JJ 1-2 punch - Thoughts please!

By Milienius, in Star Wars: Armada Fleet Builds

So This one came to me suddenly and I have been mulling over it. I feel like with Jendon and the GSDII this list has enough strength on the squadron side that it will balance out.

1-2 punch

Faction: Galactic Empire
Points: 394/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Salvage Run

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Moff Jerjerrod ( 23 points)
- Advanced Projectors ( 6 points)
- Dual Turbolaser Turrets ( 5 points)
= 88 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Admiral Montferrat ( 5 points)
- Ordinance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 76 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 84 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

1 Colonel Jendon ( 20 points)
1 Zertik Strom ( 15 points)
1 Saber Squadron ( 12 points)
1 Valen Rudor ( 13 points)
1 TIE Advanced Squadron ( 12 points)
1 TIE Interceptor Squadron ( 11 points)

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Edited by Milienius

I don't like Advanced Protectors on Arquitens. If being shot at from the left you can redirect to the front and then to the rear and have double redirects with few remaining shields after you have done this so no need to preserve green tokens for long. So APs gets you 2 more damage you can soak up admittedly in one turn. Well your flagship shouldn't be going to close range but should harass from longer range so a single repair token banked from turn 1 can move those unused shields (assuming the enemy are still in your left arc). RBDs would be better I think and it is only because the admiral is on board that I would take them.

How are you activating your fighters? GSDs can do 2 a turn but will usually want to navigate for engine techs or CF. A cheap Gozanti could help dropping a fighter, Montferrat and the GSD-2 to a GSD-1 maybe. Or try and get a few Rogue squadrons included.

I really like this as an idea, and I've been trying to tweak it. I thoroughly agree with Mad Cat about advanced projectors, and you do need something to activate your fighters. I'm not sold on the fighter ball necessarily (where is my beloved Maarek!), as I think Soontir would go well in here, but thats more personal preference.

I'm going to blow your mind here.

Valen Rudor makes heavy units normal. So how about:

Valen Rudor,
YV 666
YV 666
Tie Bomber
Tie Bomber
And Whsiper just to catch anyone who tries to escape Valen.

Instead of Jendon, how about centicore? I wasnt quite sure why you had him.

For that list I would consider adding Centicore. It would help to move your squadrons around.