Double Vic, Double Arq, Gozanti Wave V Fleet

By Forresto, in Star Wars: Armada Fleet Builds

Wave V Fleet
Author: Forresto

Faction: Galactic Empire
Points: 500/500

Commander: Moff Jerjerrod

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Moff Jerjerrod ( 23 points)
- Veteran Gunners ( 5 points)
= 113 total ship cost

Victory II-Class Star Destroyer (85 points)
- Skilled First Officer ( 1 points)
= 86 total ship cost

Arquitens-class Command Cruiser (59 points)
- Reinforced Blast Doors ( 5 points)
= 64 total ship cost

Arquitens-class Command Cruiser (59 points)
- Reinforced Blast Doors ( 5 points)
= 64 total ship cost

Gozanti-class Assault Carriers (28 points)
- Suppressor ( 4 points)
- Expanded Hangar Bay ( 5 points)
- Jamming Field ( 2 points)
= 39 total ship cost

1 TIE Defender Squadron ( 16 points)
1 Maarek Steele ( 21 points)
2 TIE Phantom Squadrons ( 28 points)
1 Morna Kee ( 27 points)
1 VT-49 Decimator ( 22 points)
1 Colonel Jendon ( 20 points)

I have yet to play a fleet that predominantly includes Wave V ships so this fleet is mostly just to cram in as many as possible for a fun game. However is there anyway of optimizing what I have? I'm also unsure what objectives would be best.

I know activations are important so I managed to squeeze in five, seven if you count the Decimators as pseudo ship/squadron units.

I would downgrade the command cruisers to light and throw DTTS on them.

Ahhh, Jerry. I've been tinkering with a similar list to this since I got my grubby little paws on Jerry earlier this year. Mine is only 400 points for tournies though, so some of what I say stands and other bits don't. I'd agree with TallGiraffe though, dropping them to light cruisers and putting DTT's on them. I'd also ditch the reinforced blast doors, as kittens don't tend to get much use out of them realistically. It's rare for a kitten to have enough damage to justify using them, and also to have survived the turn! I ran against a list recently that had Arquitens just with intel officers on, and they were... painful, so I am giving them a whirl.

Tua and ECM on the flagship will help Jerry survive. I'd also try to find a way to get a second veteran gunners for the other victory, as those rerolls will save your bacon. I'd also probably drop the tie phantoms as frankly I think they aren't great, and there are better fighters you could put in. My list is below, but it is only 400 points, but should give an idea of what I've ended up with. Objectives,I've found people always go for dangerous territory, as it's a bit of a no brainer. Victory class love knowing where to point their guns, and having two three command ships makes contested outpost a bit iffy for the first player. And with a gozanti, nobody is going to choose most wanted.

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Dual Turbolaser Turrets ( 5 points)
= 66 total ship cost

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

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Moff Jerjerrod ( 23 points)
- Veteran Gunners ( 5 points)
- Spinal Armament ( 9 points)
= 110 total ship cost

Victory I-Class Star Destroyer (73 points)
- Veteran Gunners ( 5 points)
- Spinal Armament ( 9 points)
= 87 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Dual Turbolaser Turrets ( 5 points)
= 66 total ship cost

1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)
1 "Mauler" Mithel ( 15 points)