Struggling to make an Empire build.

By Gottmituns205, in Star Wars: Armada

Raiders are trash, if you're having trouble with squadrons, bring interceptors. Demolisher is the best title in the game, and nothing hits like an ISD-i. It can also take Gunnery Teams and when backed up by a target scrambling Interdictior, it's very hard to kill.

Raiders aren't trash, you just can't fly them like you do every other Imperial ship. There are some skilled Raider pilots out there who have made my life miserable with rebel squadrons.

Oh man are we going to have FourDogsInaHorseSuit ruin TWO threads now due to Raiders? I guess we'll just need to wait and see.

And yes, Raiders require some practice. Probably the trickiest Imperial ships to master at the moment. They can be used quite well but the standard Imperial direct use ("I'm going to rush at the thing I want to kill!") makes Raiders dead dead dead. They're more reactive.

Gottimuns, I don't care much for your current list. Only 3 activations isn't great and the list doesn't leverage Screed well. ISD-II giving up Gunnery Teams for Flight Controllers feels like a mistake, especially given how few ships you have (you need that ISD-II pouring out lasers as much as possible to even up the activations pronto).

I have to concur on a couple of pionts, I would think:

ISD 2 wants gunnery team, take out chiry, expanded hangers and flight controllers.

Loss the quads from instigator, you don't want lots bombers shooting instigator( it can die to four fire spray attacks), if they are you've messed up your engagement. Quads on ids are good as they can take tons of fighter/bombers hits so you get loads of blue rolls from them.

Get a gozanti with the money you have saved, extra activation and activates fighters.

With your fighters try mauler, Dengar and a couple of interceptors.

Raiders are trash, if you're having trouble with squadrons, bring interceptors. Demolisher is the best title in the game, and nothing hits like an ISD-i. It can also take Gunnery Teams and when backed up by a target scrambling Interdictior, it's very hard to kill.

Raiders aren't trash, you just can't fly them like you do every other Imperial ship. There are some skilled Raider pilots out there who have made my life miserable with rebel squadrons.

Oh man are we going to have FourDogsInaHorseSuit ruin TWO threads now due to Raiders? I guess we'll just need to wait and see.

And yes, Raiders require some practice. Probably the trickiest Imperial ships to master at the moment. They can be used quite well but the standard Imperial direct use ("I'm going to rush at the thing I want to kill!") makes Raiders dead dead dead. They're more reactive.

Gottimuns, I don't care much for your current list. Only 3 activations isn't great and the list doesn't leverage Screed well. ISD-II giving up Gunnery Teams for Flight Controllers feels like a mistake, especially given how few ships you have (you need that ISD-II pouring out lasers as much as possible to even up the activations pronto).

I have to concur on a couple of pionts, I would think:

ISD 2 wants gunnery team, take out chiry, expanded hangers and flight controllers.

Loss the quads from instigator, you don't want lots bombers shooting instigator( it can die to four fire spray attacks), if they are you've messed up your engagement. Quads on ids are good as they can take tons of fighter/bombers hits so you get loads of blue rolls from them.

Get a gozanti with the money you have saved, extra activation and activates fighters.

With your fighters try mauler, Dengar and a couple of interceptors.

In my experience, its not the power of attacks that defeat Rebel squadrons, it's volume (you have to make them discard their tokens). The current fighter list you have will not survive long enough to do lasting damage, as the interceptors will die after one round. Six blue dice with counter 4 is nice and all, but you are doing a maximum of 3 damage with a Jan brace (assuming they don't use their own). You need the fighters to stay around longer and plink away at the Rebs, with support from AAA fire. And I agree, the ISD wants gunnery team. So I would use Advanced, Aggressors, or Firesprays (and even then don't expect to win the fight without some help from your ships).

"Raiders are trash" and "Raiders aren't good against ships"?

"I'm trash with raiders" and "I'm no good with raiders against ships"

there, fixed it for you.

OE raider wrecks. but its gotta go flanks or rear. Just last night at a tourney a guy at the table next to me rolled 7 damage and an accuracy with a OE raider...on one arc...I didn't catch the other arc. For the record that's a 48 pt ship hitting like a truck, as good as an ISD front arc. Same ship can also be quite painful to massed squadrons...for about the same points as 4 Tie Interceptors which would have about similar effect but zero threat against ships.

Yeah. Raiders are trash. Right.

"Raiders are trash" and "Raiders aren't good against ships"?

"I'm trash with raiders" and "I'm no good with raiders against ships"

there, fixed it for you.

OE raider wrecks. but its gotta go flanks or rear. Just last night at a tourney a guy at the table next to me rolled 7 damage and an accuracy with a OE raider...on one arc...I didn't catch the other arc. For the record that's a 48 pt ship hitting like a truck, as good as an ISD front arc. Same ship can also be quite painful to massed squadrons...for about the same points as 4 Tie Interceptors which would have about similar effect but zero threat against ships.

Yeah. Raiders are trash. Right.

Yes but if you drive them into the main arc of a large ship that's going to activate before your raider it will just die...like....like ...like.....well any other 40-50 point ship. See trash.......

Tie swarm **** it

Author: GottMituns205

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Motti

Assault Objective: Opening Salvo

Defense Objective: Hyperspace Assault

Navigation Objective: Superior Positions

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

- Admiral Motti ( 24 points)

- Relentless ( 3 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

= 161 total ship cost

Victory I-Class Star Destroyer (73 points)

= 73 total ship cost

Gozanti-class Cruisers (23 points)

- Suppressor ( 4 points)

- Boosted Comms ( 4 points)

= 31 total ship cost

Gozanti-class Cruisers (23 points)

- Boosted Comms ( 4 points)

= 27 total ship cost

1 "Howlrunner" ( 16 points)

1 Dengar ( 20 points)

9 TIE Fighter Squadrons ( 72 points)

Tie fighter swarms....for when your people are disposable.

Tie fighter swarms....for when your people are disposable.

So always.

I’m also having problems against the local champs fighter splurge. He commonly runs… Pickle Yavaris, both with Fighter Coordination teams, and a pair of Transports with Toryn Farr, BCC, and Comm nets. His fighter force is 5 bwings, 2 YT1300, Xwing, Jan, Hawk.

I can’t get past it. When I try to ignore the fighters, he is easily handing out 10-15 damage from the 5 Bwings, and they are faster than you think. They easily will scrap any ship in a round or two. I had 2 of them with Yavaris and the pickle moving them hand out 7 damage to my Demolisher in a single activation (Drag, Drag, Yavaris activate, 2 bombing runs each). When I send in fighters, Between Toryn and Yavaris, they pretty much win squadron on squadron contests, and she basically gives each and every one of his squadrons Swarm, and his anti-ship fire also gains rerolls from her.

Last game I played my anti squadron component was 2 advanced, Howlrunner, 6 ties, and a IDS1 with Flight controllers, boosted coms, and Expanded Hanger, with Tarkin to make sure I could activate 6 fighters, and a Transport with Boosted to get the last 3 in. I went in, killed both his YT1300, and Xwing, and he had killed me down to 2 Ties.

Now I did have some damage on Jan, and on the other Hawk, but not enough to capitalize on them fight, and next turn I was running away, no squadrons and he milled around the center of the table, and I lost the game.

I’ve not seen the Raider’s work the way people say they work yet. Against the forces I see if you don’t have the don’t move title, the fighters just move out of range. If you do have that title they just bomb the Raider down. With only a Brace, it’s not that hard to get 6 damage, and it’s gone.

Overall, right this moment I don’t have a good game against this build. What would you guys try?

Who usually has first player? Have you tired moving Demo in with engine techs, blowing up Yavaris, and then heading out with maybe only a couple of shots on you in the squad activation phase? At least, on his side, that's what I'd be super afraid of.

Who usually has first player? Have you tired moving Demo in with engine techs, blowing up Yavaris, and then heading out with maybe only a couple of shots on you in the squad activation phase? At least, on his side, that's what I'd be super afraid of.

because the trick at that point is Demolisher's Engagement Envelope.

Effectively, if it is able to hold off until its got the last movement of the turn, then it can move in to first striking range.

But with Double-Brace and Evade, generally, Demolisher is not going to kill Yavaris there... It needs at least a second Salvo to do it...

Unfortunately, the one thing between the first Salvo and the Second Salvo, even if you are a Triple Tap Demolisher... Is the Squadron Phase.

And if he's got enough B-Wings, it doesn't matter... No matter where you park to get anything more than a pitiful 2 reds at Yavaris, means that you're in the B-Wing cloud of Piranhas, and they will eat you up.

I have trouble believing there isn't a window to hit Yavaris where not all the b-wings will get shots. And a clever sacrifice of some ties just clipping a couple B wings but not the intel ships could help. If it's b-wings just shooting in the Squad phase, they can't move and shoot.

Who usually has first player? Have you tired moving Demo in with engine techs, blowing up Yavaris, and then heading out with maybe only a couple of shots on you in the squad activation phase? At least, on his side, that's what I'd be super afraid of.

because the trick at that point is Demolisher's Engagement Envelope.

Effectively, if it is able to hold off until its got the last movement of the turn, then it can move in to first striking range.

But with Double-Brace and Evade, generally, Demolisher is not going to kill Yavaris there... It needs at least a second Salvo to do it...

Unfortunately, the one thing between the first Salvo and the Second Salvo, even if you are a Triple Tap Demolisher... Is the Squadron Phase.

And if he's got enough B-Wings, it doesn't matter... No matter where you park to get anything more than a pitiful 2 reds at Yavaris, means that you're in the B-Wing cloud of Piranhas, and they will eat you up.

Yes, but 5 stationary B-wings do not a dead Demolisher make. Even rolling max damage on them all, you barely get it, and one BCC is not enough to get you anything like max damage.

That said, though, this is what your fighter screen or Instigator are for. It takes very little to make it completely impossible to down Demo in one squadron phase. Even if Demo's pilot is incompetent and the Rebel squadrons are perfectly positioned *and* not activated (and remember, you're losing a whole round of non-FCT movement to leave them inactivated in the squadron phase), your one or two TIE fighters only have to eat one single B-wing shot before it becomes impossible to one-round Demo.

What the Imp has to do is join squadron combat on the same turn that Demo jumps in for the last/first. Other than that it's just a matter of positioning TIEs such that they can't ALL be Intelled simultaneously--even if they only cover 1-2 bombers each--or just pin the Intel ship with Instigator. Boom squadrons neutralized.

My game with him, he went first. He had a 12 point bid to my one point. My list was Tarkin, ISD1, Relentless title, Skilled First officer, Flight controllers, Boosted Comms, Expanded bay, Leading Shots, and Spinal. Demolisher with Monferrat for 90 points, Gozanti with Director Izard, Suppressor title, Boosted Comms, and Slicer tools, Howl Runner, 2 Advanced, 6 Ties.

Game was Superior positions. I was second player, and had the Gozanti deployed with all fighters ranged 2 in direct opposite of his fighters mid table. Demolisher on the Left against the Yavaris, His Transports in the middle, and The ISD on my left, on a course heading to my left down the table, with his pickle on my right, coming towards my ISD.

He moved up, Turn 2 I piled in, and killed the yt1300, and Xwing, and did some damage to a few others but couldn't finish. Demolisher moved front and broadsided the Yavaris. He returned fire and I lost some demolisher shield, the advanced and Howl Runner. I got stupid and had the ISD go and activate my remaining 6 Ties, and killed his remaining YT1300, and did some damage on Jan, and left her with a single used token. He killed the demolisher with some freed up fighters, and got a few shots on my ISD trailing aspect. By the end of turn 3, The gozanti had sped up and was across the table, the ISD went down from shots in the rear giving him 5-6 tokens, All ties dead, and we called the game.

I made mistakes. But I don't feel going with the Demolisher killing Yavaris changes this game to a win. I couldn't manuver the Demolisher in a way that I was going to get far enough to avoid his Pickle, or his fighters. I'd turned enough he was positioned well to stop me running. Anyway, just what I faced that I'm still working on winning against.

If you're having trouble with fighters, and already using tarkin, try:
Gozanti Carrier (The 23 point one)
Repair Crews -4
Expanded Hanger -5
3x Tie Interceptor 33
That's a 65 point carrier, including it's fighter compliment. You can run more than one of these.