Jerry pointy squadrons

By Alzer, in Star Wars: Armada Fleet Builds

After much fiddling and deliberation, I think I've finally put together a Jerrjerod list I like the look of, I've played lists that were slight alterations of the build

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 132 total ship cost

Victory I-Class Star Destroyer (73 points)
- Defense Liaison ( 3 points)
- Flight Controllers ( 6 points)
= 82 total ship cost

Arquitens-class Light Cruiser (54 points)
- Hand of Justice ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 63 total ship cost

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

2 TIE Defender Squadrons ( 32 points)
4 TIE Interceptor Squadrons ( 44 points)
1 Maarek Steele ( 21 points)

Ok, I guess I need some explanation to understand this fleet. I am not sure how you intend to roll with it. Based on my first impression I do not get the concept, sorry.

How do you intend to destroy opposing ships? The three Defenders and the Arquitens probably cannot do it alone and neither your VSD nor Interdictor has any offensive upgrades to make the red dice more consistent, the black dice more scary, or the Interdictor more impressive.

Both these ships are difficult to employ offensively due to their slow speed, even more so without additional cards. Do you intend to rely on Jerjerrod-maneuvers to put out the damage solely by consistently double-arcing with the big ships?

I am curious to hear how your results have been with this fleet (or similar fleets) so far, and how you managed to be successful.

It's primarily built for anti-squadron work, with a durable flagship. The Arq could probably be swapped out for a Raider to push that theme even harder, though I think the Hand of Judgement allows for more survivability.

The Vic1 is there as a carrier first, and as a gunship last. primarily to sit back and ensure that my interceptors and defenders are punching nice and hard. \\

The list does not trade blows with large gunships well, but against other lists primarily composed fighters backed by small and medium ships, it has stood up well enough so far.

So basically you collect points by killing squadrons and the occasional corvette and get away with a W like that?

Not something I would enjoy running, but to each his own. How is your experience with Opening Salvin here, I have the feeling you could really get burnt against a MSU list?

Only ran OS once and I got creamed. I think that's supposed to be Most Wanted.

I'm a pretty big attrition player in tabletops. One of those crazy masochists that loves long games where things just grind down.

Edited by Alzer

Ok, gave it some thought, and did a major rework with some actual plans in mind. Namely, get Jonus next to something and double-tag it with the LCs, and play for objectives hard.

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Station Assault
Defense Objective: Fire Lanes
Navigation Objective: Salvage Run

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 129 total ship cost

Gozanti-class Cruisers (23 points)
- Admiral Titus ( 2 points)
- Comms Net ( 2 points)
= 27 total ship cost

Arquitens-class Command Cruiser (59 points)
- Hand of Justice ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 68 total ship cost

Arquitens-class Command Cruiser (59 points)
- Dual Turbolaser Turrets ( 5 points)
= 64 total ship cost

1 Ciena Ree ( 17 points)
3 TIE Interceptor Squadrons ( 33 points)
2 Lamda-class Shuttles ( 30 points)
1 Captain Jonus ( 16 points)
1 Zertik Strom ( 15 points)

20 hours ago, Alzer said:

Ok, gave it some thought, and did a major rework with some actual plans in mind. Namely, get Jonus next to something and double-tag it with the LCs, and play for objectives hard.

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Station Assault
Defense Objective: Fire Lanes
Navigation Objective: Salvage Run

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- G7-X Grav Well Projector ( 2 points)
- Grav Shift Reroute ( 2 points)
= 129 total ship cost

Gozanti-class Cruisers (23 points)
- Admiral Titus ( 2 points)
- Comms Net ( 2 points)
= 27 total ship cost

Arquitens-class Command Cruiser (59 points)
- Hand of Justice ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
= 68 total ship cost

Arquitens-class Command Cruiser (59 points)
- Dual Turbolaser Turrets ( 5 points)
= 64 total ship cost

1 Ciena Ree ( 17 points)
3 TIE Interceptor Squadrons ( 33 points)
2 Lamda-class Shuttles ( 30 points)
1 Captain Jonus ( 16 points)
1 Zertik Strom ( 15 points)

Are you sure that fire lanes is a good idea? Like do you think you can put enough dice down on the tokens?

2 hours ago, Darth Tam said:

Are you sure that fire lanes is a good idea? Like do you think you can put enough dice down on the tokens?

With the double Strategic squadrons the idea would be to keep throwing the fire lanes tokens into the double-arc of my ISR, which should also be in range of at least one of my LC side-arcs if I'm playing it right (which I won't...but theorizing is fun!)

I may be going a bit overboard with the dual Lamdas, but I was really looking to wrench towards the scenarios, and it also allows my LCs to give squad commands from nice and far away while peppering ships with their turbolasers.

Edited by Alzer
20 hours ago, Alzer said:

With the double Strategic squadrons the idea would be to keep throwing the fire lanes tokens into the double-arc of my ISR, which should also be in range of at least one of my LC side-arcs if I'm playing it right (which I won't...but theorizing is fun!)

I may be going a bit overboard with the dual Lamdas, but I was really looking to wrench towards the scenarios, and it also allows my LCs to give squad commands from nice and far away while peppering ships with their turbolasers.

Fair enough. My main thinking is usually less subtle than that. For Fire Lanes, I think along the lines of getting a big ship close to the token, both to win the token, and to kill anyone who tries to take it.