Motti Madness - can big ships work?

By Mundo, in Star Wars: Armada Fleet Builds

Played a tournament recently, and squadron heavy fleets are now everywhere. Being contrarian, and loving big ships, I wanted to try making something that will run counter to that meta. So this may be crazy, but see what you think.

Motti Madness 399pts

ISD-1, Veteran gunners

ISD-1, Veteran gunners

Interdictor suppression refit, Motti, Targeting scramblers, Grav shift reroute, Interdictor title, Projection experts

Mauler Mithel

3 x TIE fighter

Objectives: Advanced gunnery, Contested outpost, Dangerous territory

So pretty squadron light. However, the fleet has 33 shields and 39 hull points to chew through. Never mind the fact that you can scramble any close range attacks, and keep repairing either the flagship or ISDs with projection experts. The ISD-1 has capable firepower, and speed to get out of trouble when needed.

How viable do you think this fleet is? Any ideas welcome.

Those Tie will vanish in one round against Rebels squadron list. Against Imperial Rhymmerball they will be just ignored.

Priority Target for this list is Interdictor. When destroyed ISD are in big trouble (drop from 14 to 11 HP)

List is fun but I will move Motti from Interdictor to one of the ISD. It will make him less obvious target.

Vote quite the opposite.

Keep Motti on the Interdictor. |


Interdictor should be behind + between the two ISDs...

If the Interdictor goes all game without shooting, good... Let the ISDs do the work.

Yeah, the theory is that Motti in the Interdictor divides the fire from the big hitters, and should be behind the ISDs. If they do shoot the Interdictor, then he is engineering anyway to repair the damage.

On reflection that the TIEs will die or be ignored anyway, I was wondering about dropping Mauler to a standard TIE and using the points for Wulff Yularen on the flagship. This would allow the Interdictor to retain a nav and repair token, to reliably throw out a crazy 8 engineering most turns...

Should be a fun list to try, but perhaps not for my next tournament!

Yeah, the theory is that Motti in the Interdictor divides the fire from the big hitters, and should be behind the ISDs. If they do shoot the Interdictor, then he is engineering anyway to repair the damage.

On reflection that the TIEs will die or be ignored anyway, I was wondering about dropping Mauler to a standard TIE and using the points for Wulff Yularen on the flagship. This would allow the Interdictor to retain a nav and repair token, to reliably throw out a crazy 8 engineering most turns...

Should be a fun list to try, but perhaps not for my next tournament!

I faced one of those super-tank Interdictors in a tournament last weekend. The guy did pretty well with it--well enough to be at the top table in round 3--but it just melted to coordinated MC30 fire. If you can use those ISD's to limit incoming fire on the Interdictor by physically blocking access to it, this list could do well against swarms.

I'm not sure I'm convinced of its effectiveness against squadrons, though. The ISD1's are scary, but without LS or OE to push up their expected damage, you're not going to reliably pop carriers quickly enough to counter threaten them and protect the Interdictor from the squadrons. And, like NairoD said, those TIEs will wither fast.

I like that you're trying to find the anti-meta fit the squadron game, but I'm not convinced this is it. Which is not to say you couldn't do well, mind you. The success of the list will be completely dependent on how well you fly ISDs.

You need one of two things to make front arc ships sing, and those are first or last activation.

This applies even more for black varients of VSDs or ISDs.

With no bid, and 3 activations you don't have either. Since wave 4, over 95% of lists I've seen are 4+ activations.

Unless you get a lucky matchup against a similar list, you'll find everything will dodge your front arcs, and you won't get to kill anything.

The actual upgrade selection has mostly been covered, but I think there is a more fundamental problem that stops it being competitive.

Doesn't mean you can't have fun with it though.

Edited by TheCallum

I will not argue with you guys because I think table will verify who have right.

Returning to he topic of TIEs. I will change it for 2 Interceptors (22pts) and 2 TIE (or another Interceptor instead of them). It will give you some real bid (if 3 Interceptors then you have any chances for choose missions or first - you will have 392 p)