Imperials, help needed!

By Boxtwin, in Star Wars: Armada Fleet Builds

I have played only a few casual games of Star Wars Armada and my opponent has left me reeling (crushing defeats) the last few times.

The only success I have had is with a double Imperial star destroyer list (400 pts), but that was the first game and we had limited options. Have since been crushed by MSU fleets.

I own the following and could you recommend a fleet that is good to play and learn with.

-S.W box set (victory + 6 x ties F), 2 x Imperial star destroyers, 2 x Gladiators, Raider, 2 x Gozanti, 1 x rogues and ... and 2 x Imperial 2 fighters. *and an Interdictor (edit)

Any recommendations would be greatly welcomed.

Thank you

Edited by Boxtwin

It looks like you have most of the range, so I think the real question is....what do you want to run? It seems with the collection available you could craft a list to counter MSU and such. Maybe moving into more of a balanced list with an ISD flagship and a handful of smaller ships of your own.

ISD I

  • Motti
  • Tua*
  • Blast Doors*
  • Xi7
  • Gunnery Teams

Raider I

  • Ordnance Experts

Gladiator I

  • Demolisher
  • Ordnance Experts

Gozanti

  • Suppressor
  • Slicer Tools

Gozanti

  • Coms Net

Squads

  • TIE Defender x4 (Or 6x TIE Fighters & Howlrunner)

The Raider is primarily useful to back up the Defenders and clean out squads, but if you can get it in next to a CR90 or the like you'll be able to deliver some nice punch.

Personally I enjoy a wing of Defenders, as they tie up well but also aren't useless into a list with no fighters.

* As proxies if you do not have a Light Cruiser yet.

Thank you, I will try this list out next game and see how I go.

If all else fails have fun.

Without all the sets, you're missing a few important cards, but that doesn't mean you can't have fun with it...

Nothing guarantees fun like a successful pulse-tap followed by a blast from Avenger.

I built a list with everything you have... some warnings:

The VSD is going to vulnerable both to ships and squads, pay extra attention to keeping it alive, but try to keep it in blue range (thats where your overload pulse will work best.) If you're flying formations, the ISD and VSD should be parallel with each other (if you had another card of gunnery teams it'd be even stronger).

Keep the raider and goz out of big firing arcs, they're here to snag fighters, keep them close to each other. (same goes for the advanceds)

anyways, give this a go sometime!


boxtwin special
Author: Darth Sanguis

Faction: Galactic Empire
Points: 397/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Minefields

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Tactical Expert ( 6 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- SW 7 Ion Batteries ( 5 points)
= 176 total ship cost

Victory II-Class Star Destroyer (85 points)
- Overload Pulse ( 8 points)
= 93 total ship cost

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
= 55 total ship cost

Gozanti-class Cruisers (23 points)
- Jamming Field ( 2 points)
= 25 total ship cost

4 TIE Advanced Squadrons ( 48 points)


I have been considering a Jamming Field Gozanti with TIE Advanced as a squadron tarpit, what has your experience been like on that?

On 4/12/2017 at 0:07 PM, Alzer said:

I have been considering a Jamming Field Gozanti with TIE Advanced as a squadron tarpit, what has your experience been like on that?

well, it depends on their squads, if they have dedicated anti squadron aces dutch/wedge/nubb they tend to get chewed up pretty fast, but if they're bringing standards or bombers, tie advanced can tank damage (normally) about 4 rounds. That said, personally, 4 advanced has kept stuff off my ISDs many a times lol

So worst case scenario you're just loosing the squadron war, best case you're stalling out their bombers for most of the game. Seems decent to me.

11 minutes ago, Alzer said:

So worst case scenario you're just loosing the squadron war, best case you're stalling out their bombers for most of the game. Seems decent to me.

exactly, and if you look at my build above with the raider, instigator will force them to engage the raider before moving on, so even after the ties die off you're still delaying... however, the raider gets 2 black against squads plus kallus if they're unique, and with ruthless strategists you can heap 3 or 4 damage a shot... so in combo with the Gozanti AA and the 2blue each advanced throws while jammed, you can really eat through a squad heavy build.

Edited by Darth Sanguis