Lay the hate!!

By Joshualarue46, in Star Wars: Armada Fleet Builds

Final product for regionals, need some fine tuning or ideas.

394/400

Commander: Admiral Screed

Objectives:

-Precision strike

-Hyperspace assault

-Minefields

Flagship

ISD I

-Relentless

- rapid launch bays

- flight commander

VSD I x2

- assault proton torpedo

- xx9 turbolasers

- Fire control team

Squadrons

X4 TIE Fighter

X3 TIE Bomber

Major Rhymer

The idea is to have the ISD carry the bombers and keep them safe, shoot move then deploy a bomber alpha strike. Precision strike on this list would be stupid for my opponent to pick so they either fight my minefield or get flanked by a VSD from hyperspace. The ties just tie up enemy bombers while I swamp their capital ships. What are your thoughts?

You'd be surprised, MSU fleets sporting APT's will LOVE to pick precision strike against you. Easy way to rack up victory tokens

Few things to consider.

We don't yet know how Rapid Launch Bays actually work, I would avoid that card in competitive events until we get a FAQ. Regardless of how RLB is ruled, it is not a great card for Rhymer builds, you want Rhymer to leverage his ability to damage ships at medium range, or force enemy squads to engage him. If you just want to cough out bombers, you don't really need Rhymer.

Your 2 victories are identical, I would make one focused on long range. If they are both focused on close range they tend to get in each others way.

What is the ISD i really adding to this list? It's like a Victory 1, but pays 40 points for speed 3, which your other Victories can't keep up with.

4 Tie fighters are not much good against a full squad compliment, expect to play against people running 130 + points of squadrons. You will need to be able to deal with that.

My biggest worries might be that you only have 3 activations and 5 deployments. Think you will be out deployed and out activated. This will only be made worse playing hyperspace assault!

Also might want to consider the impact strategic could have on your objectives with moving of mines or hyperspace tokens.

Not saying it can't work, just things to keep in mind.

This will only be made worse playing hyperspace assault!

Fallacious.

On the deployment point, most of the strength in having deployment advantage is getting that last deployment. HA guarantees you last deployment.

On the activation point, the activation game on turn 1 rarely has a significant impact on the game. You should be able to judge by the beginning of turn 2 whether or not you'll need the extra activation, and weigh that in deciding whether to hyperspace in or not.

You, on the other hand, not only gain the ability to threaten from any one of three locations, but also to have those three locations be in the worst possible spots for your opponent. Especially with VSDs outfitted like this for close range, this can be a fantastic advantage.