Any pointers for a new Imperial Fleet Build?

By EmperorJay03, in Star Wars: Armada Fleet Builds

What do you all think of this build, looking for some input:

Faction: Galactic Empire
Points: 457/500

Commander: Moff Jerjerrod

Gozanti-class Cruisers (23 points)

- Vector ( 2 points)
- Repair Crews ( 4 points)
= 29 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Engine Techs ( 8 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Overload Pulse ( 8 points)
- G-8 Experiemental Projector ( 8 points)
= 123 total ship cost

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Moff Jerjerrod ( 23 points)
- Relentless ( 3 points)
- Captain Needa ( 2 points)
- Electronic Countermeasures ( 7 points)
- Spinal Armament ( 9 points)
- SW 7 Ion Batteries ( 5 points)
= 169 total ship cost

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 61 total ship cost

1 Bossk ( 23 points)
1 Major Rhymer ( 16 points)
2 Firespray-31s ( 36 points)

Leaving points to allocate to new squadrons, most likely TIE Defenders and Shuttles for the strategic effect. I'm looking to slow the opponent down to keep them in the heaviest firing lane and looking for squadrons that will keep the Rebel Aces at bay and bomb capital ships when needed.

Link to fleet: http://armadawarlords.hivelabs.solutions/view_list.php?token=41065

Thoughts? Too many pts allocated to upgrades?

Thanks everyone.

Edited by EmperorJay03

Overload pulse and you don't have Avenger to take advantage of it. Also look at the Avenger + Supressor combo.

Captain Needa could be used with TRCs on the ISD but I would probably take gunnery teams instead as Spinal armament will benefit both shots. Leading shots could be better than SW7 especially rerolling 5 red dice by discarding an unneeded blue accuracy.

I know you are putting a few more eggs in one basket but a Q7 Tractor on an ISD is better than on a raider.

For 2 points - and an unused Experimental slot - you might as well take Grav shift or spend more for target scrambler.

Edited by Mad Cat

Overload pulse and you don't have Avenger to take advantage of it. Also look at the Avenger + Supressor combo.

Captain Needa could be used with TRCs on the ISD but I would probably take gunnery teams instead as Spinal armament will benefit both shots. Leading shots could be better than SW7 especially rerolling 5 red dice by discarding an unneeded blue accuracy.

I know you are putting a few more eggs in one basket but a Q7 Tractor on an ISD is better than on a raider.

For 2 points - and an unused Experimental slot - you might as well take Grav shift or spend more for target scrambler.

Thanks for the input Mad Cat, much appreciated. I am digging the 'Leading Shots' and the 'Targeting Scrambler' ideas in particular.

What are some of your thoughts on squadron outfits for a fleet such as this one? I like the 'Rhymer Ball' tricks but I'm also interested in chaining things together like Dengar's Punishing One with it's counter increasing ability and teaming that with TIE Interceptors, etc.

Dengar and Tie-Interceptors is good but remember Howlrunner would do the same to their counter attack and also give the bonus when the Interceptors themselves attack. Either way you would need 1-2 escorts as no enemy would be daft enough to try and kill 4xTie-I + Dengar/Howlrunner by leaving the character until last. Dengar can keep a bit more distance but still risks being assassinated without a Tie advanced or two and enemy intel can get them through unless you can kill Jan + 2-3 X-wings in the first turn of serious dogfighting. unlikely.

You can get by without intel if you use 4 interceptors. Once they are involved in a combat getting 4 blue followed by 2 blue counterattacks including a reroll each time for swarm they are as happy as a pig in you-know-what. Intel is however great for Rhymer balls or if you include Mauler as a squadron damage inflictor.

I do like Bossk. He has won be 3 games so far by latching onto a CR90 or MC30 around turn 4 and just chasing it down, accuracying the redirect after taking a little damage and polishing it off.

Good call on the Escorts. Going to need them as the first line of defense and it will slow the aces down while the likes of Howlrunner and/or Saber Squadron TIE Interceptors chew on their hulls. Dengar could hold them off a little longer too. Yes, Bossk is a valuable asset to almost any fleet. A heavy dog fight specialist that can tag enemy capital ships too.

What are your thoughts on replacing 'Captain Needa' with 'Engineering Captain'? I figure that Cap could keep things going while Needa is only blocking one die and that is IF you can spend your acquired evade token. I have friends that love using 'Intelligence Officer' to block using defense tokens.

'Leading Shots' is looking good on that Imp Star loadout...