Imperials! To the tourny!

By Sygnetix, in Star Wars: Armada Fleet Builds

Faction: Galactic Empire
Points: 384/400

Commander: Admiral Screed

Assault Objective: Targeting Beacons
Defense Objective: Fleet Ambush
Navigation Objective: Solar Corona

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Agent Kallus ( 3 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 178 total ship cost

Raider-II Class Corvette (48 points)
- Impetuous ( 4 points)
- Admiral Montferrat ( 5 points)
- Overload Pulse ( 8 points)
= 65 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

1 Bossk ( 23 points)
1 Zertik Strom ( 15 points)
1 IG-88 ( 21 points)
1 Dengar ( 20 points)
1 TIE Advanced Squadron ( 12 points)

Edited by Sygnetix

To get a 2 ship combo to work, you need to last activation move your OLP into range, then go first next round with it, meaning what ever you just hit, gets a chance to move, and 99% of the time, that move will take it out of your Avengers front arc, meaning you get to 4 dice with a side arc, and it cannot use def tokens...not the big bang you are wanting.

Plus, if you lose that OLP ship, and you need to place it in danger to get it to be able to OLP, your entire build flops, not good, and lets be brutally honest here, it is not that hard to remove a full shield/health Raider.

I played around with Avenger exhaustively in Wave 2, and the only workable build was high activation, and Avenger being it's own OLP trigger, going on a first/last activation sequence. It can be good in a fleet that is throwing a lot of damage around, making your opponent have to pick and choose when and if they spend a Def Token, but again, that is all about having things in arcs at the same time to take advantage of it, since the Arquitens was added the Imperials can have several long range harassers throwing dice onto a target that your ISD has lined up for a front arc pummeling, alas we had none of that in Wave 2, and it was hard enough in wave 2 to get enough activations in an Imperial fleet, now we have even more choice, and a lot of it is much cheaper, meaning more activations to deal with.

Avenger being its own OLP and picking your opponents Advanced Gunnery, is about as good as it gets with this build.

Not trying to be a total downer on your idea here, just being honest about my own painful experiences trying to get this to work, the other choice is multiple Raider II's with OLP, and pick objectives that you know will make force your opponent be in a particular volume of the game board.

13 minutes ago, TheEasternKing said:

To get a 2 ship combo to work, you need to last activation move your OLP into range, then go first next round with it, meaning what ever you just hit, gets a chance to move, and 99% of the time, that move will take it out of your Avengers front arc, meaning you get to 4 dice with a side arc, and it cannot use def tokens...not the big bang you are wanting.

Plus, if you lose that OLP ship, and you need to place it in danger to get it to be able to OLP, your entire build flops, not good, and lets be brutally honest here, it is not that hard to remove a full shield/health Raider.

I played around with Avenger exhaustively in Wave 2, and the only workable build was high activation, and Avenger being it's own OLP trigger, going on a first/last activation sequence. It can be good in a fleet that is throwing a lot of damage around, making your opponent have to pick and choose when and if they spend a Def Token, but again, that is all about having things in arcs at the same time to take advantage of it, since the Arquitens was added the Imperials can have several long range harassers throwing dice onto a target that your ISD has lined up for a front arc pummeling, alas we had none of that in Wave 2, and it was hard enough in wave 2 to get enough activations in an Imperial fleet, now we have even more choice, and a lot of it is much cheaper, meaning more activations to deal with.

Avenger being its own OLP and picking your opponents Advanced Gunnery, is about as good as it gets with this build.

Not trying to be a total downer on your idea here, just being honest about my own painful experiences trying to get this to work, the other choice is multiple Raider II's with OLP, and pick objectives that you know will make force your opponent be in a particular volume of the game board.

My concern with solely relying on the Avenger to proc it's own OLP is it's banking on being able to consistently land side arcs on a boat that doesn't turn too well. It's an older strat, for sure, but I'm kind of hoping that's cause for people to either have forgotten playing against it or having not experienced it at all. I decidedly favor larger ships, both in table presence and playstyle. This is my first attempt to work with anything less than an ISD and VSD. At this point, I have 2 of everything. Do you have any alternative suggestions in regards to builds that may or may not utilize Avenger?

Having been stuck in a Rebel rut as of late, I was trying to get away from the small/medium base fleets because imho Rebels do it better, anyway.

Alternatively, I was considering a shield sharing repair build of 2 interdictors and just trying to complete objectives/kill fighters and maybe a small base to just settle for marginal victories but decided on more firepower, which led to this:

Faction: Galactic Empire
Points: 387/400

Commander: Darth Vader

Assault Objective: Targeting Beacons
Defense Objective: Fleet Ambush
Navigation Objective: Solar Corona

Imperial I-Class Star Destroyer (110 points)
- Avenger ( 5 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 141 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Darth Vader ( 36 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Overload Pulse ( 8 points)
- Targeting Scrambler ( 5 points)
= 155 total ship cost

1 TIE Advanced Squadron ( 12 points)
1 Bossk ( 23 points)
1 Zertik Strom ( 15 points)
1 Dengar ( 20 points)
1 IG-88 ( 21 points)

Edited by Sygnetix

Several possible builds you could look into.

ISD II : Admiral Vader : ECM : SW7 : XX9 TL : Avenger

Victory I : Spinal Armament

Victory I : Spinal Armament

4 x Tie Interceptor

Comes in at 386pts, and with Concentrate fire, the 2 VSD's can throw 5 red dice each, with Vaders reroll capability, then you can open up with Avenger, 4 blue 4 red, or 5 blue 4 red, with a Vader reroll for the red dice, should be at least 7-8 damage.

Or

ISD II : Admiral Screed : ECM : OLP : XX9 : Avenger

Gozanti Cruiser : ExpHanger

Gozanti Cruiser : ExpHanger

Gozanti Cruiser : BCC

Gozanti Cruiser : BCC

6 x Tie Defender

Comes in at 385pts

OR

ISD II : Admiral Screed : Veteran Gunners : ECM : OLP : XX9 : Avenger

Gozanti Cruiser : ExpHanger

Gozanti Cruiser : ExpHanger

Gozanti Cruiser : BCC

Gozanti Cruiser : BCC

2 x Tie Advanced

1 x Valen Rudor

1 x Major Rhymer

4 x Tie Bomber

Comes in at 383pts

OR

ISD II : Admiral Screed : ECM : SW7 : XX9 : Avenger

Raider II : OLP

Raider II : OLP

Gozanti Cruiser : ExpHanger

Gozanti Cruiser : ExpHanger

6 x Tie Fighter

comes in at 384pts

But you can see the theme, for Avenger to work you either need to be making your opponent have to chose when to use a Def Token, by threatening the same ship in the same round with damage from several sources, or you try like hell to have player one, and more activations than your opponent.

4 minutes ago, TheEasternKing said:

ISD II : Admiral Screed : ECM : SW7 : XX9 : Avenger

Raider II : OLP

Raider II : OLP

Gozanti Cruiser : ExpHanger

Gozanti Cruiser : ExpHanger

6 x Tie Fighter

comes in at 384pts

But you can see the theme, for Avenger to work you either need to be making your opponent have to chose when to use a Def Token, by threatening the same ship in the same round with damage from several sources, or you try like hell to have player one, and more activations than your opponent.

I've worked with something just like this, except I went Rudor and 5 TIEs. To be honest, I'd pretty much forgotten about it. Its been a couple months of playing Rebels.

So just for LoL's....

Faction: Galactic Empire
Points: 380/400

Commander: Admiral Screed

Assault Objective: Targeting Beacons
Defense Objective: Fleet Ambush
Navigation Objective: Solar Corona

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Screed ( 26 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Assault Concussion Missiles ( 7 points)
= 121 total ship cost

Victory I-Class Star Destroyer (73 points)
- Assault Concussion Missiles ( 7 points)
= 80 total ship cost

Victory I-Class Star Destroyer (73 points)
- Assault Concussion Missiles ( 7 points)
= 80 total ship cost

1 TIE Advanced Squadron ( 12 points)
1 Zertik Strom ( 15 points)
1 Bossk ( 23 points)
1 Dengar ( 20 points)
1 TIE Fighter Squadron ( 8 points)
1 IG-88 ( 21 points)