Double Deuces

By Teloch, in Star Wars: Armada Fleet Builds

I'm hoping to get some critisism on my new list.

The thought was to activate relentless first, hopefully triggering OP to make best use of Avenger. The double nav officers + Ozzel will help avoid collisions or having my opponent move my fighter screen out of engagment when I land on them. The SW7's on Avenger should work well with all those blue dice and the IX7's will help out when OP doesnt trigger. The 6 TIE fighter screen should hopefully delayd bombers long enough for the interceptors to get in there. And 2 points left for possible initiative.

So, critisize away! What should I change and why?

Double Deuces

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Ozzel

Assault Objective: Targeting Beacons
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

Imperial II-Class Star Destroyer (120 points)
- Avenger ( 5 points)
- Navigation Officer ( 6 points)
- X17 Turbolasers ( 6 points)
- SW 7 Ion Batteries ( 5 points)
= 142 total ship cost

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Ozzel ( 20 points)
- Relentless ( 3 points)
- Navigation Officer ( 6 points)
- Overload Pulse ( 8 points)
= 151 total ship cost

3 TIE Interceptor Squadrons ( 33 points)
1 Soontir Fel ( 18 points)
6 TIE Fighter Squadrons ( 48 points)

Imperial II's need E.C.M. Or they are just cannon fodder IMO. TO many Rebel ships have ways to get Accuracy without having to roll it natural. Overall I like the list, if it were me I would drop an Interceptor squad and a Tie squad to pick up the E.C.M. on both your ISD's. As for Xi-7's. Really depends, If you are running into more liberties than MC-80(Home One) style ships then the Xi7 is almost useless. XX-9's would be a slightly cheaper better option for Avenger.. Again just my personal choice. I would also try to fit a Tie Advanced in there if you are set on running Fel. Otherwise I doubt his ability will come into play much. Unless he's there to draw fire then your fine in the fighter department!

Drop Nav Officer on Relentless, and replace with Skilled First Officer. Relentless is already mitigating your command stack size. SFO will give you the squadron command the one turn you need it--pretty much everything else should be nav unless you find yourself in a spot you can slot in a CF. Either way, you should be able to tell 2 turns out.

Drop XI7 (387) on Avenger, move them (393) over to Relentless to try to force the brace there even if you don't get the OP proc.

Avenger is your follow-up ship, so make it your flagship, and put ECM (400) on it to keep Ozzel alive and make the choice of killing Relentless or Avenger harder.

Swap Soontir (382) for Howlrunner (398), who will do you much more good in this list. There's nothing here keeping your opponent from shooting Soontir first (no escorts in the list); might as well ramp up everything else.

More holistically: you have kind of a lot of anti-squadron. Not super high and not necessarily a bad investment, with the prevalence of bomber fleets of late, but I usually shoot for 60-70 points in anti-squadron, and you're at 99. What you might consider is dropping a pair of TIE fighters for Gunnery Teams, which will not only improve your anti-ship threat, but can free up your front arc for follow-up anti-squadron fire while still allowing anti-ship shots out your strongest arcs.

Targeting Beacons are an okay choice, but if you decide to roll without Gunnery Teams on either of your ISDs, I think you'll get more out of Advanced Gunnery. You're already pretty much betting the game on not losing ISDs... may as well double down on it. Station Assault might be good too, though less sure on that since I haven't tried it yet.

Hyperspace Assault does nothing for you--it's small/medium only. Planetary Ion Cannon will probably be good for Avenger, though Contested Outpost is a pretty decent choice too.

You definitely want Solar Corona for your blue. The automatic deployment advantage alone is worth it; forcing your opponent to dump natural accs is just a delectable bonus.

Ah yes forgot that, I had hyperspace assault because my original list had an ISD II and VSD I.

I like moving the IX7s to Relentless and using SFO instead of Nav Officer, and gunnery teams does make good sense.

I was also trying not to use stuff I dont have yet, ie wave 5 and CC expansions. Otherwise I would have 8 TIE Defenders on the board lol. But I wouldnt mind trying some tricky manoeuvres with some shuttles Strategic ability and Sensor Net / Jamming Barrier / Targeting Beacons

What about this?

Avengless

Faction: Galactic Empire
Points: 396/400

Commander: Admiral Ozzel

Assault Objective: Targeting Beacons
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Ozzel ( 20 points)
- Avenger ( 5 points)
- Navigation Officer ( 6 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- SW 7 Ion Batteries ( 5 points)
= 170 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Relentless ( 3 points)
- Skilled First Officer ( 1 points)
- X17 Turbolasers ( 6 points)
- Overload Pulse ( 8 points)
= 138 total ship cost

1 "Howlrunner" ( 16 points)
9 TIE Fighter Squadrons ( 72 points)