Imperial Carrier Group

By Gadgetron, in Star Wars: Armada Fleet Builds

SHIP: Imperial I-class Star Destroyer 110

Flight Commander 3

Rapid Launch Bays 6

Expanded Hangar Bay 5

Total Points: 124

SHIP: Gozanti-class Cruisers 23

Bomber Command Center 8

SHIP: Major Rhymer TIE Bomber Squadron 16

SHIP: TIE Bomber Squadron 9

SHIP: TIE Bomber Squadron 9

SHIP: TIE Bomber Squadron 9

SHIP: TIE Bomber Squadron 9

I haven't had much opportunity to play recently, I'm curious if anyone with more play time could let me know if this seems like a solid start to a list.

The idea being that the ISD can speed 3 and unload the bomber wing for 5 rerollable black die at nearly red range.

I was thinking of coupling this with a poor man's glad II demolisher, more meant to hunt enemy squadrons but capable of finishing off a capital ship if necessary.

SHIP: Gladiator II-class Star Destroyer 62

Agent Kallus 3

Ruthless Strategists 4

Engine Techs 8

Demolisher 10

Critiques and comments welcome.

Edited by Gadgetron

Well now that you can play 400 points in a fleet I suggest either adding an interdictor or a Victory I or Victory II to add more activations and dice or add 2 raiders for anti squadron

-add a second gozanti with comms net OR a raider. remember, ordnance experts works with the raider-Is black antisquadron dice too, not just vs ships.

-choose screed as your commander. both ISD-I and gladiator will benefit a lot.

-put gunnery teams on your ISD. it will work wonders. you dont need to kit it full as a gunship, but since you dont plan on using that slot, why not have another shot for only 7 points? that extra shot can be a dead flotilla or a crippled Yavaris etc.

after that, if you have some points to spare, add some generic TIEs for extra deployments. you can fit two TIE fighters, possibly more depending on options.

with that, you will have 4 activations and lots of deployments. your bid needn't be too high, because the way this list shapes up you have three AWESOME objectives for this list:

-Most Wanted (choose your flotilla and his most expensive ship. focus bombers, ISD and demo on that ship and you win the game.)

-Hyperspace Assault (demolisher on that objective is awesome)

-superior positions (you have a cloud of squadrons that will make enemy deployment and movement a living hell on that objectives)

Edited by Kikaze

Imperial I-class Star Destroyer (110)

Moff Jerjerrod (23)

Flight Commander (3)

Gunnery Team (7)

Expanded Hangar Bay (5)

Rapid Launch Bays (6)

Leading Shots (4)

Relentless (3)

Gladiator II-class Star Destroyer (62)

Agent Kallus (3)

Ruthless Strategists (4)

Engine Techs (8)

Demolisher (10)

Gozanti-class Cruisers (23)

Bomber Command Center (8)

Gozanti-class Cruisers (23)

Comms Net (2)

Major Rhymer (16)

Black Squadron (9)

4x Tie Bomber Squadron (9)

"Mauler" Mithel (15)

2x Tie Fighter Squadron (8)

396 total

I get screed, but I like Jerjerrod, he lets me drift into position the ISD and glad to best deploy/attack squadrons.

Would it be good to aim for first or second, and if I need to cut something, any suggestions what to cut?

1. what to cut: if need be, "toy" with your dual TIE fighters. two TIEs? one Interceptor? one advanced? one TIE? etc. you wont lose a deployment because your other squads are already 7, so 1-2 squadrons will give you that number of "4 pairs". try out the list and see if you need or don't need.

2. regarding what to aim for: typicaly, most lists benefit a lot from going first pre-wave 5(post-wave 5, we honetsly dont know yet due to new objectives). but in order to understand this, i want to explain why it gives such a large benefit and what lists are exceptions.

the biggest deciding factor is that most objectives are garbage, in the sense that they do not give enough of an unfair advantage to the second player, and hence do not do enough to counteract the first player advantage.

basicaly, the only truly "good" objectives to pick, that give an actual unfair advantage are:

advanced gunnery in a list without gunnery teams in the big ship(i.e. home 1).

most wanted (choose your flotilla and his biggest ship as i mentioned)

...basicaly, thats it. all other objectives can backfire, especialy opening salvo, minefields, fleet ambush... you cant usualy build objectives that tell the first player "damned if you do, damned if you dont". so he will just pick the weakest objectives. the ones most irrelevant. so him going first will be an advantage, like even if you think an objective is perfect for your list , the objective isnt enough "specificaly second player focused", so the opponent can also take advantage of it. a perfect example is precision strike in a list with proton torpedoes; in theory it helps you, but in reality what if an opponent's list can also take advantage of it(like, he also has assault proton torpedoes), and he picks it AND also has first player?... ouch.

exceptions:

hyperspace assault if the list has cr90s with trcs, OR admonition, OR demolisher. these ships are devastating after exiting hyperspace.

superior positions if your list has lots of squadrons intended to attack ships.

contested outpost and minefields if the list has an Interdictor with grav shift reroute.

in your case, you have antiship squadrons and demolisher, so you can afford to go second. still aim for first player. just the advantage is marginal enough that you dont need a huge bid (lists that cannot afford to go second usualy have like a 10-15 points bid to always go first. you dont need that)

Edited by Kikaze