Ozzel is Great

By BleakSquadron, in Star Wars: Armada Fleet Builds

So I finally took the plunge and got into Armada (dropped roughly 400 into it.. but I'm caught up on releases now.. lol). I'm an Imperial Admiral now, field promotion from squad leader (I came from x-wing, where I play exclusively Imperial as well). My collection is fledgling (2 of every Inperial small/flotilla, 1 of every medium/large and a second victory. Squadrons are 2 core sets worth of tie fighters, the villain half of rogues and villains, and 3 imperial squadrons 2. Imperial squadrons 1 are impossible to get a hold of), but I've had a blast so far and I think my favorite admiral is ozzel. Here's the fleet I've been having the most fun with so far:

Ozzel says zoom

Gladiator 2 Class (114) flagship

- Demolisher, ordnance experts, admiral montferrat, assault proton torpedoes, engine techs

Arquittens Class Light Cruiser (59x2)

- Dual turbolaser turrets

Raider 2 Class corvette (56)

-Instigator, Ruthless Strategists

Vt-49 decimators x5 (110)

Total 398/400 points

Objectives: Not sure, have tried out many of them but could use some help sorting out what objectives play to my fleet's strengths.

The game plan here is to simply outmaneuver my opponent. I love that little raider in tandem with my vt-49's, this ball of pain absolutely melts squadrons. The Arquittens continue to prove their usefulness on the table every game, the "informed reroll" of the dual turrets more than paying for themselves. I'm still mastering the Demolisher, but Montferrat is helping when I make a mistake. By all means dissect and improve this list, you can even use cards I don't yet have access to, cause I don't mind using the second hand market and I also don't mind purchasing more Armada. Thanks.

I am new as well, so take this as you may...

I'd be tempted to take Tarkin as commander. The larger the fleet, the more benefit you get from his ability. I get the feeling most of what you have is going to be zipping along at Speed 3 most of the time anyways, how much use are you actually getting out of Ozzel's ability? Now imagine being able to give everyone Nav tokens every turn while still issuing other commands. He's pricey though, so you'd need to drop things.

I dropped every ship down from its II class to I. In some cases it seams like you were working against yourself, spending more points than you needed to. The main loss is the Squadron command, but your Decimators have Rogue!

Your Demolisher build wants to have as many black dice as possible, so you're better off with the Mk I hull. I also dropped Montferrat, mostly because I needed to shave 5 points and he seamed the best place too. Once in the brawl, you may need to slow the Demolisher down anyways and use that two notch speed 1 turn to stay on target!

Dropping the Arquitens down from the command version doesn't effect much. With Dual Turbo Lasers you're swapping out that non-red die anyways, might as well go for the cheaper black die variant!

I went with a different Raider build to have her acting like the big sister to the Decimator flock, helping clear the road of enemy squadrons for them or even just protecting your capital ships.

Commander: Tarkin (38pts)

Gladiator I Star Destroyer (83pts)

  • Demolisher
  • Ordnance Experts
  • Engine Techs
  • Assault Proton Torpedoes

Arquiten Class Light Cruiser (59pts)

  • Dual Turbolaser Turrets

Arquiten Class Light Cruiser (59pts)

  • Dual Turbolaser Turrets

Raider Class I Corvette (51pts)

  • Impetuous
  • Flechette Torpedoes

Squadrons (110pts)

  • 5x VT-49 Decimators


Total: 400pts

Edited by Dameon13

Ozzey is very good with fast small based ships, instigator and Demo love him so very much. He makes countering, planning against.

7 hours ago, Dameon13 said:

I am new as well, so take this as you may...

I'd be tempted to take Tarkin as commander. The larger the fleet, the more benefit you get from his ability. I get the feeling most of what you have is going to be zipping along at Speed 3 most of the time anyways, how much use are you actually getting out of Ozzel's ability? Now imagine being able to give everyone Nav tokens every turn while still issuing other commands. He's pricey though, so you'd need to drop things.

I dropped every ship down from its II class to I. In some cases it seams like you were working against yourself, spending more points than you needed to. The main loss is the Squadron command, but your Decimators have Rogue!

Your Demolisher build wants to have as many black dice as possible, so you're better off with the Mk I hull. I also dropped Montferrat, mostly because I needed to shave 5 points and he seamed the best place too. Once in the brawl, you may need to slow the Demolisher down anyways and use that two notch speed 1 turn to stay on target!

Dropping the Arquitens down from the command version doesn't effect much. With Dual Turbo Lasers you're swapping out that non-red die anyways, might as well go for the cheaper black die variant!

I went with a different Raider build to have her acting like the big sister to the Decimator flock, helping clear the road of enemy squadrons for them or even just protecting your capital ships.

Commander: Tarkin (38pts)

Gladiator I Star Destroyer (83pts)

  • Demolisher
  • Ordnance Experts
  • Engine Techs
  • Assault Proton Torpedoes

Arquiten Class Light Cruiser (59pts)

  • Dual Turbolaser Turrets

Arquiten Class Light Cruiser (59pts)

  • Dual Turbolaser Turrets

Raider Class I Corvette (51pts)

  • Impetuous
  • Flechette Torpedoes

Squadrons (110pts)

  • 5x VT-49 Decimators


Total: 400pts

I like Tarkin a lot, he is definitely a strong choice if you want to plan gunnery commands more often or if you're running carriers that need the tokens to make up for the fact that they're using ssquadron commands every turn. It's as you say though sometimes demolisher needs to drop to speed one to stay in the fight, and since demo has engine techs and I'm navigating pretty well every turn ozzel lets me drop that speed all at once, or makes demo impossible to plan for easily because it can suddenly jump from speed 1 to 3. I agree that the black dice on the 1 are better than the 2 armament and I can see switching down to that, but for the time being I will keep Montferrat. He is 5 points and with a more experienced player probably superfluous, but for me he makes a good set of training wheels. My Arquittens are built just like yours and they are super efficient that way. The reason I've been using the raider 2 is because it has more blue dice. It can make a nuisance of itself from medium range where it's evade tokens actually work (sorta) rather than being as dangerously close (to ships), the blue black anti squad is also nice for those pesky scatter squadrons, as the blue can roll an accuracy. Plus with the blue die antisquadron I can make use of ruthless strategists from farther away (if instigator has to jump out of the squadron ball then at least I can still deal meaningful damage by poking my own decimators). But I'll definitely give your fleet a shot.