There's too many of them!

By Deadshane, in Star Wars: Armada Fleet Builds

Critique is fine by me. I've never really played the Imperials before with any dedication but I may seriously try this if it works out....

Tagge (maybe Motti if the SD dies too quick)

Imperial Star Destroyer I

-Relentless

-Skilled First Officer

-Gunnery Team

-Boosted Comms

-Expanded Hangers

-Spinal Armament

Gozanti Cruiser

-Comms Net

Gozanti Cruiser

-Comms Net

Raider !

-Impetuous

-Agent Kallus

14x Tie Fighter

2x Tie Interceptor

399pts (398 w/Motti)

Most Wanted

Ambush

Minefields

Lots of fighters, but not necessarily designed to get superiority...just tie you up. SPREAD THEM OUT! Use Agent Kallus to kill off Jan OR Dengar (or Mauler for crissakes) if possible, and you should have enough of a fighter screen to barrel Relentless in there and blast smaller ships with 9/10 dice each salvo.

If the enemy just has a token force of fighters, you can send in 14 (max activation) bases to plink away sheilds and soften them up before Relentless charges in.

Oh man, this just screams for Howlrunner....

Ugh.. I can't even get on board with Imperial-I's...

Relentless/SFO is fantastic, especially when you might be having to swap in pushing squadrons. Command 1 ISD? YES.

What about 10 tie fights and 6 bombers, same number of bases, gives you a bit more hull and makes those ships take note.

But what's the point?

This build will win you 0 games.

12xTIE Fighter

Howrunner

Rhymer

Roughly same points, better anti-squad. Less bad anti-ship. 13 blue dice without bomber adds up

You don't have enough squadron commands for that many fighters. What point efficiency you are gaining using basic TIEs is lost because even on a good turn, a third of them aren't able to move and shoot, and also have to wait for the squadron phase, giving the opponent a chance to kill them.

Low hull fighters work best when they shoot first.

Drop a couple, and upgrade as many as you can.

You don't have enough squadron commands for that many fighters. What point efficiency you are gaining using basic TIEs is lost because even on a good turn, a third of them aren't able to move and shoot, and also have to wait for the squadron phase, giving the opponent a chance to kill them.

Low hull fighters work best when they shoot first.

Drop a couple, and upgrade as many as you can.

Ties are going to die quick anyway so you really should just judge their activations on the alpha strike, that is, with tokens. With tokens you're only 2 activations short--drop the Comms Nets and Downgrade the Interceptors to vanilla TIEs and you're good on activations.

But what's the point?

This build will win you 0 games.

Well, I've won 2 so far.

But what's the point?

This build will win you 0 games.

Well, I've won 2 so far.

Good for you. Still, not a good build.