Heavy Carrier Fleet/B

By JgzMan, in Star Wars: Armada Fleet Builds

Headed out to a Tournament this weekend. Would love to hear opinions of my proposed fleet:


Victory-class Star Destroyer: Victory II-class Star Destroyer (85 + 45)



  • Grand Moff Tarkin (38)




  • Weapons Liaison (3)




  • Leading Shots (4)



Interdictor: Interdictor Combat Refit (93 + 18)



  • Weapons Liaison (3)




  • G-8 Experimental Projector (8)




  • Leading Shots (4)




  • Interdictor (3)



Imperial Assault Carriers: Gozanti-class Cruisers (23 + 16)



  • Flight Commander (3)




  • Bomber Command Center (8)




  • Expanded Hangar Bay (5)



Squadrons: Dengar (20)


Squadrons: "Howlrunner" (16)


Squadrons: Tie Fighter Squadron (8)


Squadrons: Tie Fighter Squadron (8)


Squadrons: Tie Fighter Squadron (8)


Squadrons: Major Rhymer (16)


Squadrons: Tie Bomber Squadron (9)


Squadrons: Tie Bomber Squadron (9)


Squadrons: Tie Advanced Squadron (12)


Squadrons: Tie Advanced Squadron (12)


Precision Strikes


Minefield


Contested Outpost


There are two major things I can consider changing.



  • Sub in another Victory for the Interdictor, rigged much the same as the first Victory. Add a TIE Fighter to make up the gap




  • Sub in Motti for Grand Moff Token, and swap out the Liaisons for Wing Commander or Gunnery Expert. I can do both variants at once, as well.



Need more activations in my opinion. I look at the Interdictor and feel it doesn't belong in this list for what your trying to do with it. Swap it out for a Victory 1 for long range firepower and add in another Gozanti. Or you could just turn it into an ISD 1 for more carrier activations. However I would strongly advise having at least 4 ship activations.

I'm wanting the Interdictor for the ability to pin down enemy ships for my bombers.

I could swap it out for a VSD II, Ditch Tarkin for Moti, and keep the Liaisons. That reduces my flexibility, but not terribly. It will, however, deprive my Carriers of a Squad Token every turn.

If I also pull out a TIE Fighter, I can add a second Gozanti. That will put me at 4 Activations, and the ability to activate 12 squadrons. I could probably pull Expanded hanger Bays, but I want the extra capacity in the Gozanti's.

After suggestions, I have made some modifications:

Victory-class Star Destroyer: Victory II-class Star Destroyer (85 + 40)

  • Admiral Motti (24)

  • Phylon Q7 Tractor Beams (6)

  • Leading Shots (4)

  • XI7 Turbolasers (6)

Victory-class Star Destroyer: Victory II-class Star Destroyer (85 + 28)

  • Phylon Q7 Tractor Beams (6)

  • Leading Shots (4)

  • XI7 Turbolasers (6)

  • Dominator (12)

Imperial Assault Carriers: Gozanti-class Assault Carriers (28 + 16)

  • Flight Commander (3)

  • Bomber Command Center (8)

  • Expanded Hangar Bay (5)

Imperial Assault Carriers: Gozanti-class Assault Carriers (28 + 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 Bomber Squadron (9)

Objectives Assault: Precision Strike (0)

Objectives Defense: Contested Outpost (0)

Objectives Navigation: Minefields (0)

I've got no screen to speak of, but the Assault Carriers might help, a bit. I could swap out BCC for Jamming Field, which might protect my bombers, but cost me the re-roll.

I couldn't fit GMT in there, but the Tractor Beams might hold enemy ships still long enough to pound them into rubble.

Here's my $0.02

Change one VSD-II to a VSD-I. Put the Corrupter title on it and Admiral Chiraneau. That way your bombers can still move (at speed 3) if Dengar dies.

I'd also think about boosted comms for that one.

I have a variant similar to that.

Have an older variant where one VSD has Corruptor/Chiraeau, and the other had flight controllers, and something else. One carrier for bombers, one for fighters/interceptors. That predated the Flotillas, though, and I'm not sure it's good anymore. If it ever was.

This is the build I use. I have enjoyed it

Motti Flight Deck

Author: jpersons73

Faction: Galactic Empire
Points: 394/400

Commander: Admiral Motti

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


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 Motti ( 24 points)
- Interdictor ( 3 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Expanded Hangar Bay ( 5 points)
- Targeting Scrambler ( 5 points)
- G-8 Experiemental Projector ( 8 points)
= 141 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)
= 77 total ship cost

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

That looks pretty good. I'd rather see Expanded Hangers on the Gozanti than the Boosted Comms, but I can see why you'd do it this way.

That looks pretty good. I'd rather see Expanded Hangers on the Gozanti than the Boosted Comms, but I can see why you'd do it this way.

I toyed with that idea. But then the Gozanti would have to get into the action to keep commanding the bombers. This way they get to stay on the edge, command the bombers and keep the Bomber Command x2 active