My Two (Three?) Favorite Things

By GiledPallaeon, in Star Wars: Armada Fleet Builds

So the two elements are a Decimator/Rhymerball (that's one thing), and a pair of Imperial class units (the reason for the "Three?"). If anyone has seen @jamie nasmyth's new series of battle reports, there are a pair of reports from a Sunday a couple weeks ago with someone (me) hurling a small (four in one, three the other) wing of Decimators and Rhymer around, and having mixed results. Game 1 got them smashed by a Biggsball, the other saw them obliterate a hapless pair of CR90s with no squadron cover. On the 50-50 chance I get through enough work tonight to attend a tourney tomorrow, I need any feedback on this list. I'd rather not comments about how it needs flotillas, more activations, etc. I've got other lists if I want that. This is ham, pure and simple; I just want it to be Christmas grade. If that means JJ, or an argument about Vader vs Zertik, vs Tempest, that's what I want to hear. Thanks a lot guys.

My Two (Three?) Favorite Things
Author: GiledPallaeon

Faction: Galactic Empire
Points: 390/400

Commander: Admiral Motti

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Motti ( 24 points)
- Relentless ( 3 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Expanded Hangar Bay ( 5 points)
= 147 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Avenger ( 5 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)
= 129 total ship cost

1 Darth Vader ( 21 points)
1 Tempest Squadron ( 13 points)
1 Major Rhymer ( 16 points)
2 VT-49 Decimators ( 44 points)
1 Dengar ( 20 points)

Jerrod. And here is why. You want to be able to deploy Relentless first with RBD on board. With Jerrod aboard you can reposition massively to make sure you are in the right place after turn 1. Nothing wrong with being outdeployed, PROVIDED you have a way to reposition heavily turn 1.

Next up its the squadrons deploy. Where yes you want Zertik over Tempest. All the braces, and thus Dengar can be dropped to a normal jumpmaster. You dont need his scatter. You ideally want as many squads as possible. I get it you want Decimators, so I wont push strongly, just consider it.

Then your last deployment, Avenger. Get this right, and its game to you. You are very correctly going for first player with a reasonable bid. Good luck.

Drop Advanced Gunnery, they'll only take it if they can horrendously outactivate you with nasty black dice ships. For the lols, take Blockade Run, its only 40pts, but sure its 40pts to you. Narrow the field and your front arcs will shine....

Contested Outpost is a bad choice as it punishes further your lack of deployment power. Have you considered fleet ambush or fighter ambush (with a Lambda)? If any fleet can take those objectives you can. Fleet Ambush lets you split up their fleet and then hammer from the get go. Fighter Ambush is similar.

Superior Positions :D

This fleet saw a dry run yesterday, and most of the post-battle conclusions were the same. I wasn't sold on Avenger but the bombers never really ended up fighting ships that the ships were, so that might be tactical blowback. JJ probably would have actually turned one game into an 8pt win (instead of 230+ loss because Avenger flew off the table after the flag ISD bought it to a gazillion bombers). I also will listen to squadron ideas, since this list clearly was suffering from trying to do two things (double ISD fleet and Rhymer/Decimators) and was generally terrible at both.

I've already made the switch to Blockade Run, and absolutely love it on a dual ISD fleet. It makes it nearly impossible to evade those gigantic front arcs if I navigate like someone with a lick of sense (which I don't always, but JJ will greatly help.) My conclusions is that the fleet has to split, one using I-1s and a hefty squadron wing, the other decently upgraded I-2s with a light(ish) anti-fighter wing. Both could use a Gozanti for the activations. I was under the impression Fleet Ambush was best if you out-activate them? And Fighter Ambush I'll look at, since even an anti-squad wing can engage farther out and give the ships time to turn around it.

Alright, here are the two descendant fleets. The first relies totally on its pair of I-2s with a screen of Phantoms for the lols (and no need of Intel).


Double ISD and Phantoms
Author: GiledPallaeon

Faction: Galactic Empire
Points: 396/400

Commander: Moff Jerjerrod

Assault Objective: Blockade Run
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

Imperial II-Class Star Destroyer (120 points)
- Relentless ( 3 points)
- Gunnery Team ( 7 points)
- Reinforced Blast Doors ( 5 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 145 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Avenger ( 5 points)
- Gunnery Team ( 7 points)
- Reinforced Blast Doors ( 5 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 147 total ship cost

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

4 TIE Phantom Squadrons ( 56 points)

The other is a pair of I-1s, with a dual wing, some Bombers led by Rhymer and a scatter ace contingent to get maximum hilarity out of Valen. If anyone has suggestions for cleaning up the anti-squadron side, I'd love to hear them.

Initial experiments with the Phantoms show that they may have promise, but they have a really high skill floor I will not be able to meet before my next tournament. The ISDs however performed flawlessly, so I'm hopeful for the fleet. What are people's suggestions on bid here, and for the light fighter screen? Over time I plan to transition to Phantoms, but for now I'm grabbing a more conventional screen. Some ideas include Howl and seven TIEs; Howl and three TIEs plus two Interceptors to attack leakers; and Howl, Valen, Saber/Mauler, and Ciena for maximum Valen shenanigans, and iterations on the above. The point is to be enough of a roadblock to prevent bombers from reaching the target before the Star Destroyers blast the carriers to smithereens. Making points back in the average engagement is nice but not a necessity.