Moff Jerjerrod's Spray and Pray

By veggie247, in Star Wars: Armada Fleet Builds

Hello all!

I feel like i got a nice little fleet which i think is interesting enough to share with the group.

I would very much like to hear any kind insight you may have, and i would infact very much appreciate it!

Points: 400/400

Commander: Moff Jerjerrod

Flagship: Interdictor

Interdictor-class Combat refit (93 points)

-Interdictor (3 points)

-Minister Tua (2 points)

-ECM (7 points)

-Targeting Scrambler (5 points)

-Projection Experts (6 points)

VIC II (85 points)

-Gunnery Team (7 points)

-X17 (6 points)

VIC II (85 points)

-Gunnery Team (7 points)

-X17 (6 points)
Squadrons (65 points)
Howlrunner
Tie Fighter x2
Tie Interceptor x3
Its a simple concept with the doctor in the middle around which i can anchor my two hard hitting escort ships.
I think Jerjerrod is important to this fleet.
Thanks to him, otherwise sluggish ships can now actually maintain a formation.
What i really like:
- The sheer amount of firepower
- The fact that all ships share the same kind of dice (only red & blue dice)
- The maneuverability
Things that worry me:
- No rerolls
- How tanky is this really?
- The potency of the squadrons
Edited by veggie247

If you put motti as your admiral they will be very Tanky, also keep the engineering commands going on the interdictor after turn 2 and you should be solid

Can i keep the enemy in my front arcs with such slow turning ships though?

If its indeed not that important i would GLADLY add motti over jerry.

Edited by veggie247

I think Moff Jerry is crucial unless you invest in speed trap upgrades like G8, Q7s and Konstantine.

An alternative is to drop one VSD for an ISD and the other for an Arquitens with Needa & TRC. These ships can turn and if you deploy to say the left side with the Kitten on the exposed flank and the ISD on the inside track they can right wheel easily without Moff JJ.