Blockade Squadron

By GiledPallaeon, in Star Wars: Armada Fleet Builds

Many thanks to @JJs Juggernaut for working me through my first VASSAL game, made all the shorter by tabling me on Turn 3. I've done my best to take his advice, and have the rough outline of a fleet I'd like feedback on.

1 • Arquitens -class Command Cruiser - Damage Control Officer (5) - Nav Team (4) - XI7 Turbolasers (6)
• Total : 74
2 • Arquitens -class Command Cruiser - Damage Control Officer (5) - Nav Team (4) - XI7 Turbolasers (6)
• Total : 74
3 • Arquitens -class Command Cruiser - Damage Control Officer (5) - Nav Team (4) - XI7 Turbolasers (6)
• Total : 74
4 • Gozanti -class Cruisers - Admiral Motti (24) - Comms Net (2)
• Total : 49
5 • Gozanti -class Cruisers - Comms Net (2)
• Total : 25
6 • Lambda -class Shuttle (15)
• Total : 15
7 • Captain Jonus TIE Bomber Squadron (16)
• Total : 16
8 • TIE Defender Squadron (16)
• Total : 16
9 • TIE Defender Squadron (16)
• Total : 16
10 • Darth Vader TIE Advanced Squadron (21)
• Total : 21
11 • Saber Squadron TIE Interceptor Squadron (12)
• Total : 12

Close-Range Intel Scan/Capture the VIP/Dangerous Territory

Total 392/400

JJ specifically suggested Enhanced Armament, but that's a bit pricey, so I'm curious what the math of the tradeoff here is. I know I can make EA fit, but it requires swapping Vader for either Strom or a regular Advanced/Tempest, and blowing most of the bid out the window. The intent is that most of the time the Arqs run squadron command to synergize with their fires, and the Gozanti s feed tokens to power Nav Team shenanigans. Since I only have two Gozanti s, I'm considering Commandant Aresko over a DCO on one ship, but that means one Gozanti has to be a fair bit closer to the action. Tangent to that is the question of commander, namely is Nav Team on these ships good enough to justify Motti over Jerjerrod? Reinforced Blast Doors over DCO is also a burning question, since Arqs aren't the most survivable Imperial combatant. And if anyone has issue with the squadron lineup, I'm more than happy to hear it. Thanks guys, I appreciate it.

Would Slaved Turrets be a viable alternative to EA so you don't have to cut into your bid? Or would that be too limiting? You might also consider Dual Turbolaser Turrets?

Edited by Yipe
2 minutes ago, Yipe said:

Would Slaved Turrets be a viable alternative to EA so you don't have to cut into your bid? Or would that be too limiting? You might also consider Dual Turbolaser Turrets?

Slaved Turrets was the upgrade of choice in the game, but I had multiple opportunities for multiple shots, that might have been enough to at least badly damage Admonition (not that it would have stopped that accursed ship from tearing through my fleet like a shark). I don't think I can justify the cost of an Arq without being able to use more than one arc per turn (when multiple shots are available), especially with how few and how low-power my three combatants are. I've also tried DTT's, but I find them somewhat lackluster. If XI7s flop they are competing with EA as the turbolaser of choice, but given how little damage each shot provides, it's a tough call between making the most of the shot output-wise, as opposed to making sure more of it stays on the target hull zone, so I don't have to burn through a zillion extra shield points.

I'd still suggest JerJer. Especially over nav teams....Give it a shot though, ideally both ways. See what works best for you. I also recommend RBDs over DCO. More potential for use.

You have spent 24 pts on Motti for 4 hull. (As JJ just said, rbd is cheaper and more effective)

You have spent 12pts on Nav teams in lieau of Jerrod.

......

X17 wont do much with only 3 dice. Damage threshold is not high enough and there is no double arc.

Arqs love intel officer and DTTs. DTT for slight boost. Intel officer to make it hurt.

The squads are strong but with Jonus you want escort and intel to keep him in the right place at the right time. Otherwise squads are ok.

So with all that in mind, this is what I came up with. Unless I add more squadrons, which would mean cutting costs elsewhere, I only need one Command Cruiser since the Gozantis are free to chip in. How are the objectives and squadrons now? I figured Vader is worth the points here, just for the significant boost to anti-squad lethality, one of the only areas this fleet sorely lacks.

Blockade Squadron V2

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Close-Range Intel Scan
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

Arquitens-class Command Cruiser (59 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Enhanced Armament ( 10 points)
= 81 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Enhanced Armament ( 10 points)
= 76 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Enhanced Armament ( 10 points)
= 76 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
= 46 total ship cost

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

1 Dengar ( 20 points)
1 Tempest Squadron ( 13 points)
1 Lamda-class Shuttle ( 15 points)
1 Darth Vader ( 21 points)
1 TIE Advanced Squadron ( 12 points)
1 Captain Jonus ( 16 points)

Card view link

Fleet created with Armada Warlords

In the reckoning of the universe, which is more important, five activations, of which three fight, and decent anti-squadron capability, or four activations, all fighting, with only ok anti-squadron?

Blockade Squadron V3

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Close-Range Intel Scan
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Moff Jerjerrod ( 23 points)
- Admiral Montferrat ( 5 points)
- Enhanced Armament ( 10 points)
= 92 total ship cost

Arquitens-class Command Cruiser (59 points)
- Intel Officer ( 7 points)
- Enhanced Armament ( 10 points)
= 76 total ship cost

Arquitens-class Command Cruiser (59 points)
- Intel Officer ( 7 points)
- Enhanced Armament ( 10 points)
= 76 total ship cost

Arquitens-class Command Cruiser (59 points)
- Intel Officer ( 7 points)
- Enhanced Armament ( 10 points)
= 76 total ship cost

1 JumpMaster 5000 ( 12 points)
1 Lamda-class Shuttle ( 15 points)
1 Captain Jonus ( 16 points)
2 TIE Advanced Squadrons ( 24 points)
1 Tempest Squadron ( 13 points)

Card view link

Fleet created with Armada Warlords

I prefer the first because Darth has braces. Imagine Darth and Zertik together shield unstoppable Jonus. Obscene.

I like V2 as well.

What are your plans with the objectives? I've had very good luck with Navigational Hazards using JerJerr.

v2 looks promising, if a little squishy.

But why EA?

10 pts to go from 3 to 4 reds base on the side arcs.

DTT will give you pretty much the same effect, for 5 pts less.

I'd only consider EA for Ackbar GT AF2s, and even then its a bit dodgy.

2 hours ago, Green Knight said:

v2 looks promising, if a little squishy.

But why EA?

10 pts to go from 3 to 4 reds base on the side arcs.

DTT will give you pretty much the same effect, for 5 pts less.

I'd only consider EA for Ackbar GT AF2s, and even then its a bit dodgy.

You've identified the issue with all the versions of this fleet, which is keeping the cruisers alive. EA was JJ's suggestion, just to make the Arqs threatening, but it just adds dice, whereas DTT offers the chance of improving existing dice (in effect). V2A below has DTT, mostly so I can spring for RBD.

3 hours ago, Democratus said:

I like V2 as well.

What are your plans with the objectives? I've had very good luck with Navigational Hazards using JerJerr.

CRIS (to abuse Jonus), either Capture the VIP since my cruisers are fairly quick, or Hyperspace Assault to drop one in the enemy rear, and I honestly haven't decided. Dangerous Territory is on the table, as is Solar Corona, and Superior Positions. Thoughts on the three? If the fleet needs first player, Jendon can turn into a generic and Steele in Rudor, which nets a fair number of points back (13 I think).

Blockade Squadron V2A

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Close-Range Intel Scan
Defense Objective: Hyperspace Assault/Capture the VIP
Navigation Objective: Solar Corona/Superior Positions/Dangerous Territory.

Arquitens-class Command Cruiser (59 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 76 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 71 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 71 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
= 46 total ship cost

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

1 Colonel Jendon ( 20 points)
1 Dengar ( 20 points)
1 Darth Vader ( 21 points)
1 Zertik Strom ( 15 points)
1 Captain Jonus ( 16 points)
1 Maarek Steele ( 21 points)

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thats obscene

Yes. Now you are getting somewhere. Jerry lets you do commands as needed, while staying agile.

Squads are pretty darn potent. Should be enough to win you some games.

It also looks FUN to fly.

Gj guys.

Group huddle.

6 minutes ago, Green Knight said:

Yes. Now you are getting somewhere. Jerry lets you do commands as needed, while staying agile.

Squads are pretty darn potent. Should be enough to win you some games.

It also looks FUN to fly.

That's the reason I hadn't given up on this fleet. The Arqs are just too fun to throw around the table. And that's six ace squadrons now, have fun with all the tokens.

Seriously though, thanks for all the help guys.

I drove a very similar list in a (small, local) tournament and managed to place 3rd.

Might review the Defense Objectives. Hyperspace Assault isn't that good for Arquitens and would leave you low on activations. Capture the VIP is rough with a list of small ships.

Arquitens aren't bad a Fire Lanes.

In light of the release of Wave 6, this is a working idea of a Blockade Squadron derivative, but with a Quasar replacing both Gozanti s. Another Lambda was also added for additional objective shenanigans.

Blockade Squadron Mk 4
Author: GiledPallaeon

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Close-Range Intel Scan
Defense Objective: Planetary Ion Cannon
Navigation Objective: Superior Positions

Quasar Fire I-class Cruiser-Carrier (54 points)
- Pursuant ( 2 points)
- Flight Controllers ( 6 points)
= 62 total ship cost

[ flagship ] Arquitens -class Command Cruiser (59 points)
- Moff Jerjerrod ( 23 points)
- Damage Control Officer ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 92 total ship cost

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

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

1 Dengar ( 20 points)
1 Colonel Jendon ( 20 points)
1 Lambda-class Shuttle ( 15 points)
1 Darth Vader ( 21 points)
1 Zertik Strom ( 15 points)
1 Captain Jonus ( 16 points)
1 Maarek Steele ( 21 points)

May as well save 5 points and put JJ on a standard Arquitens, since you aren't using the Tech Team slot on the CC.

2 hours ago, Democratus said:

May as well save 5 points and put JJ on a standard Arquitens, since you aren't using the Tech Team slot on the CC.

It's there so I can command 6 of the 7 squadrons a turn through the shuttles. The Quasar handles the four shooters (Vader, Stele, Strom, Dengar/Jonus as necessary), and Flag keeps the others moving as needed. I need some experiments to see if it's actually necessary or if it'll just be three generic Light Cruisers as you mention.