Imperial Two Ship

By Sygnetix, in Star Wars: Armada Fleet Builds

So I was doing some theory crafting and I've come up with a very linear list I'd like to get some feedback on. I have 2 variants of this list. Basically, the premise is to use the VSD to proc Overload Pulse so the ISD can follow up with the Avenger title and Leading Shots while both ships act as a carrier for the fighter wing utilizing flight commander/controller and boosted comms, chilling in the back at speed 1 till the figher screen eliminates any bomber threat or fighter cover.

The objectives were chosen to maximize potential with a two ship fleet but I'm interested in feed back on those as well.

Version 1 I have Motti to try and offset the small amount of activations by increasing effective health. In this version, I feel like the Lambda Shuttle is overkill and would probably sub it out for something else.

Version 2 I dropped boosted comms on the VSD in favor of Screed to absolutely, positively guarentee Overload Pulse procs so the Avenger can follow up. In this case, the Lambda Shuttle serves the purpose of making sure the VSD can "move" Mithel (and probably a TIE Advanced).

I am aware both builds fail to "maximize" swarm and that incorporating counter with escort (as well as scatter) is not...whatever. My though behind this is the TIE Advance squadrons eat damage (and trigger Soonter Fel procs) for awhile before Scatter is needed, thereby increasing the life span of all the squadrons and allowing Soontir and Mithel to be as annoying as possible for as long as possible. I didn't include Intel because I'm not running any bombers and I want to be engaged.

IG-88 is in both lists to Named hunt through Escort and Counter.

Thoughts?

********************Two Activation Anti-Squadron Wing w/Relay v1 ********************
Author: Sygnetix

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Avenger ( 5 points)
- Flight Commander ( 3 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Leading Shots ( 4 points)
= 166 total ship cost

Victory II-Class Star Destroyer (85 points)
- Admiral Chiraneau ( 10 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Overload Pulse ( 8 points)
= 113 total ship cost

1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
3 TIE Advanced Squadrons ( 36 points)
1 Soontir Fel ( 18 points)
1 IG-88 ( 21 points)
1 Lamda-class Shuttle ( 15 points)

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Fleet created with Armada Warlords

********************Two Activation Anti-Squadron Wing w/Relay v2********************
Author: Sygnetix

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Flight Commander ( 3 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Leading Shots ( 4 points)
= 168 total ship cost

Victory II-Class Star Destroyer (85 points)
- Admiral Chiraneau ( 10 points)
- Flight Controllers ( 6 points)
- Overload Pulse ( 8 points)
= 109 total ship cost

1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
3 TIE Advanced Squadrons ( 36 points)
1 Soontir Fel ( 18 points)
1 IG-88 ( 21 points)
1 Lamda-class Shuttle ( 15 points)

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Fleet created with Armada Warlords

Personally like the first list better somply because I am a big fan of "more health" on everything.

Yup My two ISD-II list using Motti is pure awesome.

Edited by Moore1980

The main issues for me I I fell howl is not worth the points in the list as she can only add a blue to two of your squadrons. The other problem is you have no Intel ship in the list to keep mithel moving and as his ability damage is only done on movement you need to move him else he's just a normal tie throwing a few blue dice.

Maybe cut the boosted comms for Extended Hangerbays, The Shuttle can relay the Squadron Commands and you have the Advanced for Escort to keep it safe, then downgrade Howlrunner to 2 regular TIEs?

I would drop Howlrunner in favor of either Valen or an Intel squadron. Probably favoring Intel to keep Mithal moving. Remember, so long as you declare he is moving and can legally move, you can just leave him exactly where he is.

I would drop Howlrunner in favor of either Valen or an Intel squadron. Probably favoring Intel to keep Mithal moving. Remember, so long as you declare he is moving and can legally move, you can just leave him exactly where he is.

I think Admiral Chiraneau is there for this exact reason.

I would drop Howlrunner in favor of either Valen or an Intel squadron. Probably favoring Intel to keep Mithal moving. Remember, so long as you declare he is moving and can legally move, you can just leave him exactly where he is.

I think Admiral Chiraneau is there for this exact reason.

Yep. Make it so I can proc Mithel for as long as the ship stands, not for as long as the escort remains up so they cant focus fire the intel ship. In my opinion, Intel is only useful in bomber wings. With proper deployment and engagement, it's somewhat irrelevant in fighter wings.

This forum needs a delete option

Edited by Sygnetix

What card switches the activation slider of a squadron? Am I just thinking of Flechette Torps or a rebel card?

Edited by Sygnetix

Ok, ran a few simulations and decided to leave Howlrunner in. I was considering dropping her and boosted comms on the ISD in favor of another TIE Advanced and Colonel Jenson. In the end, I did drop Boosted Comms and added XX-9's. I left Howlrunner in there for a couple reasons.

1) Extra dice on Fel and Mithel

2) Because she fits, points-wise

I'm going to reiterate that I intentionally left Intel out. In a bomber build, it's mandatory. In a fighter build, it's cheaper and longer-lasting to use Admiral Chiraneau to proc Mithel.

I did try to reroll back to Motti. The problem with that is losing the guarenteed crit with the VSD. I ran 100 simulations by hand and found that enough crits are lost to make Screed a mandatory component of this combination. If it wren't for bad luck, I wouldn't believe in the construct. Since a VSD crit is required for the ISD to function properly, I'd rather make sure.

I briefly considered Veteran Gunners on the VSD but that would lower it's capacity as a Carrier. In the end, it might not be meta, but it is preference.

Two Activation Anti-Squadron Wing w/Relay v3

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Flight Commander ( 3 points)
- Flight Controllers ( 6 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)
= 169 total ship cost

Victory II-Class Star Destroyer (85 points)
- Admiral Chiraneau ( 10 points)
- Flight Controllers ( 6 points)
- Overload Pulse ( 8 points)
= 109 total ship cost

1 "Mauler" Mithel ( 15 points)
1 Soontir Fel ( 18 points)
3 TIE Advanced Squadrons ( 36 points)
1 IG-88 ( 21 points)
1 "Howlrunner" ( 16 points)
1 Lamda-class Shuttle ( 15 points)

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Fleet created with Armada Warlords

Edited by Sygnetix

I'm going to reiterate that I intentionally left Intel out. In a bomber build, it's mandatory. In a fighter build, it's cheaper and longer-lasting to use Admiral Chiraneau to proc Mithel.

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Fleet created with Armada Warlords

I personally disagree and would say if anything the Admiral costs more, yes he's only 10pts vs 12pts of a standard jumpmaster so you have a 2pt saving off the bat but using him you have to factor in an additional cost, you are forced to spam squadron activation every round on the Vic and let's not forget often that tank needs a movement dial to keep it heading in the right direction and the second Mithel slips out of the Vic's range he loses his value as the isd can activate him but He's locked down as you have no Intel to help him.

I am not a fan of Chiraneau for the reasons mentioned above. Intel is just more flexible in this particular build.

I'm going to reiterate that I intentionally left Intel out. In a bomber build, it's mandatory. In a fighter build, it's cheaper and longer-lasting to use Admiral Chiraneau to proc Mithel.

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Fleet created with Armada Warlords

the second Mithel slips out of the Vic's range he loses his value as the isd can activate him but He's locked down as you have no Intel to help him.

Hence the lambda in the fighter ball.