Jerjerrod Victory list

By Fredrikhuhtanen, in Star Wars: Armada Fleet Builds

Hi, I have recently started to fully get into the building of fleets in Armada, So wanted to post a recent fleet idea to see what people think :) Not a groundbreaking fleet just a small Rhymerball and a line of victory class destroyers with Jerjerrod.

Imperial fleet- 398/400 pts

Admiral- Moff Jerjerrod (23 pts)

Flagship- Victory I, Corrupter, Admiral Chiraneau, Boosted comms, Spinal armaments (101 pts)

Ship 1: Victory I, Flight controllers, expanded hangar bays, Spinal armaments (93 pts)

Ship 2: Victory I, Spinal armaments (82 pts)

Squadrons: (99 pts)
Major Rhymer Tie Bomber (16 pts)
x3 Tie Bomber squadron (36 pts)
Soontir fel Tie interceptor (18 pts)
Ciena Ree Tie Interceptor (17 pts)
Darth Vader tie Advanced (21 pts)

Looks fun.

I would probably convert Darth Vader into 2 separate TIE Advanced (maybe one of them Tempest). I think there are more advantages to having 2 TIE Advanced over a lone Darth. Together, (especially with Tempest), they should be on par with Vader, but will have a wider Escort coverage.

Maybe consider trading in Corruptor, Ciena, Chiraneau for Dengar to add counter and Intel. OR perhaps only a Jumpmaster, and add Intel Officers on some of the Vics, (since accuracies will be harder to come up with Red/Black dice).

What objectives were you thinking about? Your close to 400 points, and I think your choice of objectives would have a huge impact.

Yeah that is a good idea, looking at something like this in terms of squadrons now, hopefully it will cover some more area and give more usefulness to Fel:
Major Rhymer Tie Bomber (16 pts)
x3 Tie Bomber squadron (36 pts)
Soontir fel Tie interceptor (18 pts)
x2 Tie Advanced (24 pts)
Tempest squadron Tie Advanced (13 pts)

I am not sure about dropping Corruptor and Chiranuau moving 3 squadrons at long range even if they are engaged seems very good but I may be overvaluing it.

Objectives is a thing I still feel very poor at choosing, but somthing like...
Advanced Gunnery/Precision strike, Planetary Ion Cannon and... Perhaps even minefield considering Jerjerrod makes victories quite agile.

I would keep Chirenaeu and Corruptor. It really surprises folks who think they can lock you down.

Tie Defenders work well with that combo by the way.

Did not even think of Defenders... That might actually be a good pick up... Man there are way too many good fighters :P

Tried to throw something together, would something like this work well?:
Major Rhymer Tie Bomber (16 pts)
Tempest squadron Tie Advanced (13 pts)
x3 Tie Defenders (48 pts)
Maarek Steele Tie Defender (21 pts)

Edited by Fredrikhuhtanen

I see the appeal of Chiraneau+Corrupter (C+C for short in my comments), but I feel like there's a little more opportunity with squadron Intel. (Don't let me talk you out of C+C. i'm just giving you my opinion and reasons why i personally prefer Intel).

Some weaknesses of Dengar/Intel is that he is easier to kill than Corrupter, and you have to activate in the right order and place/move carefully, where C+C will just work. There are more opportunities for intel to go wrong, but also more opportunity for it to go shine.

Here's why I like Squadron Intel:

As you mentioned, your C+C would only affects the 3 squadrons activated by that Ship, where Intel works on all enemies at range 1 (provided you keep it alive). I start with Dengar first, to position him to "Heavy" as many squads as he can, then follow up with the TIE Advanced to engage enemies and protect him. Then bring in the bombers/strikers into the ball on subsequent squadron commands. The next round I can move the free bombers (from Intel) at full speed out of the screen, then reposition Dengar to free up the rest. There's opportunity to move much more than 3, and farther away (though your mileage may vary).

Intel can let Rhymer and friends attack ships even while engaged, where C+C still requires you get free of engagement. Your opponent could leave stragglers behind the main screen to try and tie up your C+C squadrons as they get past. (although I do agree that speed 3 and Rhymer are pretty good for getting around stragglers to fire some shots off at ships).

Intel could let your squadrons move at full speed which is usually 4 vs the 3 from C+C.

Dengar adds a decent number of blue dice to the mix with Counter+1 to friends at 1-2, and his 3 blue swarm. (His black ship dice isn't too bad either). C+C doesn't add any dice.

I really like Maarek, especially when paired with Jendon, though they are an expensive combo. Jendon lets Maarek activate at any range, and attack twice. That's 4 blue+4black vs squadrons, or 4 blue bomber dice vs ships. (Two attacks from Maarek would also guarantee a minimum of 2 hits vs squadrons, and 2 crits vs ships.

Another small observation is that Maarek/Defenders are already at speed 5, so I don't think corrupter would help them go faster than 5, (though it still helps with Chirpy when they are engaged, so its not that significant).

Hey there! I have seen a couple threads on Victories with Rhymberballs pop up lately, so I figured I might point you to some alternate threads that may help you!

I ran a Rhymerball at worlds and I really really really liked it. You can read the setup and contents here. Don't think that because it works for me you can't change it, but this is a field tested composition that could provide a great jumping off point for you.

Second, thoughts on the Victory. I personally am not a fan of the Victory in any primary fleet function role. They are too lumbering, and too easy to kill, so if you are relying on them it is going to be too easy to piece apart how your fleet works. For expanded thoughts, you can check the conversation here: