole in the enemy fleet. A strong anti-squadron presence will hurt, but I should be able to handle a medium or light screen without too much trouble.

Edited by JgzMan

Cool idea. You'll really suffer from long range attacks though. TRC-90's for example will mess up your day, because they can catch you, AND then can shoot you from outside of your range.

That's certainly a thought. I suffer from a sharp lack of red dice. Neither of the raiders can take Turbolaser upgrades, and the Gozanti cost 5 points to upgrade to the Assault variant.

Thanks for the feedback!

You only have 4 bombers so triple BCCs seem overkill. You could drop 2 BCCs and upgrade 2 tie bombers to firesprays and take the vector title to speed them along. Because yo their Rogue you could also swap out an expanded hangar for boosted comms maybe.

If the enemy bring a strong fighter force I can see you struggling as your ships are hardly a threat once your squadrons are tied up.

My main reason for bringing three BCC is because I know perfectly well that the Gozanti are not long for this world. I don't want to find my Bombers without rerolls because one got popped.

The firesprays are certainly a consideration, though.

Thanks for the ideas!

Cool idea. You'll really suffer from long range attacks though. TRC-90's for example will mess up your day, because they can catch you, AND then can shoot you from outside of your range.

Not sure I agree- TRC is great vs VSDs and ISDs, but suffers against evades, which he has plenty of.

Along sode scatter on Gozantis, they will sturggle to put much damage down. Consider Tagge for more liberal use of defence tokens, that should save you more than the one hull you gain.

Tagge is a thought too. Thanks.

Ouzel rocks with nippy small base maunover fleets. I would suggest at least One glad, yes demo is good in this case.

Once rhymer & dengar die you'll have limited ability to inflict damage to ships. That would be my plan to attack you. Plan accordingly.