Can someone make me an Imperial Fleet Build?

By Rocmistro, in Star Wars: Armada Fleet Builds

Ok, so, I cannot seem to find an Imperial Fleet build that I'm happy with. I have gone about 90% playing Rebels over the last 4 months or so. I prefer their playstyle more than Imperials.

But I want to like Imperials, I really do.

With the wifey visiting her folks in Florida, I'm going to be able to get in some Armada games this weekend. I want to play Imperials.

Can someone come up with an exciting Imperial List? It doesn't have to be World's list imperial, but neither a goofy gimmick list.

Resources:

ISD x2

'dictor x2

Vic x3

Glad x3

Raider x4

Gozanti x3

Tie Fighters: 16

Advanceds: 4

Interceptors: 4

Bombers: 4

Firespray: 2

Jumpies: 2

Aggros: 2

Dump Trucks: 2

Not sure what you mean by gimicky but this is definitely not a worlds list but it does bring back VSDs and two of their titles. it probably is gimicky cause you can use the dominator to get 2 more blue dice and use the interdictor to regenerate the shields, warlord is guaranteed a double red hit with Quad Turbo Laser cannons.

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Minefields

Victory II-Class Star Destroyer (85 points)
- Dominator ( 12 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 107 total ship cost

[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Motti ( 24 points)
- Interdictor ( 3 points)
- Commandant Aresko ( 7 points)
- Projection Experts ( 6 points)
- Targeting Scrambler ( 5 points)
= 138 total ship cost

Victory I-Class Star Destroyer (73 points)
- Warlord ( 8 points)
- Intel Officer ( 7 points)
- Sensor Team ( 5 points)
- Quad Turbolaser Cannons ( 10 points)
- Assault Proton Torpedoes ( 5 points)
= 108 total ship cost

1 "Mauler" Mithel ( 15 points)
2 TIE Fighter Squadrons ( 16 points)
1 "Howlrunner" ( 16 points)

Edited by modise

Not sure what you mean by gimicky but this is definitely not a worlds list but it does bring back VSDs and two of their titles. it probably is gimicky cause you can use the dominator to get 2 more blue dice and use the interdictor to regenerate the shields, warlord is guaranteed a double red hit with Quad Turbo Laser cannons.

Faction: Galactic Empire

Points: 400/400

Commander: Admiral Motti

Assault Objective: Opening Salvo

Defense Objective: Contested Outpost

Navigation Objective: Minefields

Victory II-Class Star Destroyer (85 points)

- Dominator ( 12 points)

- X17 Turbolasers ( 6 points)

- Leading Shots ( 4 points)

= 107 total ship cost

[ flagship ] Interdictor-class Combat Refit (93 points)

- Admiral Motti ( 24 points)

- Interdictor ( 3 points)

- Commandant Aresko ( 7 points)

- Projection Experts ( 6 points)

- Targeting Scrambler ( 5 points)

= 138 total ship cost

Victory I-Class Star Destroyer (73 points)

- Warlord ( 8 points)

- Intel Officer ( 7 points)

- Sensor Team ( 5 points)

- Quad Turbolaser Cannons ( 10 points)

- Assault Proton Torpedoes ( 5 points)

= 108 total ship cost

1 "Mauler" Mithel ( 15 points)

2 TIE Fighter Squadrons ( 16 points)

1 "Howlrunner" ( 16 points)

i like it!

But no, by Gimmicky, I mean for example...8 gozanti lists...things like that.

I play only Imperial, and here is the list I run.. that I have yet to lose with

Commander: Motti

ISD-II (120)

Avenger (5)

SW-7 Ion batteries (5)

Electronic counter-Measures (7)

Gunnery Team (7)

ISD-II (120)

Relentless (3)

Electronic counter-measures (7)

Overload Pulse (8)

Gunnery team (7)

Squadrons: (Your left with about 92 points for this section, but this is my selection)

Tie Advanced (12)

Tie Advanced (12)

Soontir Fel (18)

Tie Interceptor (11)

Howlrunner (16)

Tie Fighter (8)

Tie Fighter (8)

Total: 393 points. Leaving a nice bid. I know that a lot of people will tell you that more ships for more activations, perhaps even you as a Rebel player will agree with that, I do not. I feel that my two ISD's can out tank, most of what you'll see. Again I have yet to lose with this list. Anyway, I use the Relentless to be the anvil hence the overload pulse. Having two command dials with the title helps with command flexibility, where Avenger AKA: "The Hammer" comes in and finishes off the overload pulsed enemy. Gunnery teams helps some with allowing a potential double strike depending of course on dice rolling.. always the dice. Your fighter component Is I feel enough to deal with moderate amount of enemy fighter support. It wont stop a heavy fighter build, but it will in the very least delay those pesky fighters a turn, maybe two. In a moderate fighter list.. say A-wings, or X-wings and a handful of B-wings You'll have more than enough fighters to deal with that. I don't typically deal with Imperial vs Imperial in my meta, But I'm sure you'll just tie up their fighters just as well.

I play only Imperial, and here is the list I run.. that I have yet to lose with

Commander: Motti

ISD-II (120)

Avenger (5)

SW-7 Ion batteries (5)

Electronic counter-Measures (7)

Gunnery Team (7)

ISD-II (120)

Relentless (3)

Electronic counter-measures (7)

Overload Pulse (8)

Gunnery team (7)

Squadrons: (Your left with about 92 points for this section, but this is my selection)

Tie Advanced (12)

Tie Advanced (12)

Soontir Fel (18)

Tie Interceptor (11)

Howlrunner (16)

Tie Fighter (8)

Tie Fighter (8)

Total: 393 points. Leaving a nice bid. I know that a lot of people will tell you that more ships for more activations, perhaps even you as a Rebel player will agree with that, I do not. I feel that my two ISD's can out tank, most of what you'll see. Again I have yet to lose with this list. Anyway, I use the Relentless to be the anvil hence the overload pulse. Having two command dials with the title helps with command flexibility, where Avenger AKA: "The Hammer" comes in and finishes off the overload pulsed enemy. Gunnery teams helps some with allowing a potential double strike depending of course on dice rolling.. always the dice. Your fighter component Is I feel enough to deal with moderate amount of enemy fighter support. It wont stop a heavy fighter build, but it will in the very least delay those pesky fighters a turn, maybe two. In a moderate fighter list.. say A-wings, or X-wings and a handful of B-wings You'll have more than enough fighters to deal with that. I don't typically deal with Imperial vs Imperial in my meta, But I'm sure you'll just tie up their fighters just as well.

Mines simaler to Moore's

ISD fleet

Author: tenchi2a

Faction: Galactic Empire

Points: 385/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery

Defense Objective: Contested Outpost

Navigation Objective: Minefields

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

- Admiral Motti ( 24 points)

- Avenger ( 5 points)

- Skilled First Officer ( 1 points)

- Quad Laser Turrets ( 5 points)

- X17 Turbolasers ( 6 points)

- Leading Shots ( 4 points)

= 165 total ship cost

Imperial II-Class Star Destroyer (120 points)

- Relentless ( 3 points)

- Veteran Captain ( 3 points)

- Quad Laser Turrets ( 5 points)

- X17 Turbolasers ( 6 points)

- Leading Shots ( 4 points)

= 141 total ship cost

1 "Howlrunner" ( 16 points)

6 TIE Fighter Squadrons ( 48 points)

1 "Mauler" Mithel ( 15 points)

gives a nice bid and can tie up fighters till till i can take out there ships

Edited by tenchi2a

I used to live by Xi-7's as well. but again, It's not really an Imperial vs Imperial meta for me locally, and in the age of Liberty class cruisers for the Rebs, Xi-7's lose a lot of the draw from me.

I play only Imperial, and here is the list I run.. that I have yet to lose with

Commander: Motti

ISD-II (120)

Avenger (5)

SW-7 Ion batteries (5)

Electronic counter-Measures (7)

Gunnery Team (7)

ISD-II (120)

Relentless (3)

Electronic counter-measures (7)

Overload Pulse (8)

Gunnery team (7)

Squadrons: (Your left with about 92 points for this section, but this is my selection)

Tie Advanced (12)

Tie Advanced (12)

Soontir Fel (18)

Tie Interceptor (11)

Howlrunner (16)

Tie Fighter (8)

Tie Fighter (8)

Total: 393 points. Leaving a nice bid. I know that a lot of people will tell you that more ships for more activations, perhaps even you as a Rebel player will agree with that, I do not. I feel that my two ISD's can out tank, most of what you'll see. Again I have yet to lose with this list. Anyway, I use the Relentless to be the anvil hence the overload pulse. Having two command dials with the title helps with command flexibility, where Avenger AKA: "The Hammer" comes in and finishes off the overload pulsed enemy. Gunnery teams helps some with allowing a potential double strike depending of course on dice rolling.. always the dice. Your fighter component Is I feel enough to deal with moderate amount of enemy fighter support. It wont stop a heavy fighter build, but it will in the very least delay those pesky fighters a turn, maybe two. In a moderate fighter list.. say A-wings, or X-wings and a handful of B-wings You'll have more than enough fighters to deal with that. I don't typically deal with Imperial vs Imperial in my meta, But I'm sure you'll just tie up their fighters just as well.

Interesting list, but it looks like that comes to 398 points, not 393.

What objectives would you run with this?

Edited by pasewi

Oh I got this confused with my Soontir LESS list.. where soontir would be a normal Squint The objectives I would choose are Opening salvo, Contested outpost, and Superior positions. most likely.

A good starting Imperial list right now?

Try this:

ISD-2

Screed or Motti

Avenger title

Gunnery Teams

Electronic Countermeasures

SW-7 Ion Cannons

Gladiator-1 Star Destroyer

Demolisher title

Ordnance Experts

Assault Proton Torpedoes

Engine Techs

Gozanti Cruiser

Vector

Gozanti Cruiser

Bossk

Major Rhymer

Firespray

Firespray

TIE Bomber

TIE Bomber

If you have any points left, go for another bomber or upgrade a Firespray to Boba Fett. If you can't do either, give both Gozanti cruisers Comms Net.

This list helps teach a lot of core mechanics for Imperials. You get the Rhymer Ball, which is useful for exploring the pros and cons of your squadrons. You also get Demolisher sans bid, so you get a very powerful ship but can also be used to punch through damage to finish a ship off. And Avenger gets to stay back a little. Avenger uses the squadrons to punch through damage on bigger ships, and Bossk (and potentially Boba) are a great pair for handling bigger squadron balls. Vector can push them both forward to engage squadrons beyond range 3.

I think i'm going to try screwing around with the double ISD lists. It's completely counter to my normal preference for doing things which is multiple small ships, so this should be interesting.

This is my Favorite Bomber build

Flight Deck
Author: jpersons73

Faction: Galactic Empire
Points: 399/400

Commander: Grand Moff Tarkin

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions


Imperial I-Class Star Destroyer (110 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
- X17 Turbolasers ( 6 points)
= 125 total ship cost


[ flagship ] Gozanti-class Cruisers (23 points)
- Grand Moff Tarkin ( 38 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 73 total ship cost


Victory I-Class Star Destroyer (73 points)
- Boosted Comms ( 4 points)
= 77 total ship cost

8 TIE Bomber Squadrons ( 72 points)
2 TIE Advanced Squadrons ( 24 points)
1 Major Rhymer ( 16 points)
1 JumpMaster 5000 ( 12 points)

This is my Favorite Bomber build

Flight Deck

Author: jpersons73

Faction: Galactic Empire

Points: 399/400

Commander: Grand Moff Tarkin

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

Imperial I-Class Star Destroyer (110 points)

- Expanded Hangar Bay ( 5 points)

- Boosted Comms ( 4 points)

- X17 Turbolasers ( 6 points)

= 125 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)

- Grand Moff Tarkin ( 38 points)

- Boosted Comms ( 4 points)

- Bomber Command Center ( 8 points)

= 73 total ship cost

Victory I-Class Star Destroyer (73 points)

- Boosted Comms ( 4 points)

= 77 total ship cost

8 TIE Bomber Squadrons ( 72 points)

2 TIE Advanced Squadrons ( 24 points)

1 Major Rhymer ( 16 points)

1 JumpMaster 5000 ( 12 points)

Interesting. I might try it, but I only have 4 bombers and 4 advanced, so I might switch it to that, that leaves me 12 points which I could use for another jumpmaster and ensure the maximum time shooting.

I can't stand Imperial-I's ... without E.C.M. they just get burned down two fast like Victories. Even if you attempt to keep them back some. Reb ships are fast enough to close that distance, and will light it up. Home one will Auto accuracy the brace.. and Rebs love them some XI-7's. Liberties will just Shoot you to pieces with Quad turbo laser cannons (The one that adds an accuracy if you roll a natural red accuracy) and Spinal armaments. I know people love the carrier builds with Imp-I's. But I'm sorry. There just isn't enough bombers in the Imperial navy to get me to convert to Imp-I's.

Just my thoughts on the Imp-I's. I'm sure a rebuttal is coming. :P

I can't stand Imperial-I's ... without E.C.M. they just get burned down two fast like Victories. Even if you attempt to keep them back some. Reb ships are fast enough to close that distance, and will light it up. Home one will Auto accuracy the brace.. and Rebs love them some XI-7's. Liberties will just Shoot you to pieces with Quad turbo laser cannons (The one that adds an accuracy if you roll a natural red accuracy) and Spinal armaments. I know people love the carrier builds with Imp-I's. But I'm sorry. There just isn't enough bombers in the Imperial navy to get me to convert to Imp-I's.

Just my thoughts on the Imp-I's. I'm sure a rebuttal is coming. :P

Activating 6 bombers in one activation (with A Tarkin Token) makes it well worth the risk. 6-12 dmg before the ISD-I even fires a shot is huge. The addition of the Bomber command pretty much helps with the dmg output of those 6 bombers activated. But that is what makes this game great. Not all ships are right for everyone or loved by everyone. I use to do the 3 VSD-I for my flight deck, then I tried the ISD-I with its 6 activation and will never go back to 3 VSD.

Interesting. I might try it, but I only have 4 bombers and 4 advanced, so I might switch it to that, that leaves me 12 points which I could use for another jumpmaster and ensure the maximum time shooting.

You can swap 4 Tie Bombers for 2 Firespray

Flight Deck

Author: jpersons73

Faction: Galactic Empire

Points: 399/400

Commander: Grand Moff Tarkin

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

[ flagship ] Gozanti-class Cruisers (23 points)

- Grand Moff Tarkin ( 38 points)

- Boosted Comms ( 4 points)

- Bomber Command Center ( 8 points)

= 73 total ship cost

Imperial I-Class Star Destroyer (110 points)

- Expanded Hangar Bay ( 5 points)

- Boosted Comms ( 4 points)

- X17 Turbolasers ( 6 points)

= 125 total ship cost

Victory I-Class Star Destroyer (73 points)

- Boosted Comms ( 4 points)

= 77 total ship cost

1 JumpMaster 5000 ( 12 points)

4 TIE Bomber Squadrons ( 36 points)

1 Major Rhymer ( 16 points)

2 TIE Advanced Squadrons ( 24 points)

2 Firespray-31s ( 36 points)

= 124

Edited by jpersons73

Simple point-and-shoot list with dual ISDs

Faction: Galactic Empire
Points: 395/400

Commander: General Tagge

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Minefields

Imperial II-Class Star Destroyer (120 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 138 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 138 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- General Tagge ( 25 points)
- Comms Net ( 2 points)
= 50 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

4 TIE Interceptor Squadrons ( 44 points)