First Attempt and Ideas on where to grow my fleet

By DocCheech17, in Star Wars: Armada Fleet Builds

I've recently acquired quite a bit of Armada equipment thanks to some trades with friends and a few purchase on my own. I've played a few games with the base set and wave I expansions and I am looking to: A - See if the following list is any good, specifically in terms of objective choices and B - what I should look to purchase next if anything is even needed.

ISD II - (Admiral Motti, Avenger, Gunnery Team, XX-9 Turbolaser, Electronic Countermeasures) - 168 points

Gladiator Star Destroyer (Demolisher, Assault Proton Torpedoes, Engine Techs, Ordnance Experts) - 83 points

Raider Corvette - (Ordnance Experts, Quad Laser Turrets, Instigator) - 57 points

Gozanti- Class Assault Carriers - (Bomber Command Center, Expanded Hanger Bay, Flight Commander, Vector) - 57points

Squadrons - (Tie Advance, Tie Bomber x2, Major Rhymer) - 46 points

Objectives - Advanced Gunnery, Hyperspace Assault, Minefields

The overall strategy of this list is to use ISD to slow role and always go last to maximize its front arc and be an area denial unit along a key lane of the board, the Gladiator would be a flanker, the mini ball and the Gozanti would work towards a capital ship and the Raider would be a dedicated anti squadron presence that either goes with the gozani and bombers or stays close to the ISD to protect against incoming fighters.

Thank you all for any and all advice in advance, oh and in terms of other available ships I also have two VSDs, another Raider and the remaining fighters from the first waves.

ISD - A good design. ECM is excellent to protect the brace. Gunnery team is useful to fully use the front arc twice. XI7 (from the Nebulon pack) is the preferred Turbolaser for many but HTTs and XX-9s are also decent.

GSD - Perfect. Intel officer, Wulff or Veteran captain is a good choice for the officer but they can easily run without one.

Raider - They are ok. You could try the Raider-II with Overload Pulse to combo with Avenger but I would prefer Screed over Motti if you wish to try this. Its also a but tricky to arrange. OE+APT is a nice cheap design for a Raider-I.

Gozanti - Take a look at what the Suppressor upgrade can do in combo with Avenger. It can be evil, removing braces from enemy big ships (except the Liberty of course). Bomber Command centre & Vector is great but you don't have enough squadrons to use yours effectively (see below).

Fighters: You need more fighters to use bombers effectively with some source of intel and escorts to protect it. Otherwise 2-3 enemy A-wings can tie them up for 3-4 crucial turns and your BCC, Vector and Rhymer upgrades are just wasted points. For about 40-60 points I would go for a fighter screen of several Tie-F or Tie-I with maybe a single Tie-A to take one for the team (with the escort rule) for a bit.

If you drop the raider entirely then Dengar, 1-2 Tie-A, Mauler, Rhymer & several Tie-Bs make a good bomber force.

Objectives: if you take Gunnery Teams on the ISD then it can't use the Advanced Gunnery scenario boost. The word "CANNOT" on the gunnery teams card is not able to be overridden according to the FAQ. Neither of your other ships would make good use of the scenario rule. Either swap out Gunnery Teams for Flight Controllers or take Most Wanted instead. Selecting your cheap flotilla as your victim objective gives away little while you hunt down the juiciest target you think you can kill.

Edited by Mad Cat

I've recently acquired quite a bit of Armada equipment....

This dude is serious. This is not a game for DocCheech...this is war.

Welcome, Cheech. We shall show you the way.

I'd agree with Mad Cat. You have way too much investment in squadron support ship (Gozanti at 57 points for only 4 squadrons)

Your bombers already have black dice, which is the most reliable die. BCC is not really a great ROI for black bomber dice. It's better for the X Wing's red die, or if you simply have a SHITLOAD of bombers.

Flight commander also unnecessary on Gozanti. The purpose of that is to make your opponent make some tough decisions with defense tokens before you make your squadron attack decisions, and/or use in concert with Fighter Coordination team (ie, the Yavaris smackdown). This just really doesn't do anything for you, unless your fighters are/were WAAAY out of range of your Gozanti to begin with.

Interdictor is an Excellent investment in any Imperial task force.