help with Imperials

By Kikaze, in Star Wars: Armada Fleet Builds

hey guys. i need help to build a list for my Imperials. i'd like, however, to keep some parameters:

1) i'd like the list to include an Interdictor. i realy like that ship and i have been an iconic user of it in just 3 games that i've played as an imperial-i also like a control mindset in all games i play, and for all players in my area even after 50+ games as a rebel and just 3 as an Imperial, i am "the Interdictor guy". like, "you wanna see how an interdictor plays, you go to this guy".

2) i want the list to include a strong squadron presence. i dont mind it if its a bombers list or has merely a strong fighter screen-but i dont want a list with just , say, 4 squadrons, even if we are talking about decimators/aces. i like having numerous squadrons.

3) so far i have 1 x GSD, 1 x VSD(core), 1 x Interdictor, but i am not opposed to buying other ships-until then, i can play with borrowed ships. so use whatever ships you deem necessary. for squadrons, i have the core ones as well as 1 x imperial fighters I expansion, intending to buy the wave 5 one too. cards are not a problem, as i mentioned i have bought several of the rebel expansions and own various cards.

Edited by Kikaze

I love making lists, not sure how well this fits into your requirements? I could have looked a little harder for a glad list. You probably do not have all the cards but if you can borrow ships, I am sure you can borrow the needed cards. I say flavor to your taste.

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

Victory I-Class Star Destroyer (73 points)
- Corrupter ( 5 points)
- Flight Commander ( 3 points)
- Ordnance Experts ( 4 points)
- Expanded Hangar Bay ( 5 points)
- Spinal Armament ( 9 points)
- Expanded Launchers ( 13 points)
= 112 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Motti ( 24 points)
- Interdictor ( 3 points)
- Intel Officer ( 7 points)
- Projection Experts ( 6 points)
- SW 7 Ion Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
- G-8 Experiemental Projector ( 8 points)
= 148 total ship cost

Gozanti-class Cruisers (23 points)
- Admiral Titus ( 2 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 37 total ship cost

1 Major Rhymer ( 16 points)
3 TIE Bomber Squadrons ( 27 points)
1 Dengar ( 20 points)
2 TIE Fighter Squadrons ( 16 points)
2 TIE Advanced Squadrons ( 24 points)

Im running an interdictor flagship with a Gladiator for support and Gozanti's (x2) to control 3 squadrons each. Been working fairly well in my area.

that is definitely interesting. i actualy have most of the cards-motti and corrupter may be the only cards missing, easy to borrow, and i am to buy a gozanti soon (i am confident i shall need it in the future).

however, i believe that VSD-I build is illegal-too many modifications.

however, i believe that VSD-I build is illegal-too many modifications.

And for the points it is probably better to just take an ISD-1.

OK so here's another idea:

points: 399

Admirall: Screed

flagship:

Interdictor supression refit

(interdictor, grav shift reroute, targeting scramblers, projection experts, wulf yularen)

GSD-I

(demolisher, OEs, APTs)

VSD-I

(OEs, APTs)

Gozanti cruiser

(repair crews)

Darth Vader

Mauler Mithel

Howlrunner

3 x TIE fighters

objectives: most wanted, contested outpost, minefields.

thoughts? maybe change OEs with sensor team in the VSD-I? i was thinking i could get that acc vs flotillas and Screed will guarante the APT anyways.

Edited by Kikaze

Mauler is great when you have a source of Intel and a tie advanced to protect him while he moves 2-3 times.

I would drop Mauler and upgrade the fighters to interceptors for the extra punch. Then look at Engine techs for Demolisher or maybe Flight controllers on the VSD.

If you are the Interdictor guy you should totally lean into that.

In my humble opinion i would seriously consider the ISD.

The Interdictors supportive nature really adds a lot to that ship.

I don't know... other ships just don't seem to keep up with the interdictors tanky nature.

Mauler is great when you have a source of Intel and a tie advanced to protect him while he moves 2-3 times.

I would drop Mauler and upgrade the fighters to interceptors for the extra punch. Then look at Engine techs for Demolisher or maybe Flight controllers on the VSD.

thanks for the reply. dropping mauler for interceptors sounds good, but its hard to find points for the rest. i have all the stuff you suggest, just points seem tight.

Ok to free points:

Drop EO & APT from the VSD. they are vicious firepower at lose range as they are and many people will avoid them and being slow the extra upgrades may not be used.

Drop Mauler

Change repair crews to Comms net. (A repair token is almost as good and has Nav/Squadron/CF options)

Saves 26 points

Engine techs on Demolisher = 8

Upgrade 3 Ties to Interceptors (one of them Sabre squadron) = 10

Flight controllers = 6 (and boosted Comms but would have to keep one TF as it is or maybe Black Squadron)

Edited by Mad Cat

thanks. will try that out tommorow :)