Bossk/Motti 5 Ship Squadron Heavy Imp List

By Duk3, in Star Wars: Armada Fleet Builds

Hi all, been refining a list after some practice. Interested to see your thoughts. Highlights: 2x Gozantis (BCC), 2x Arquitiens DTT, 1x Glad (Demo), Jendon, Bossk, Zertik, Saber, Rhymer, etc.

394 pts- Precision Strike, Planetary Ion Cannon, Superior Positions.

Flew to a draw against a strong b-wing list, came here for feedback before I take it out again.

Subtleties: Vector can move Bossk at spd 4 through Jendon, and Gamma squadron at speed 5, while acting as motti lifeboat for activation shenanigans. DTT vs. TRC, DTT is exhausted per use (considering Slaved Turrets or TRC instead), but only 1 evade means TRCs really cut down on dodginess. Planetary Ion Cannon (PIC) instead of Fighter Ambush (FA) b/c FA doesn't mesh well with BCC while PIC gives more board control options.

EMPIRE FLEET 394 -
1 • Arquitens-class Light Cruiser - Imperial Light Cruiser (54) - Dual Turbolaser Turrets (5)
• Total : 59 • Code : e37t10
2 • Arquitens-class Light Cruiser - Imperial Light Cruiser (54) - Dual Turbolaser Turrets (5)
• Total : 59 • Code : e37t10
3 • Bossk Hound's Tooth - YV-666 (23)
• Total : 23 • Code : e18
4 • Zertik Strom TIE Advanced Squadron - TIE Advanced (15)
• Total : 15 • Code : e46
5 • Tempest Squadron TIE Advanced Squadron - TIE Advanced (13)
• Total : 13 • Code : e47
6 • Major Rhymer TIE Bomber Squadron - TIE Bomber (16)
• Total : 16 • Code : e8
7 • Colonel Jendon Lambda-class Shuttle - Lambda-class Shuttle (20)
• Total : 20 • Code : e40
8 • JumpMaster 5000 - JumpMaster 5000 (12)
• Total : 12 • Code : e23
9 • Gozanti-class Cruisers - Gozanti (23) - Bomber Command Center (8)
• Total : 31 • Code : e27b0
10 • Gozanti-class Cruisers - Gozanti (23) - Admiral Motti (24) - Vector (2)
• Total : 49 • Code : e27c3f25
11 • Objectives - Objectives (0) - Precision Strike (0) - Planetary Ion Cannon (0) - Superior Positions (0)
• Total : 0 • Code : e0a3a20a12
12 • Gladiator I-class Star Destroyer - Gladiator-class Star Destroyer (56) - Ordnance Experts (4) - Assault Proton Torpedoes (5) - Demolisher (10)
• Total : 75 • Code : e5w5n4f12
13 • Saber Squadron TIE Interceptor Squadron - TIE Interceptor (12)
• Total : 12 • Code : e33
14 • Gamma Squadron TIE Bomber Squadron - TIE Bomber (10)
• Total : 10 • Code : e35

Edited by Duk3

With only 3 bombers you could drop BCC or add more bombers such as swapping in some firesprays rather than Bossk and/or Sabre Squadron.

If you have spare points then what about Needa + TRC on one of the CLs.

I like BCC for the increased damage guarantees- the list is a bit lacking in punch against ships without the bombers, and giving them a bit more reliability goes a long ways.

I thought about needa+trcs, but I like the initiative bid for Demo. It's middling, the list is fine going second and drawing the oppo in, but needa+TRCs is 9 points total, vs 5 for DTTs, and if that extra 4 points gets me going first with the Demo once in a while it's worth it.

Re fighters, I would consider:

1)getting rid of bomber command and gamma squadron and going for Steele instead, with Jendon the two shorts guarantees scary levels of damage, it also increase fighter robustness and anti fighter damage.

2)Replacing sabre squadron with a shuttle will give your fighters complete independence and give you strategic.

3) demo needs engine tec, it makes so much difference it's not worth missing out.

4) adding reinforced blast doors to demo is useful, you can double ram and clear damage or fly through a small bomber ball without fear.

5) admiral wise motti does not give you a great deal, I like Ozzie on small ship lists, engine tec demo can go from 0 to 4 in a round, now that's potent. He's also 4 points cheaper.

6) can you add expanded hangers to your gozanti, with a token that gives you four activations, you can win or loss the fighter game on the strength of your activations.

Drop Motti and take Jerry. Your Arqs will be much more agile.

Some great suggestions here. @Jondavies, 1) Steele is good and removing BCC/Gamma also lets me get rid of Rhymer for someone else. 2) I like Saber though. They make intel squadrons fear for their lives, particularly with Jendon. I could put the shuttle in Rhymer's place, but that's starting to cut pretty deep into the bombing capabilities of the list. With only Demo other than the bombers giving really consistent damage output, I don't want to cut down on bombing too much. 3) Demo is much better with engine techs, but if I had to pick I'd put intel officer on first. The lack of targeting outcomes on its dice is better mitigated by intel officer than by ramming damage, though yeah engine techs let the Demo really take off. 4) Adding RBD isn't super great for demo, I've found that when the enemy kills demo it's usually most of the damage in one concentrated turn, not spread out enough- and 5 hp isn't enough to last long enough for RBD. 5) Motti is giving this list 5 additional hit points, only one or two less than he gives a christmas trees list, but I see your point that Ozzel would be handy particularly for the arquies. 6) The gozanti is better with 2 activations, it mostly pushes through Jendon anyway and only two can get through, and in activations it's more efficient to upgrade one of the arquies to command variants for the 5 points, as then they can push 2 squadrons through jendon as well.

@Norell, agreed that Jerry would increase the agility of the arquies, and they can generally soak a damage to make it happen. I'll definitely consider him for the list!