Yet another Jerjerrod

By Rimsen, in Star Wars: Armada Fleet Builds

Dear Community!

Jerjerrod really is on my radar since it's reveal, because I myself a dedicated Imperial Commander who plays for the Star Destroyers (Played Konstantine the most).
A lot happened since I started, and unfortunately the ships got smaller on Imp side, but nevertheless I still find this Commander intriguing.

I would appreciate some thoughts and critics on this fleet, cheers :)

2017 Ligakupa v2
Author: Rimsen

Faction: Galactic Empire
Points: 398/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 79 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

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

[ flagship ] Gozanti-class Cruisers (23 points)
- Moff Jerjerrod ( 23 points)
- Comms Net ( 2 points)
= 48 total ship cost

Victory I-Class Star Destroyer (73 points)
- Minister Tua ( 2 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
- Assault Proton Torpedoes ( 5 points)
= 90 total ship cost

3 TIE Bomber Squadrons ( 27 points)
2 TIE Defender Squadrons ( 32 points)

I tried to maximize my points (the last 2 I might spend for something, or dropping Comms Net for Hand of Justice) doesn't really matter whether I go 1st or 2nd. 5 activations and the Demolisher gives me some good opportunities if I'm first, and I feel like I woulnd't want to choose from my set of Objectives :)

3 bombers are for maximizing hyperspace assault in a cost efficient way (Victory jumps out, squadron command and hits hard), the 2 defenders are for generalists. It won't stop Bomber Balls, or X-wing swarms (though the Meta here doesn't really use them), but can help out against lighter fighters, and still can be used if no enemy fighter screen.

Gozanti is mostly for life boat, sitting at the back, occasionally commanding the Defenders, I was thinking about Slicer Tools, but then I should move Jerjerrod to the Victory, which I feel would fall first to a mobile rebel fleet.

Haven't played the fleet yet (Going to do it soon), but still some opinions may come useful :)

Thanks in advance!

Some quick feedback:

  • Demolisher is a bit under-gunned when you're not running Ordnance Experts with it. Why put Engine Techs and APT on it, only to get a bad roll on a double tap and have no way to trigger the APT?
  • The Victory I is a bit over-upgraded. I generally like to run the Victory I, even with Jerry, as simple as possible. The thinking is this: how often are you really going to end up using the Victory black dice on a speed 2 ship, compared to your Demo? I think the best guide on the Victory I in the Wave 5 meta is Cannot Get Your Ship's article which nicely sums up the black dice as a deterrent measure. It's played out that way in most of my games too, as a result you're better off moving the APT points over to Demo in the form of Ordnance Experts. Also, you may be better served with ECM instead of RBD. Just something to consider.
  • Squadrons: you have 3 Tie Bombers but no escort or intel. This is not going to fare well against most squadrons as the Bombers are very specialized - unlike Rebel bombers, they are not going to have a good time shooting their way out of engagements, especially against squadrons with counter. Two ways I see this playing out: Option 1 - keep your current ships and simplify your fighter ball down to plain TIEs (or mix in some Interceptors) so they can specialize in taking down other squadrons but not much more. Option 2 - ditch an Arq and upgrade your fighter ball to 6x TIE defenders. Spread the remaining points as upgrades around.
  • 1 note re: Hyperspace assault: jump your Demo out instead of the Victory. Use a near-naked Victory as a blocking tool while you jump your Demo into the rear. I haven't jumped a Victory in before, but the speed will probably be your killer issue. Sure, you get one attack - and then they all run away from you and you never catch up...
  • Well yeah, I simply don't have Ordanance expert yet, so I didn't plan with it, I know it should be in :)
  • You are totally right with the APT on Victory, I'll scram it. I really don't know though which should be better here ECM or RBD.
  • Regarding the squadrons. My train of thought was that if I get Hyperspace. I choose the Victory, to jump out with 3 bomber, giving squadron command and biting a big one. I know this is very circumventional, maybe a Morna would be more useful. I don't favour the bomber balls (personally), I'd love a TIE swarm with Howlrunner, but the Meta doesn't use that many fighters, so it's not cose effective. So I rather keep the fighters generally more well-rounded. I didn't have teh chance to try it out yet, but Jonus seems to be a good choice in this fleet. 2 Arqs and teh VSD can all benefit from it. I also cahnged the 2 defenders to Morna and Marek, but I have no bid points. I'm not sure I need them though.
  • I really want to test out the Victory jumping out since It's slow and badly manuverable, so it helps me a bit getting it into a good position, where the Gladiator is much more easier to move around especially with Engine Tech.
  • And thx for the Article, It was most useful!

Also one thing that doesn't feel right is the offensive Objective. Advanced Gunnery or Opening Salvo? And AG would be more efficient on the Demo or VSD? Didn't really used that before without an ISD. Or maybe I shouldn't take time with it, just make a 8-10 point bid for going first?

This is the list now:

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Custom Objective
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost

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

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

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

Victory I-Class Star Destroyer (73 points)
- Minister Tua ( 2 points)
- Reinforced Blast Doors ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 85 total ship cost

1 Captain Jonus ( 16 points)
1 Maarek Steele ( 21 points)
1 Morna Kee ( 27 points)

Edited by Rimsen