Imperial Fleet Build Critique

By lastcommand, in Star Wars: Armada Fleet Builds

Hello,

My first post on here. I do not have a lot of games up my sleeve but have had a few at a store recently and I am loving it.

I would love any pointers for this build (394/400):

* ISD2 - Motti, Overload Pulse, XX-9 Turbolasers, Avenger (162pts)

* Glad1 - Minister Tua, Ordnance Experts, Nav Team, Assault Con Missiles, Reinforced Blast Doors, Demolisher (88pts)

* Raid1 - Ordnance Experts, Quad Laser, Assault Con Missiles, Impetuous (64pts)

* Howlruner, T/F x3, T/I x2, T/B x2 (80pts)

* Advanced Gunnery, Contested Outpost, Superior Positions

ISD: If you take an ISD-II then always add ECM. Overload pulse sounds great with avenger and it is but usually better on a different ship. When O/L pulse activates it is at the step after the defender spends defence tokens so unless you double arc (and get lucky with the flank shot) you don't get a great benefit.

GSD: Good. Drop Nav team for Engine techs to add more speed and more turning as your extra speed 1 move at the end is a double yaw.

Raider: They are ok but too much equipment can be painful when they explode. OE + APT is fine.

Fighters: Super. If you have the CC expansion replace a tie bomber with Tempest squadron.

The Cat is correct, ECM can really save your butt and you'll be glad you took it.

Keep in mind that you can only use one critical effect at a time, so you cannot trigger Overload Pulse and XX9 in the same attack.

8 hours ago, Mad Cat said:

ISD: If you take an ISD-II then always add ECM. Overload pulse sounds great with avenger and it is but usually better on a different ship. When O/L pulse activates it is at the step after the defender spends defence tokens so unless you double arc (and get lucky with the flank shot) you don't get a great benefit.

GSD: Good. Drop Nav team for Engine techs to add more speed and more turning as your extra speed 1 move at the end is a double yaw.

Raider: They are ok but too much equipment can be painful when they explode. OE + APT is fine.

Fighters: Super. If you have the CC expansion replace a tie bomber with Tempest squadron.

ISD - OK I didn't realise that O/L pulse would activate after they get to use their defence tokens, that sure doesn't make that combo as effective. Will look at ECM.

GSD - Noted

Raider - Yeah I am hoping that Motti can let it survive just that little bit longer getting up close.

Fighters - Yeah I do have the CC expansion so will look at that.

Thank you for your pointers :)

7 hours ago, RocketPropelledGiraffe said:

Keep in mind that you can only use one critical effect at a time, so you cannot trigger Overload Pulse and XX9 in the same attack.

OK, I should probably re read over the rules as I wasn't aware of that either. Thank you :mellow: