Vader List

By Buffalufacus, in Star Wars: Armada Fleet Builds

I'm trying to get some CnC on the following list that I'll be taking to Adepticon next weekend. I've flown similar lists and really liked them but I'm still not 100% sold on everything here except Vader.

Badger Escort

Faction: Galactic Empire
Points: 395/400

Commander: Darth Vader

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Salvage Run

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

Arquitens-class Light Cruiser (54 points)
- Dual Turbolaser Turrets ( 5 points)
= 59 total ship cost

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Darth Vader ( 36 points)
- Relentless ( 3 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
= 179 total ship cost

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

1 "Howlrunner" ( 16 points)
5 TIE Fighter Squadrons ( 40 points)
1 Valen Rudor ( 13 points)

Well, thats exactly the way I run my ISD2 with Vader, and same fleet of ships as I use for my single ISD list....

You already have rerolls with Vader, and the need to do it twice is going to be incredibly rare indeed. I would immediately switch out both DTTs on the Arquittens for Enhanced Armament. The bigger the salvo, the more the rerolls from Lord Vader will help.

To make that happen, you can drop a single Tie Fighter. While you are at it, consider revamping Howlrunner+ties for something else.... you arent really going offensive with squadrons, so perhaps consider Zertik Strom and a pair of Defenders with Valen or Saber Squadron to snipe out Intel and keep the bomber-ball locked down.

I appreciate that answer. I used EA originally but others said to swap it out. I loved playing with it. The only issue I'm seeing and you might have more experience, is squadron support/protection.

In a Vader list you are not there to support the squadrons, the squadrons are there to tie up enemy bombers just long enough to win you the game and score whatever points back they can.

Theres several ways to do that.

You can take an Agent Kallus/Instigator/Counter/Flechette raider for about 60pts to pop in and shut down the ball for two turns. If you are playing slow you can push in some flak from the ISD to help chop those squadrons down.

You can take a small number of high HP fighters combined with Strom to try and tank damage and keep the squadron game honest, with something like Saber or IG88 to take out Intel sources.

You can go for a Howlrunner ball, though if you do its a big advantage to slap interceptors into the list instead of generic ties. Counter 3 is pretty good.

And honestly, Whisper is a solid investment, as is a generic Phantom squadron or two. The ability to redeploy to lock down enemy fighters using any movement shenanigans- or to contribute to the alpha strike then redeploy to counter rogues etc, is powerful.

I feel like at this point if I took a raider Id drop the Gozanti but then I'd have no squadrons. I'm going back and forth between Defenders and the howl swarm since I don't have too many points to play with.

If your running a ball of ties than Dengar is your friend,