Jerry Springer

By Gottmituns205, in Star Wars: Armada Fleet Builds

I took the classic 3 VSD 1 with Papa Tarkin and threw a Wave 5 spin on it...removed Tarkin, threw in Jerry, replaced a VSD with 2 gonzo's for the activation advantage....and basically built a rebel bomber lists worst nightmare....

The VSD builds I'm not sold on, the extra red from the side arc can keep flanker's honest, and ACM will help me strip rebel shields and their love for redirects. What makes this real scary is boosted comm's and flight controllers...because Howlrunner with her passive advantage + flight controllers means my interceptors are tossing 6 blue...Dengar + Howl gives the interceptors four blue's plus swarm on the return for counter.

Even more so is we have Ree and Rudor doing their nasty...and it just all fights together. However I might dump her for Mithel or IG88.

Jerry is just cheap, and allows my Vic's to do that nasty spin to smack someone in the face.

Jerry Springer
Author: GottMituns205

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Moff Jerjerrod ( 23 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Enhanced Armament ( 10 points)
- Assault Concussion Missiles ( 7 points)
= 123 total ship cost

Victory I-Class Star Destroyer (73 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Enhanced Armament ( 10 points)
- Assault Concussion Missiles ( 7 points)
= 100 total ship cost

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

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

1 Ciena Ree ( 17 points)
1 "Howlrunner" ( 16 points)
1 Valen Rudor ( 13 points)
1 Dengar ( 20 points)
1 Saber Squadron ( 12 points)
4 TIE Interceptor Squadrons ( 44 points)
1 Black Squadron ( 9 points)

Definitely swap Cienna for Mithel. There is no need to shoot at Cienna until most of the other interceptors and characters are dead so her defence tokens and obscured rule wont come into play until the end of the game when all your fighters are almost dead and with this strong air superiority build this will almost never happen. But do watch out for strong flak.

Then get a comms net to load up the VSDs with squadron tokens to get a nice alpha strike then give out Nav or Repairs.

I think the anti fighter roll is easily covered so might want to swap Valen for Tempest squadron just to keep Dengar alive and therefore Mithel ramming, and it gets a twice the anti ship damage.

Edited by Mad Cat

Good points from Mad, but I have to say I really like this AS loadout.

The fun thing about Ciena and Valen is you can push them where ever you want as a pair. I think you can make them work as a kind of roaming strike force since the fighterball strategem isn't a given now. I agree that Mad Cat has some good points but I like this.

Oh the name. The name!