Hit me with your best shot -imperial flechettes

By Parkdaddy, in Star Wars: Armada Fleet Builds

So I set out to make good use of flechette torps. The best way, I have concluded, is to go with Demo and Kallus for targeting Aces, such as Jan. And let's be honest, most competitive Rebel lists take Jan. Demo is the only way to actually shoot her before she activates. Screed may also be the commander I am looking for.

Additionally, the Tua/ECM Suppressor with Slicer Tools is brutal. Incredibly hard to kill, short of engine teching corvettes, and even more so with Tagge.

I'm also thinking that trading something for a comm net would get a Nav token to the Arq every round for engine techs so that it could use a squadron or CF dial every round.

This squadron selection is also a composition of the uniques that I have most despised facing as rebels, minus Mauler.

Thoughts?

Hit me with your best shot
Author: Parkdaddy

Faction: Galactic Empire
Points: 400/400

Commander: General Tagge

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Solar Corona

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Flechette Torpedoes ( 3 points)
= 90 total ship cost

Arquitens-class Command Cruiser (59 points)
- Captain Needa ( 2 points)
- Engine Techs ( 8 points)
- Turbolaser Reroute Circuits ( 7 points)
= 76 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- General Tagge ( 25 points)
- Suppressor ( 4 points)
- Minister Tua ( 2 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- Slicer Tools ( 7 points)
= 73 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 Maarek Steele ( 21 points)
1 Dengar ( 20 points)
1 Zertik Strom ( 15 points)
1 Bossk ( 23 points)
1 Major Rhymer ( 16 points)
1 Colonel Jendon ( 20 points)

If you dropped the Arquitens Engine Techs for Hand of Justice you then wouldn't need Tagge so much and could go for Screed or Motti.

That's the beefiest flotilla I've ever seen! :D

I don't know about that flotilla. Suppressor and Slicer Tools don't pair well together (broadly speaking, you want ST to go before the big bad, and Supressor to go after), and neither pairs well with being the flagship as both want to be in the thick of combat. That ECM will only keep you alive so long, and once it fails, you're hosed.

Also, I don't see nearly enough anti-ship threat here to get any decent payoff. Maarek twice (4), Rhymer (1), Bossk (1.25), and two non-bomber blacks (1.25) on the squadron side for an average of 7.5 anti-ship if they're all ; and an anemic (for anti-ship) Demo and a single Arquitens.

I feel like you're sacrificing too much to get both activations and ship-based anti-squadron. I think if you're going to go ship-based AA, you want to lean hard into the bomber damage to leverage it. Maarek/Jendon is decent anti-ship (3.75 average, napkin-math), but you're also paying 41 points for it. 4 TIE Bombers will get you better average damage for 12% cheaper. Certainly, there's a lot more to Maarek/Jendon than just the anti-ship damage, but the point is you're paying for that flexibility out of points that could otherwise be going toward raw anti-ship throughput. Dengar and Bossk are similarly problematic: pretty much all of your squadron-based squadron defense is doing double-duty with that Demo. You're spending all these points on the AA Demo, which is a great idea, but you're investing there while not making your money back by taking points out of your defensive fighters.

I understand the point about slicer and Supressor, but they also both want to be near the enemy, and have that ECM. I can always activate it last to get that slicer tool ability at the end of the round (round 2, probably, when ships have all lined up their shots for the first round of shooting in turn 3), and then leave it there so that enemy ships are exhausting exhausting their defenses as they move into range of my other ships. But I probably will change the flagship to be one of the other Gozs.

Fair point about squadrons, but the only change I would initially make is to change Dengar to a regular Jumpmaster, or to reduce to a Glad-I to gain an initiative bid. Everything else here provides reliable damage, even if low, and they won't go down easily to any kind of fire.

I can activate them remotely through Jendon (and for 5 points, being able to get that extra attack is almost the equivalent of Adar Talon for cheaper; stupid not to take it). But, with changing Dengar, Demo, and Jendon to regular versions, it probably would be worth adding in 2 tie bombers. Then I could also take Screed for the guaranteed Flechette against Ace Intel. Working in an initiative bid, though, that's another thing. Probably trade out the Bossk/Zertik combo

On 2/13/2017 at 10:38 AM, Mad Cat said:

If you dropped the Arquitens Engine Techs for Hand of Justice you then wouldn't need Tagge so much and could go for Screed or Motti.

Engine techs is huge on anything you can get it on, especially something with a maneuver chart like the Arq. I'd actually be more inclined to add in comms nets to give the Arq a Nav token so that it can CF/Squadron every round while also being able to use Engine Techs.