Imperial Sector Patrol Fleet; Feedback Welcome

By Sygnetix, in Star Wars: Armada Fleet Builds

I know Gunnery Team and Advanced Gunnery. The VSD needs to be able to double attack from front arc so worse case, the Advanced Gunnery goes on to one of the Cruisers.

VSD manages the bombers, Gozanti manages the TIE Advanced. Firesprays react to contact/catch up during Squadron Phase.

Thought process is to use the VSD as a formation anchor moving at speed 1 to pelt the enemy as they/it advances. Send both Cruisers up the flank to red range the fight. If the Cruisers get chased, respond with the squadrons, if they don't the squadrons push straight into the mid.

Imperial Sector Patrol
Author: Sygnetix

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Screed ( 26 points)
- Corrupter ( 5 points)
- Gunnery Team ( 7 points)
- Expanded Hangar Bay ( 5 points)
- XX-9 Turbolasers ( 5 points)
- Overload Pulse ( 8 points)
= 141 total ship cost

Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
- Bomber Command Center ( 8 points)
= 33 total ship cost

Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost

Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost

2 TIE Advanced Squadrons ( 24 points)
1 Major Rhymer ( 16 points)
3 TIE Bomber Squadrons ( 27 points)
2 Firespray-31s ( 36 points)

Card view link

Fleet created with Armada Warlords

Edited by Sygnetix

Hmm not sure screed is maximized with this list. I would put Jerjerrod, Motti or Ozzel just to get more utilization out of your admiral.

Edited by chr335

In my humble opinion, and it is.

I think the Arquitens cannot spare its evade token.

Its not as good of a TRC platform as the CR-90 is.

Except if you put captain needa on it. But you can only do that with one of them.

Edited by veggie247

Hmm not sure screed is maximized with this list. I would put Jerjerrod, Motti or Ozzel just to get more utilization out of your admiral.

I wrestled with the decision for a long while but in the end decided to go with Screed to be absolutely sure that Overload Pulse triggers to force some difficult decisions for the Cruiser broadsides.

In my humble opinion, and it is.

I think the Arquitens cannot spare its evade token.

Its not as good of a TRC platform as the CR-90 is.

Except if you put captain needa on it. But you can only do that with one of them.

Although at 61 points each the Cruisers are not cheap by any means, I do view them as fairly expendable. Their incorporation in the list, as well as their loadout, was precisely for this line of thinking. Ignore them and pay the price, go after them and pay the price.

As 6 dice being fired into the fray after a guarenteed Overload Pulse, they cannot be ignored. However, if they are pursued, the VSD can just course change to cover them and/or the squadrons can redirect to intercept.

I approach fleet builds more with a "force difficult decisions" than I do optimal performance. I've always subscribed to the thought that meta's are made to be broken.

Edited by Sygnetix

All in all, I actually considered (and still am) using Tagge to regen tokens. I have a hard time giving up Screed and that guarenteed Overload Pulse crit. It's vital to the list that it be triggered as often as possible. Removing Screed opens up a 20-30% chance I won't get a blue crit....and that's bad.

Edited by Sygnetix

If your opponent brings any more then a token fighter screen, your ball will get crushed. Also, you have to to much going on with your Victory. You are choosing your admiral in hope of doing a double arc, but you also have gunnery teams. Then you have 2 different critical upgrades on it.

If you dropped Vector(2), Corruptor(5), XX-9 Turbolasers(5), drop the TRC (14), drop a Tie Bomber(9) giving you 35 points. Then you could up Screed to Vadar(9) and take 2 jump masters(24). This would let your ball do it work even if it tied down and give your victory dice correction and give your victory dice correction to fish for those blue crits while fixing those red dice. Alternatively, you could go with Motti and keep the TRCs.

Also, consider upping a tie advanace to tempest squadron.

If your opponent brings any more then a token fighter screen, your ball will get crushed. Also, you have to to much going on with your Victory. You are choosing your admiral in hope of doing a double arc, but you also have gunnery teams. Then you have 2 different critical upgrades on it.

If you dropped Vector(2), Corruptor(5), XX-9 Turbolasers(5), drop the TRC (14), drop a Tie Bomber(9) giving you 35 points. Then you could up Screed to Vadar(9) and take 2 jump masters(24). This would let your ball do it work even if it tied down and give your victory dice correction and give your victory dice correction to fish for those blue crits while fixing those red dice. Alternatively, you could go with Motti and keep the TRCs.

Perhaps I'm mistaking an interaction here. Screed reads Once per activation so would it then not matter if it were a double arc shot or a gunnery team action? My thinking was, Screed the highest priority target, then Advanced Gunnery the second. That way, if I get a natural crit on the first attack, Screed can be used in the second (if a crit doesn't land). Gunnery Team also reads You can attack from the same hull zone more than once, not that you can only attack from the same hull zone more than once. Am I wrong in my assumption that Gunnery Team makes double arc a choice rather than a requirement?

The XX-9 is on the VSD for those later rounds when there's damage to be had and tokens and shields are no longer as abundant....so use Screed to proc the Overload Pulse for turns 2-3/4 with the Cruiser broadsides taking their toll, then use him to proc the XX-9s in turns 4/5-6.

Corrupter was there mainly to get the TIE bombers up to speed 5, the Vector for the TIE Advanced to keep up, both of which just spamming squadron commands. I kept Firesprays for their 3 anti-squadron blues, the bomber tag, and Rogue so I don't have to tap anymore ships for squadron duty.

Alternatively, I was considering dropping the bomberball all together and spamming TIE Interceptors, pilots, and Saber....keeping a couple TIE Advanced and incorporating the Jumpmaster.

Initially I had a Jumpmaster but since half of my squadrons didn't have heavy, I dropped it in favor of 6 speed 5 squadrons capable of killing ships.

Enjoying the discussion.

Edited by Sygnetix

After some consideration, I've dropped down to 3 activation's, shifted squadron focus from bombing to counter-squadron, and spread the crit effects across all ships.

I think I'm going to try a 3 Decimator/Morna Kee set up. The longer I looked at the decimators, the more I found myself drawn to them. Combining them with a Dengar and an IG-88 seems natural (and 134 pnts on the nose) and creates a nasty Counter stack. It's significantly slower speed-wise but packs a heck of a punch.

Not really a huge fan of losing an activation but with a near-all Rogue squadron wing, it's hard to justify it, anyway.

Imperial Sector Patrol V2
Author: Sygnetix

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions


[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Screed ( 26 points)
- Minister Tua ( 2 points)
- Veteran Gunners ( 5 points)
- Advanced Projectors ( 6 points)
- X17 Turbolasers ( 6 points)
- Overload Pulse ( 8 points)
= 138 total ship cost


Arquitens-class Light Cruiser (54 points)
- Reinforced Blast Doors ( 5 points)
- XX-9 Turbolasers ( 5 points)
= 64 total ship cost


Arquitens-class Light Cruiser (54 points)
- Reinforced Blast Doors ( 5 points)
- XX-9 Turbolasers ( 5 points)
= 64 total ship cost


1 Morna Kee ( 27 points)
3 VT-49 Decimators ( 66 points)
1 Dengar ( 20 points)
1 IG-88 ( 21 points)

Card view link

Fleet created with Armada Warlords

Eh, realized Veteran Gunners was still on there. I tentatively considered going Motti and using VG to reroll any non-blue crit frontal attacks on the VSD but then decided to spread the crit effects around and make Screed significantly more viable.

Edit: As I thought about it, I think I'll leave the VG in there as an insurance policy. If I'm not happy with the first roll damage-wise, I can VG and then Screed that second result. A gamble, sure....could get a worse roll. I'll probably have to set a "minimum damage" requirement to use....it's either that or drop VG and just maintain a 5 pnt Hail Mary initiative bid.

Edited by Sygnetix

So with screed, you have to give up one die to turn another die to crit. With non black dice, this only nets you a 1 extra damage if you have 2 blanks. I think you are over valuing critical damage over dealing more damage. Screeds main purpose is to guarantee black dice criticals which are very powerful. The black dice critical face also has an extra damage on it, making it so if you only have 1 blank then you still gain damage, and if you have 2 blanks you gain 2 damage. Each ship in your fleet can use screeds ability once each turn. Simply put, if you are not running black dice, then you probably don't want screed. Vader does require you to remove dice allowing for more damage to get through. Yes, overload pulse won't kick 18% of the time but you will be getting more damage over all through. Alternatively, you could rely on gunnery teams and trc for dice correction, which would also probably be better then Screed.

So with screed, you have to give up one die to turn another die to crit. With non black dice, this only nets you a 1 extra damage if you have 2 blanks. I think you are over valuing critical damage over dealing more damage. Screeds main purpose is to guarantee black dice criticals which are very powerful. The black dice critical face also has an extra damage on it, making it so if you only have 1 blank then you still gain damage, and if you have 2 blanks you gain 2 damage. Each ship in your fleet can use screeds ability once each turn. Simply put, if you are not running black dice, then you probably don't want screed. Vader does require you to remove dice allowing for more damage to get through. Yes, overload pulse won't kick 18% of the time but you will be getting more damage over all through. Alternatively, you could rely on gunnery teams and trc for dice correction, which would also probably be better then Screed.

Probably. Too many years of MMO play. I'll continue to refine....never ending process.

It seems TRC's on the Cruisers is getting mixed opinions.