Regionals in 3 weeks - Fleet critique?

By Destraa, in Star Wars: Armada Fleet Builds

My state's regionals are about three weeks out from now and been tossing around a few ideas. Since I'm not sure what would be expected there, since I don't see much from the rest of the state, decided that this may be a safe route to work with versus what I was looking at (Super GenCon Special). Wanting to get some feedback on it.

+++ Regionals 2016 (399pts) +++

++ Imperial Navy (Standard) (399pts) ++

+ Gladiator Star Destroyer (75pts) +

Gladiator I-Class Star Destroyer (75pts) [Assault Proton Torpedoes (5pts), Ordnance Experts (4pts), •Demolisher (10pts)]

+ Imperial Star Destroyer (157pts) +

Imperial II-Class Star Destroyer (157pts) [Electronic Countermeasures (7pts), Leading Shots (4pts), XI7 Turbolasers (6pts), •Admiral Ozzel (20pts)]

+ Raider Corvette (96pts) +

Raider I-Class Corvette (48pts) [Ordnance Experts (4pts)]

Raider I-Class Corvette (48pts) [Ordnance Experts (4pts)]

+ Squadrons (71pts) +

TIE Advanced Squadron (12pts)

•Darth Vader (21pts)

•Dengar (20pts)

•Soontir Fel (18pts)

+ Objectives +

Assault Objective [Advanced Gunnery]

Defense Objective [Contested Outpost]

Navigation Objective [Dangerous Territory]

Your opponents won't take Advanced Gunnery, you have two Raiders for Dangerous Territory, and ISDs do a good job on Contested Outpost. So your objectives are solid.

Normal FFG forum advice:

Motti Rule (don't run a fleet that Motti wouldn't give 6+ hull): Check

4+ Activations: Check

7+ Deployments: Close enough

I don't see glaring weaknesses outside of a lean squad screen, but 71 points isn't too lean. Just make sure you have plans to counter:

DEMsu

Rieekan Aces

Yavaris

Grav Shift Reroute

Rhymerball

We need to test this.

I could expand the screen by using fewer/no ace squadrons, but not sure if that's a smart idea to go with. I can fit eight TIE Fighter squadrons (one of them Black Squadron if Correlian Conflict is out by then) or a mix of Advanced and Interceptors for a total of six squadrons. More anti squadron dice overall in those configurations, plus more deployments.but not sure if those would be better than the four I looked at to begin with, Church. Thoughts there?

Eight TIE Fighter squadrons is 24 blue dice in total. Two TIE Advanced and four TIE Interceptors is 22 blue dice. Current setup is 13 blue dice and one black die. But unlike the others, Dengar gives Counter 1 to the advanced and Vader, and Fel dishes an unmitigated one damage every time a squadron attacks until Vader and the advanced fall. Tough call.

The combo so far is great, for your AS build. I think that you could afford to make both Darth Vader and Dengar the generic versions to throw in Mauler Mithel, though. The Extra Counter from Dengar is a great deterrent to opponents, but it's not terrific with the regular Advanced. However, just a regular Intel plus Mithel is deadly. And you'll have 2 meat shields, while keeping the same points.

It's an odd number of squadrons, sure, but my personal preference says that it will be better than the 4 you had before for the same points. It's a medium fighter screen. It'll kill some things fast, take casualties and let a couple AS shots from your ships do the rest. Especially with Raiders.

Also, I know you want you opponent to choose Advanced Gunnery so that you can get 2 shots on a ship from your ISD, but that will absolutely bite you in the butt. Because if I'm playing against this, I'm choosing some 50 point ship on my side, and going full sail after that ISD. That turns into close to a 100 point difference. But maybe you can play too keep your ISD afloat, though I still caution against it

Parkdaddy's suggestion for squad changes is sound to me.

2 Advanced

Soontir

Mauler

Jumpmaster

This is basically a poor man's auautoball. Geared hard towards anti-squad and not much else. That's okay since your ships are going to be doing a lot of damage

Just make sure to have a plan in place for dealing with obvious squad archetypes.

Also, I know you want you opponent to choose Advanced Gunnery so that you can get 2 shots on a ship from your ISD, but that will absolutely bite you in the butt. Because if I'm playing against this, I'm choosing some 50 point ship on my side, and going full sail after that ISD. That turns into close to a 100 point difference. But maybe you can play too keep your ISD afloat, though I still caution against it

:)

I never thought of doing an odd number of squadrons though.

People harp on having an even number to maximize deployments. Most people don't bring fleets that rely on deployment delays so critically that it matters. It comes off now almost as an "unquestionable" dogma. So just build the most effective squad screen and enjoy if it has an even number.

My standard fleets are a 2/10 ship/squadron and a 4/5. I don't worry about it.

The fighter screen change, since I have virtually no bid anyway, allows me to put the Relentless title onto the ISD. Never a bad usage of three points I've found.