More Experiments in Jerjerrod (And No TIEs)

By GiledPallaeon, in Star Wars: Armada Fleet Builds

The astute observer will quickly note neither of these fleets has a single squadron to their name. The (qualified) success of my previous squadron-bare Imperial light ship high speed builds leads me to believe there's a niche to be exploited here, if I can just find it. These are two attempts at that, and I would appreciate any and all commentary on either. In particular, given the lightweight nature of this list (and its shields), what are thoughts on Most Wanted (probs Instigator) vs Opening Salvo vs another red I'm not considering? (Yes that's not a mistype, those are Gladiator-IIs. I wanted more anti-squadron firepower to help the Raiders finish off particularly enterprising opponents.) I'm also open to being convinced that I should go back down to Glad-Is (not sure what to do with the points), or that different ordnance is more useful on Glad-IIs. Thanks a lot folks, I appreciate it.

Basilisk Station

Faction: Galactic Empire
Points: 388/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 89 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Insidious ( 3 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 82 total ship cost

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Admiral Titus ( 2 points)
- Ordnance Experts ( 4 points)
- Quad Laser Turrets ( 5 points)
- Flechette Torpedoes ( 3 points)
= 62 total ship cost

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Quad Laser Turrets ( 5 points)
- Flechette Torpedoes ( 3 points)
= 63 total ship cost

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Moff Jerjerrod ( 23 points)
- Damage Control Officer ( 5 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 92 total ship cost

Sidemore Station
Author: GiledPallaeon

Faction: Galactic Empire
Points: 389/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 89 total ship cost

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Moff Jerjerrod ( 23 points)
- Intel Officer ( 7 points) (Damage Control Officer Here Instead?)
- Reinforced Blast Doors ( 5 points)
- Enhanced Armament ( 10 points)
= 99 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

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Admiral Titus ( 2 points)
- Ordnance Experts ( 4 points)
- Quad Laser Turrets ( 5 points)
- Flechette Torpedoes ( 3 points)
= 62 total ship cost

Raider-I Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Quad Laser Turrets ( 5 points)
- Flechette Torpedoes ( 3 points)
= 63 total ship cost

Edited by GiledPallaeon
Unifying grammar convention

the imperial small ship carousel is almost a rhetorical question!

i think the style youre looking for involves dipping in and out of the outside of the table to avoid slower moving rebel squad builds x/y

in their current form so vulerable to alot of builds monkarren, rymer, and even more efficient msus are just looking at a big payday with each ship they kill.

if jerj is your man list 2, but id drop a raider for another arq.

i think you need a better reason to go squadless too. the flechettes will go further with an ace or three.

have you tried kallus on a g2 with oe, flechettes and hyperspace assault. park and ride on biggs and co.

10 really nice combat ships but ithink you need to get a mini carrier, and i assume gozantis are a no no?

Edited by PodRacer
laptop fumble
17 hours ago, PodRacer said:

the imperial small ship carousel is almost a rhetorical question!

i think the style youre looking for involves dipping in and out of the outside of the table to avoid slower moving rebel squad builds x/y

in their current form so vulerable to alot of builds monkarren, rymer, and even more efficient msus are just looking at a big payday with each ship they kill.

if jerj is your man list 2, but id drop a raider for another arq.

i think you need a better reason to go squadless too. the flechettes will go further with an ace or three.

have you tried kallus on a g2 with oe, flechettes and hyperspace assault. park and ride on biggs and co.

10 really nice combat ships but ithink you need to get a mini carrier, and i assume gozantis are a no no?

I'll see what I can do. These lists are definitely under construction, and haven't been tested because I ran another off-the-wall list type over the weekend (Rhymer and Decimators chew through CR90s it turns out). What do you have in mind with Gozantis?

Nothing in particular, just the fact that none present i wasnt sure if it was specific to the lists you had written. Keep the lists coming!

The key to this list is the bid, going second would be huge against the squadron lists.

The more I play Flechettes, the more I'm convinced they need squadron backup. With first and a squad force, they are super easy to play. With second and a squad force, it becomes more challenging. With second and no squad force, well, that is rough.

What is Jerrod for? You can just use nav dials. Ozzel makes more sense to me here.

9 minutes ago, Ginkapo said:

What is Jerrod for? You can just use nav dials. Ozzel makes more sense to me here.

JJ is mostly for the Arqs and Raiders, which really means the second list. Ozzel could also work well, I'm not terribly familiar with his playstyle though. I may have to fix that.

I like him for the arqs as it makes you harder to rush with close range bullies like the mc30, i found predictability to be a big issue already for the arquittens

both help in different ways without having to go down the engine tech route to improve things, you can almost guarantee when your staring down a barrel you wish you had picked the other!!

On ‎11‎/‎04‎/‎2017 at 7:47 PM, Ginkapo said:

What is Jerrod for? You can just use nav dials. Ozzel makes more sense to me here.

I would have thought Screed would be better? Especially for the first list, where basically all the ships can benefit from the auto crit.

Auto shut down 2 squads and auto face up damage every turn...

One of my first lists looks very similar but with a rhymer ball and loads of ties instead of a glad

Demo glad 2, with instigator and a second glad 2 to back it up is death to squadrons, I have wins with this type of list gained by doing nothing more that hunting down the enemy fighter ball. But there is something you appsolutly must have and that is fast squadrons to escort instigator, four ( one for each corner) is optimal and they need the speed to keep with a hunting raider. If you don't have these instigator will die to bombers the round you use him to attack, with four fighters he's safe and the other guy can do nothing ( unless he has another threat he can put on instigator).

if your on a budget minimum practical fighter cover is 2 interceptors ( front of instigator) and 2 tie fighters, (back of instigator). Although I would go a bit more and take tie defenders ( a bit more tank and have anti ship use).

Edited by Johnnyreb

Gink is right the best leader for these type of lists is ozzel. The list depends on two things.

1) staggered pace of attack ( round 2 demo, round 3 insid, round four let them drift into the raiders) this depends on very high aceleration then breaking. Demo going from 0 to 4 in one round gives you every advantage.

2) placement of instigator, this is key to winning against a full fat bomber ball, ozzel allows you to pick speed 1-4 in your attack round for perfect placement on his Intel ship, you can then crash slow to speed one keep on it for a second round.