Need help on a big ships list

By Vondodo, in Star Wars: Armada Fleet Builds

Hi everyone

I need help on building a big ship list for a friendly casual tournament (fleet building limitation to 1X of each expansion)

In particular i need help with squadrons (99 pt)

I expect to face some ackbar list or some small ship list with fighter support.

For now i was thinking about the overload pulse/avenger combo to get rid of ackbar while keeping other ships at bay with my squadrons

And a strong support combo from the interdictor.

I'd like to include Rhymer + 2 tie bombers and a firespray/bobba fett (i'd like bobba fett more to hinder ships movement in case opponent uses few squadrons) if possible

​But i dunno how to defend them properly.

Also i'd like to go 2nd due to objectives


1 • Objectives - - Advanced Gunnery (0) - Hyperspace Assault (0) - Dangerous Territory (0)

EMPIRE FLEET 301/400

1 • Imperial II-class Star Destroyer - Imperial-class Star Destroyer (120) - Admiral Screed (26) - Avenger (5)
• Total : 151 • Code : e14c6f15
2 • Interdictor Suppression Refit - Interdictor (90) - Wulff Yularen (7) - Projection Experts (6) - Targeting Scrambler (5) - Grav Shift Reroute (2) - Overload Pulse (8) - Interdictor (3)
• Total : 121 • Code : e29o1s4h2h4i1f28
3 • Gozanti-class Cruisers - Gozanti (23) - Comms Net (2) - Boosted Comms (4)
• Total : 29 • Code : e27b2g3

While i am here i'd ask a couple questions about rules also:

How does overload pulse works? does it replace critical effect once i manage to get past shields or i can spend it even if i don't get past shields? and can i resolve another normal critical if i do?

Other question is: does targeting scrambler works against squadrons attacking my ships? and if so does it happen before or after bomber command center reroll/s?

Id totally replace interdictor with a vsd-2 as an ion-cannon platform. Lot more punching power. Gunnery team, warlord title, overload pulse, h9. Roughly the same price, lot more firepower. Squadrons: Jumpmaster, 2x tie advanced, mauler, boba, ig88, this is 98 Points all together.

Id totally replace interdictor with a vsd-2 as an ion-cannon platform. Lot more punching power. Gunnery team, warlord title, overload pulse, h9. Roughly the same price, lot more firepower. Squadrons: Jumpmaster, 2x tie advanced, mauler, boba, ig88, this is 98 Points all together.

But overload pulse combos with avenger and i can t use it on a victory while would be useless on the ISD unless i manage to get the target on both firing arcs at medium/close distance.

And wullf yularen combos with projection experts

and targeting scrambles combos with interdictor ._.

While the grav shifts would help me with Dangerous territory

I would lose ton of support.

The part about jumpmaster and mauler is awesome :D

But losing the 3 bombers would not be good if opponent plays with minimal fighter support (some will for sure)

Would something like this work?

EMPIRE FLEET 90/400

1 • JumpMaster 5000 - JumpMaster 5000 (12)

• Total : 12 • Code : e23

2 • ''Mauler'' Mithel TIE Fighter Squadron - TIE Fighter (15)

• Total : 15 • Code : e10

3 • Major Rhymer TIE Bomber Squadron - TIE Bomber (16)

• Total : 16 • Code : e8

4 • TIE Bomber Squadron - TIE Bomber (9)

• Total : 9 • Code : e9

5 • TIE Advanced Squadron - TIE Advanced (12)

• Total : 12 • Code : e12

6 • Boba Fett Slave 1 - Firespray-31 (26)

• Total : 26 • Code : e16

And i could put boosted comms on the ISD

Edited by Vondodo

To answer questions:

with overload pulse, you have the option to replace the standard critical effect with that effect, provided you get a blue crit. You cannot use both in the same attack, unless you also have Fire Control Teams (though if you double arc, then you could OLP the first time and standard the second). The standard effect only works when damage cards are dealt, but overload pulse works as long as your attack hits with a blue crit, even if no damage cards are dealt.

Targetting scrambler works against all close-range attacks, even squadrons. It goes into effect after your opponent is done modifying dice, so they cannot use BCC (or any other effect) to reroll after you have used TS.

Not really a question you asked, but thought I'd point out that you cannot take Rhymer and 2 Tie bombers with the tournament rules you have presented. That is a total of 3 Tie Bs, and there are only 2 per expansion pack. However, Rhymer with Tie Advanceds and Dengar is pretty darn good. It's like A-wings at medium range.

To comment on fleet:

The Avenger-OLP combo is powerful when pulled off, but it makes your fleet very easy to predict as it dictates an activation order. If you're really wanting to kill that Ackbar ship, might I suggest Devastator, Tagge/Motti, and Intel Officer? Bear with me...

Dominator works best when you're out of defense tokens, but that takes a while, right? Not necessarily-your opponent only needs to attack it twice with anything in a single round, and you'll be able to add 3 blues to your attack pool. On a standard ISD, you can spend 3 defense tokens each time you get attacked (because you can spend a token even when no effect is actually gained). This could be 2 squadron attacks, a double arced attack, a combination, etc... 4 reds and 3 blues out the front as early as round 2, if you're lucky. With that many blues, just accuracy away the defense tokens. At least the important ones. Also Intel Officer takes care of a lot.

The choice between Motti and Tagge is a difference between whether you see more utility from getting back that brace (thus losing a blue die for a bit) or from giving a health boost to all your ships. Both help out Devastator with the problems inherent to its effect. If you take Tagge, definitely take Electronic CounterMeasures. Should probably take ECM even if you take Motti. Thus, you have 120+10+7+7=144 for a pretty solid haymaker. Add in Xi7 and/or leading shots to seal the deal. Literally just Nav command your way into their face and unload. So we'll say 154

The Interdoctor (projection experts and Wulff) and target scramblers also definitely help out Devastator here, but mostly because it can serve as your flagship to help draw fire away from Devastator. And no OLP required. Save 8 points. 90+3+7+6+2+5+Motti=137

And gozantis as is, minus Boosted comms =25

For squads the above suggestion is solid, but I'd avoid Bobba and IG. Theyre good, but they just cost so much. Jumpmaster, Rhymer, 2 Tie-A, Soontir, Mauler. More auto damage for cheaper. Where are the activations coming from? _/(.-.)\_

=85 points.

That's 401 total. Never mind. Drop the Intel Officer. 394. Decent bid. Take initiative if you can. That's my input, hopefully you saw something you liked. If not, that's fine too

Id totally replace interdictor with a vsd-2 as an ion-cannon platform. Lot more punching power. Gunnery team, warlord title, overload pulse, h9. Roughly the same price, lot more firepower. Squadrons: Jumpmaster, 2x tie advanced, mauler, boba, ig88, this is 98 Points all together.

But overload pulse combos with avenger and i can t use it on a victory while would be useless on the ISD unless i manage to get the target on both firing arcs at medium/close distance.

You can fit OLP on VSD-2.

Edited by Coldhands

ISD-II's It's almost mandatory that you take Gunnery teams with a two cap ship build, and E.C.M. Unless your opponent is not taking xi-7's then you can take Advanced Projectors, but E.C.M. is usually the better option.

Thank you

For squads the above suggestion is solid, but I'd avoid Bobba and IG. Theyre good, but they just cost so much. Jumpmaster, Rhymer, 2 Tie-A, Soontir, Mauler. More auto damage for cheaper. Where are the activations coming from? _/(.-.)\_
=85 points.

bobba is the 3rd bomber :| its slow but used to threaten with 1 free damage if put in an opponent ship route could be fun for area control i thought.

I also put an expanded hangar on the gozanti The idea was to use gozanti to activate 4 if needed to cover a flank while the ISD takes care of capital ship (i am really scared about Ackbar home one with his bucket of long range dices).

With Bobba (2 bomber midrange+ 1 damage if distance 1) and mauler damaging fighters just by moving i could activate most stuff with a gozanti command + 1 token

But it seems i'll have to change the list.

I miss the victory expansion for motti i'll see if i can find one cheap.

To answer questions:

For squads the above suggestion is solid, but I'd avoid Bobba and IG. Theyre good, but they just cost so much. Jumpmaster, Rhymer, 2 Tie-A, Soontir, Mauler. More auto damage for cheaper. Where are the activations coming from? _/(.-.)\_

=85 points.