Can Empire even go squadron heavy?

By Messi22, in Star Wars: Armada Fleet Builds

Hi

This weekend there was the world championship and the top four were rebels who all went squadron heavy. I only play empire and I strongly believe in a squadron vs squadron fight empires will always win due to their superiority in that area - but its like all rebel squads are strong against ships.

Even from the standard setup X-wings have bomber...

The top four in the WC all went squadron heavy and their squads crushed enemy ships very easy.

Do you guys know any viable empire squadron heavy builds - a typical one is of course rhymerball and then some advance to protect it.

But is it possible to go squadron heavy with empire where you are really strong against ships and other squadrons? Which commander would be best then and what ships would work best? A typical dobble ISD build could activate them all at once.

What do you guys think?

Mauler, Soontir, Vader, Tie Advanced, Dengar, Rhymer, 3x Tie Bomber

This build goes a long way to winning the squadron fight every time. The difference between this and the rebel equivalent right now is that rebels get far greater boost out of bomber command centre.

What I believe we are currently missing is a direct way to tie Impetus/Kallus/Instigator into the imperial anti squadron alpha strike game. In theory that makes it ridiculously strong, but I havent seen anyone make it work on the table yet. The other thing I think would help, is a greater reliance on IG88 and Mauler to take out key squadrons (read intel) to disable enemy squadron synergy and alter the tide of battle fast.

But what ships would go well with a empire squadron build? Should all focus just be on having enough activation or is there a meta for upgrade cards here?

Edited by Messi22

IG88? =)

ig88.png

The sniper. Mauler does 1 dmg against Intel Unit, IG-88 follows up ignoring escort. Suddenly the intel unit is either badly hurt or dead. If you can line Mauler up to avoid escorts and shoot the intel unit as well you are laughing.

That is a strong play!

That is a strong play!

However, you have then spent 21 points on IG88 which doesnt directly contribute to anti ship play.

Its a tough one, and I sincerely hope someone solves it.

Mauler, Soontir, Vader, Tie Advanced, Dengar, Rhymer, 3x Tie Bomber

This build goes a long way to winning the squadron fight every time. The difference between this and the rebel equivalent right now is that rebels get far greater boost out of bomber command centre.

What I believe we are currently missing is a direct way to tie Impetus/Kallus/Instigator into the imperial anti squadron alpha strike game. In theory that makes it ridiculously strong, but I havent seen anyone make it work on the table yet. The other thing I think would help, is a greater reliance on IG88 and Mauler to take out key squadrons (read intel) to disable enemy squadron synergy and alter the tide of battle fast.

That's because you can't do everything. if you have a strong fighter screen, you'll need some hard-hitting ships that can deal with the enemy ships, usually an ISD. Then you won't have points left to set up a good support Riader or you gonna be out-activated way too often. On the other hand, if you're using a pumped-up Raider, you'll have to cut down either your fighters or have weaker anti-ship capabilities.

Mauler, Soontir, Vader, Tie Advanced, Dengar, Rhymer, 3x Tie Bomber

This build goes a long way to winning the squadron fight every time. The difference between this and the rebel equivalent right now is that rebels get far greater boost out of bomber command centre.

What I believe we are currently missing is a direct way to tie Impetus/Kallus/Instigator into the imperial anti squadron alpha strike game. In theory that makes it ridiculously strong, but I havent seen anyone make it work on the table yet. The other thing I think would help, is a greater reliance on IG88 and Mauler to take out key squadrons (read intel) to disable enemy squadron synergy and alter the tide of battle fast.

That's because you can't do everything. if you have a strong fighter screen, you'll need some hard-hitting ships that can deal with the enemy ships, usually an ISD. Then you won't have points left to set up a good support Riader or you gonna be out-activated way too often. On the other hand, if you're using a pumped-up Raider, you'll have to cut down either your fighters or have weaker anti-ship capabilities.

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You are probably right, however, the negative viewpoint wont let you solve the conundrum.

I've been toying with a bomber centric build lately for the Empire that features a solid ball and support. Major Rhymer, 3x TIE Bomber, 2x Firespray-31, Mauler Mithil, Jumpmaster 5000, and 2x TIE Advanced supported by a Victory II, Demolisher, and two BCC Gozantis. Haven't tested it yet since I tend to play aggressive speed 3 & 4 ships with a small fighter screen.

2 Raiders and Gozanti centre with the rhymer ball. Slow rolling, waiting for the enemy to engage or just pepper with rhymer black dice. Demolisher waits for enemy to commit, then pounces annihilating everyone.

Faction: Galactic Empire
Points: 392/400

Commander: Admiral Ozzel

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep


Raider-II Class Corvette (48 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
= 59 total ship cost


Raider-II Class Corvette (48 points)
- Instigator ( 4 points)
- Ruthless Strategists ( 4 points)
= 56 total ship cost


Gozanti-class Assault Carriers (28 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Slicer Tools ( 7 points)
= 41 total ship cost


[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Admiral Ozzel ( 20 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Expanded Launchers ( 13 points)
= 118 total ship cost


1 "Mauler" Mithel ( 15 points)
3 TIE Advanced Squadrons ( 36 points)
1 Major Rhymer ( 16 points)
1 IG-88 ( 21 points)
1 Soontir Fel ( 18 points)
1 JumpMaster 5000 ( 12 points)

Card view link

Fleet created with Armada Warlords

What I believe we are currently missing is a direct way to tie Impetus/Kallus/Instigator into the imperial anti squadron alpha strike game. In theory that makes it ridiculously strong, but I havent seen anyone make it work on the table yet.

I had some success with my kallus raider at worlds but there was only one game where it did blindingly well against squadrons. The issue is controlling where the fighter battle takes place as the raider is still very fragile to heavy firepower. Also without a redirect yt2400s are a real problem for them.

The real synergy of the ywing build comes from the addition of flight controllers, toryn farr and BBC and the yt1300 and hawks having counter.

For imperials while ruthless strategist is very thematic you need the hit point to suck it up. So you could go mauler, soontir and a load of tie advanceds with Intel to taste. They have the hit points, or flight controllers make them 4 dice... it doesn't have the alpha but it would chip things down and the black dice has more utility against ships, all just a thought in the shower mind.

The real synergy of the ywing build comes from the addition of flight controllers, toryn farr and BBC and the yt1300 and hawks having counter.

For imperials while ruthless strategist is very thematic you need the hit point to suck it up. So you could go mauler, soontir and a load of tie advanceds with Intel to taste. They have the hit points, or flight controllers make them 4 dice... it doesn't have the alpha but it would chip things down and the black dice has more utility against ships, all just a thought in the shower mind.

Ruthless strat also takes up a critical slot on your ship which almost any imperial ship wants filled. But it can be awesome when you get that ship firing.

I ran this monday:

Mauler, Soontir, 3 x Tie Advanced, Dengar, Rhymer, 3x Tie Bomber

Basically I used the advanced to deal damage, and soak it up whilst mauler and fel nickle a dime...throw in flight controllers and you're pretty solid. Run it with two gonzos and 2 vic one's and you're set.

The ideal move, is Mauler jumps in, with an advanced behind him, Dengar within close range, and Fel follows up....this requires a squadron command of 4.

Basically the return fire all falls on the advanced...meanwhile fel is nickle and diming people...sure the advanced wont live long but tbh it's not there to kill, it's there to escort. Dengar keeps the ball-o-fun running and you rinse and repeat. You'll find enemy squadrons will hug their carriers when they see the ball of fun....

Oh and whilst they are either A.) hiding from the death ball, or B.) attempting to engage it....Rhymer and his boys are having fun.

I flirted with Vader, but 21 points is too much for a double brace yahoo with asthma who just rolls and black and crits count as hits...too fickle.

Never used IG 88....tempted.

Edited by Gottmituns205

I ran this monday:

Mauler, Soontir, 3 x Tie Advanced, Dengar, Rhymer, 3x Tie Bomber

Basically I used the advanced to deal damage, and soak it up whilst mauler and fel nickle a dime...throw in flight controllers and you're pretty solid. Run it with two gonzos and 2 vic one's and you're set.

The ideal move, is Mauler jumps in, with an advanced behind him, Dengar within close range, and Fel follows up....this requires a squadron command of 4.

Basically the return fire all falls on the advanced...meanwhile fel is nickle and diming people...sure the advanced wont live long but tbh it's not there to kill, it's there to escort. Dengar keeps the ball-o-fun running and you rinse and repeat. You'll find enemy squadrons will hug their carriers when they see the ball of fun....

Oh and whilst they are either A.) hiding from the death ball, or B.) attempting to engage it....Rhymer and his boys are having fun.

I flirted with Vader, but 21 points is too much for a double brace yahoo with asthma who just rolls and black and crits count as hits...too fickle.

Never used IG 88....tempted.

Which commandoer did you go with? And what ship upgrades did you pick for you vics?

Edited by Messi22

That is a strong play!

However, you have then spent 21 points on IG88 which doesnt directly contribute to anti ship play.

Its a tough one, and I sincerely hope someone solves it.

Doesn't that black anti-ship die count for something, though? No crits, but not bad.

I've been running this list the last couple of months and it's done reasonably well.

Faction: Galactic Empire
Points: 389/400

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions


Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Leading Shots ( 4 points)
= 100 total ship cost


[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Motti ( 24 points)
- Wulff Yularen ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 67 total ship cost


Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 106 total ship cost

1 Dengar ( 20 points)
3 TIE Bomber Squadrons ( 27 points)
1 "Howlrunner" ( 16 points)
1 Major Rhymer ( 16 points)
1 "Mauler" Mithel ( 15 points)
2 TIE Interceptor Squadrons ( 22 points)

One of my favorites is mauler, tie advanced x3, Rhymer, and 3x bombers, instead of denger, put chiranuea on a flotilla, and enjoy the non-stop twitch. If you can squeeze bossk in it gets even tastier.

One of my favorites is mauler, tie advanced x3, Rhymer, and 3x bombers, instead of denger, put chiranuea on a flotilla, and enjoy the non-stop twitch. If you can squeeze bossk in it gets even tastier.

Why not Chiranuea on your VSD-I Corrupter ?

My Empire anti-squadron setup is normally Howlrunner, 3x Interceptor, Dengar, and 1-2 Advanced run off a carrier with Fligth Controllers. The Interceptors with Howlrunner sitting there are dishing out 6 blue dice with 1 re-roll, and Counter 4. The Advanced is just there to soak up some damage. Comes in around 90 points, which I feel is a good trade off for basically shutting down most enemy fighter setups I've encountered.