So what's a nice clump of anti-fighter ships for Imperial?

By Itsapaul, in Star Wars: Armada

Since there's a dedicated fighter list in our 4 person Corellian Conflict game and rebel fighters are clearly overpowered, what's a good clump of imperial fighters to stop them or at least make like difficult? It seems like Raiders with the upgrade that lets them engage squadrons completely negates Intel (also overpowered) and regular ol' TIE Fighters with 3 dice each and a reroll are cute, so what else should I bring? Howlrunner, Soontir, and some escorts are my idea right now, though I may be biased as Soontir w/ Counter 3 from Dengar blew up like 6 ships by himself last game when I previously just assumed counter was pointless since rebel ships have 5/6 health.

I also might be trying some tricks with smaller Imperial ships since every rebel ship that had all of its upgrades dedicated to breaking already broken fighters can just infinitely stay out of range of big ships, then your big ships get blown up by 3 Y-Wings or whatever.

It only costs five points to unscar a tie interceptor, and at 11 points and swarm the best anti fighter list is 12 of them.

If it's your first fleet build for CC, go with Raiders and Ordinance Experts. Then add flechette torpedoes as needed. Normal TIEs work great too. Just follow the Commandments of TIE Fighters (it's in a thread here somewhere, but not sure exactly)

It only costs five points to unscar a tie interceptor, and at 11 points and swarm the best anti fighter list is 12 of them.

Well when I'm losing both Gladiators every round, those points add up. Scarred Soontir/Howlrunner are also pretty useless.

It only costs five points to unscar a tie interceptor, and at 11 points and swarm the best anti fighter list is 12 of them.

It costs 6 points to unscar interceptors, remember you always round up.

If you can, I'd hedge my bets on massed TIE Fighters with Flight controllers. Hold them back until his bomber group tries to engage, then jump them. TIE Fighters and TIE Interceptors are pretty much disposable... a 2 health fighter is going to die just as easily as a 3 health one. And if you want to fix them it's only four points a pop.

I'd hesitate using a Raider but only because I don't have a lot of practice (and confidence) that the setup where they flichette everyone will actually work. Instead I look at a Raider and see a 47 point target you hand to the Rebellion. Your best bet is to ensure you've stunned ALL of those fighters to prevent them from attacking.

Because if your fighter using opponent is like mine, it's going to be rough. I've never been able to beat it with my tournament lists, and I'm starting to seriously consider fielding nothing but full points of anti-squadron fighters.

Since there's a dedicated fighter list in our 4 person Corellian Conflict game and rebel fighters are clearly overpowered, what's a good clump of imperial fighters to stop them or at least make like difficult? It seems like Raiders with the upgrade that lets them engage squadrons completely negates Intel (also overpowered) and regular ol' TIE Fighters with 3 dice each and a reroll are cute, so what else should I bring? Howlrunner, Soontir, and some escorts are my idea right now, though I may be biased as Soontir w/ Counter 3 from Dengar blew up like 6 ships by himself last game when I previously just assumed counter was pointless since rebel ships have 5/6 health.

I also might be trying some tricks with smaller Imperial ships since every rebel ship that had all of its upgrades dedicated to breaking already broken fighters can just infinitely stay out of range of big ships, then your big ships get blown up by 3 Y-Wings or whatever.

I feel like you're coming into this with a few major assumptions that aren't necessarily true, but I think Imps also have a good handful of solid anti-ship options, depending on how much of your list you're willing to dedicate to them (including in terms of Squadron commands, not just points).

A bunch of cheap TIEs with Howlrunner is an option, Soontir Fel and/or some Interceptors is another solid choice, Defenders are scary all-around monsters that can do the job (and then sling some anti-ship dice, too)...push comes to shove, Imperials have lots of dice to drown enemy squadrons in.

Edited by Critias

Currently my go-to anti-squadron minimum is as follows:

TIE Advanced x3
Baron Fel
Mithel
Lambda

I partner this by putting Admiral Chiraneau on a survivable ship to proc Mithel every turn.

So they can't ignore the TIE Advanced, could use Flight Controllers to drive them, increasing their anti-squadron offensive punch. As they attack the TIE/A's. Baron Fel gets to proc each squadron attacker with 1 guarenteed damage, which I've come to appreciate above fickle blue counter dice. Every turn, Mithel is procing 1 damage to everyone in engagement range. By using the Admiral instead of Intel, partnered with the lambda, you're not committed to staying in range of the fighters, either.

If you use ships with 2 squadron value, you don't even need expanded hangar bays or any boosted comms what-so-ever. If you want to just carrier an ISD or VSD, run 2 lambdas.

Edited by Sygnetix

This is an old list, I've since moved to an ISD2 and an ISD1 to get some black dice in there. That said, the Relentless is the carrier of this group and can drive all the squadrons. During squadron phase the lambdas leap frog back up to them. This way all the squadrons can move 2 even if engaged and they all benefit from the Flight Controllers.

Avenger and Relentless w/Relay Fighter Wing
Author: Sygnetix

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)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)
= 160 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Relentless ( 3 points)
- Admiral Chiraneau ( 10 points)
- Flight Controllers ( 6 points)
- Dual Turbolaser Turrets ( 5 points)
- Overload Pulse ( 8 points)
= 152 total ship cost

2 TIE Advanced Squadrons ( 24 points)
1 Soontir Fel ( 18 points)
1 "Mauler" Mithel ( 15 points)
2 Lamda-class Shuttles ( 30 points)

Card view link

Fleet created with Armada Warlords

What's funny is that in our group the rebels feel the exact opposite. They find the imperial aces with scatters op.

Put Toryn Farr in your fleet. The worst that happens is scatter is blown before you attack again. The tankiest ace with Scatter is Dengar, maybe Cienna. Just keep shooting them.

Since there's a dedicated fighter list in our 4 person Corellian Conflict game and rebel fighters are clearly overpowered, what's a good clump of imperial fighters to stop them or at least make like difficult? It seems like Raiders with the upgrade that lets them engage squadrons completely negates Intel (also overpowered) and regular ol' TIE Fighters with 3 dice each and a reroll are cute, so what else should I bring? Howlrunner, Soontir, and some escorts are my idea right now, though I may be biased as Soontir w/ Counter 3 from Dengar blew up like 6 ships by himself last game when I previously just assumed counter was pointless since rebel ships have 5/6 health.

I also might be trying some tricks with smaller Imperial ships since every rebel ship that had all of its upgrades dedicated to breaking already broken fighters can just infinitely stay out of range of big ships, then your big ships get blown up by 3 Y-Wings or whatever.

I think you use "overpowered" as freely as Vizzini used "inconceivable" in The Princess Bride.

Raiders are awesome and now if you get some flechette torpedoes is crazy what you can do.

Tie defender are, right now, the best "screen-fighters" IMO. They have speed, hull and damage and they work well in the long term when you clean the table. The drwback: 16 points.

Tie interceptors are as great as defenders. 4 blue with swarm are really close to 2 blue 2 black. I think the difference is 0.25 damage. And they have counter 2 too. Their lack of hull is compensated by their low cost and the easy ways you have to improve their damage (Howlrunner and FC to 5-6 dice and Dengar to boost the counter to 3-4, seriously this is crazy).

Tie fighters are a good option if you don't have room to something better. Good point: they can be boosted to 5 blue dice the same way the interceptors are.

Bossk simply kill whatever he face against. I don't want imagine what we can do with the new advanced character and this mother ******.

Mithel+Dengar/Chirpy+some advanced and pew-pew-pew every round.

Imperials have a lot of synergy and you will find other options. As a screen I usually play with interceptors more/less boosted. Those are just some ideas.

What's funny is that in our group the rebels feel the exact opposite. They find the imperial aces with scatters op.

Well when my ships are outnumbered 5 to 1 easily, that doesn't matter. Granted I was attacking a base, he had full 167 points of squadrons in his 500 pt list AND 40 extra points to play with literally everything Rebels can bring (reroll from two sources, attack twice if they don't move, +1 speed and free 1-speed movement after the Nebulon moves, a shield removed after each hit, various other upgrades helping) but to me even if it takes as many points as a ship to blow it up (and it doesn't) the fighters MIGHT take 2 damage and keep flying where as my ship's gone...

Also my aces don't do anything against ships so if you didn't bring fighters they'd just kinda sit there.

Edited by Itsapaul

It only costs five points to unscar a tie interceptor, and at 11 points and swarm the best anti fighter list is 12 of them.

Well when I'm losing both Gladiators every round, those points add up. Scarred Soontir/Howlrunner are also pretty useless.

Since there's a dedicated fighter list in our 4 person Corellian Conflict game and rebel fighters are clearly overpowered, what's a good clump of imperial fighters to stop them or at least make like difficult? It seems like Raiders with the upgrade that lets them engage squadrons completely negates Intel (also overpowered) and regular ol' TIE Fighters with 3 dice each and a reroll are cute, so what else should I bring? Howlrunner, Soontir, and some escorts are my idea right now, though I may be biased as Soontir w/ Counter 3 from Dengar blew up like 6 ships by himself last game when I previously just assumed counter was pointless since rebel ships have 5/6 health.

I also might be trying some tricks with smaller Imperial ships since every rebel ship that had all of its upgrades dedicated to breaking already broken fighters can just infinitely stay out of range of big ships, then your big ships get blown up by 3 Y-Wings or whatever.

I think you use "overpowered" as freely as Vizzini used "inconceivable" in The Princess Bride.

Raiders are awesome and now if you get some flechette torpedoes is crazy what you can do.

Tie defender are, right now, the best "screen-fighters" IMO. They have speed, hull and damage and they work well in the long term when you clean the table. The drwback: 16 points.

Tie interceptors are as great as defenders. 4 blue with swarm are really close to 2 blue 2 black. I think the difference is 0.25 damage. And they have counter 2 too. Their lack of hull is compensated by their low cost and the easy ways you have to improve their damage (Howlrunner and FC to 5-6 dice and Dengar to boost the counter to 3-4, seriously this is crazy).

Tie fighters are a good option if you don't have room to something better. Good point: they can be boosted to 5 blue dice the same way the interceptors are.

Bossk simply kill whatever he face against. I don't want imagine what we can do with the new advanced character and this mother ******.

Mithel+Dengar/Chirpy+some advanced and pew-pew-pew every round.

Imperials have a lot of synergy and you will find other options. As a screen I usually play with interceptors more/less boosted. Those are just some ideas.

But screening doesn't matter because of Intel, or else I'd just bring TIE Fighters and not worry about fighters getting anywhere

It only costs five points to unscar a tie interceptor, and at 11 points and swarm the best anti fighter list is 12 of them.

Well when I'm losing both Gladiators every round, those points add up. Scarred Soontir/Howlrunner are also pretty useless.

Well don't lose both then, silly!

Tell that to the Rebel fighter list I've exclusively fought so far listed above. Glads can't fly in front or they get destroyed by bombers, but then they're not zooming after the tiny ships boosting all the fighters. Basically Soontir Fel sitting in the middle of one fighter group and 2 anti-fighter blue dice from Gladiators is the best defense I've had so far, and even after Soontir killed ~6 fighters solo the opponent still had 12+ bombers so it didn't matter.

What is he fielding to bring 18+ squadrons, with Intel, that is so effective?

How did the rebels get 12 bombers when the cheapest one is 13 points?

How did the rebels get 12 bombers when the cheapest one is 13 points?

Y-wing = 10 points

How did the rebels get 12 bombers when the cheapest one is 13 points?

Y-wing = 10 points

Well, they're heavy, so just blast the intel guy and tie them up. 12 interceptors will make short work of 12 Y wings.

Y-Wings are black dice, and with a reroll that's basically a guaranteed 1 damage and 1 shield gone not including the hit/crit result. There were two Y-Wing groups, E-Wings and change group, a Z-95 group, 2 Hwk's in there (so since he brought so much not all of it was Intel'd actually, funnily enough) and some X-Wings to boot. 207 points goes a ways.

Edited by Itsapaul

Trying to figuure out how this thread got derailed into talking about Rebel squadrons?

207 points goes a ways.

Who had the ~621 point fleet?

What is he fielding to bring 18+ squadrons, with Intel, that is so effective?

I posted it above, but rerolls from two sources, +1 speed from some upgrade, Nebulon brought something that gives two friendly squadrons free 1 move after it does its maneuver, some upgrade that lets bombers attack twice if they don't move, some chick that strips a shield on a crit, various upgrades on flotillas AND nothing can be tied but because Intel is a totally balanced addition to the game :/

Trying to figuure out how this thread got derailed into talking about Rebel squadrons?

Easily apparently, but the main reason for me to worry about Rebels is that as Imperial playing Corellian Conflict they're my only concern and there's already a fully tooled 500 point list I've had to face twice that would fail if I could just deal with fighters. Also Y-Wings have more health than TIE Bombers so I'm instantly concerned about them more.

207 points goes a ways.

Who had the ~621 point fleet?

500 points = 167 of fighters (cuz I guess you round up?) plus 40 extra points from an option for base defense in CC since I was attacking a place with a Rebel base. The other base defense options are ion cannon or an armed station, and unlike what I thought going into it, there's no station/base token to blow up if he picks fighters; you're just fleet vs fleet.

Edited by Itsapaul

But screening doesn't matter because of Intel, or else I'd just bring TIE Fighters and not worry about fighters getting anywhere

Oh! It does. First: speed is your best friend to engage before they get closer. Intel let them go ahead but doesn't prevent for suffering heavy damage. IG and saber works awesome if you need to hunt the intel through the escorts but to kill the bombers usually is enough. 6 interceptors without boost can easily kill 2-3 enemy squadrons during the first assault. You just need to delay the ships engagement until is relatively secure to fly near of those squadrons. Second: good positioning let you engage the enemy squadron in a way that make them hard or even impossible to disengage all the bombers.

Against a heavy bomber fleet you have 4 options.

1: make your own lethal bomber fleet and let's see who has the better one or the better day.

2: make a heavy fighter fleet to decimate whatever you face against.

3: work with a screen of fighters. This have to deal with intel and take some time to find the most balanced configuration that fit in well with your play style. I gave you some options and other did it too. Work on the engagement and improve your positioning. Wave 2 doesn't work as wave 1 used to. The balls of squadron don't work anymore (at least in my experience) and the new wave has changed it more radically if possible.

4:be more clever. It depends on the objective, the deployment and the fleets and I cant be more specific but I can tell you that I won a game last Friday. I played with 2 ISD, 2 raiders, 1 gozanti, Valen Rudor and 1 Tie fighter. My friend played with a rhymerball with 2 intel.I won as I said. There was just a margin of 14 but a victory after all. And I must add that it was the first time I played this list and there are some errors like Rudor. Ciena Ree would be better. Is this an anecdote? Maybe but there are other fleets with just 2 squadron which had won.

I know it is hard to deal with heavy bomber fleets but they are not invincible and I really think that fleets with 60-80 points on screen fighters works better.

I didn't play CC yet and I don't know the rules. What you can do with your fleet? I don't know. How much you can change or not. Last week I played a funny list that works so well that I am thinking on flying in the regional: 2 glads 1 raider 2 gozanti and 6 defender but I played with 4 interceptors Bossk and IG too. You can put flechette torpedoes if you want. Don't care about intel and evaluate the damage you could deal with your fighters. How many rounds they will give to your ships and how many rounds your ships will need to do their job? OR how many rounds your fighters need to do their job and how many rounds your ships will give them?