Hi, here is a recent fleet idea of mine and I was wondering what people think about it. A quite tanky fleet with the most basic of fighter screens. I would love advice when it comes to objectives.
Imperial Fleet- 400/400
Admiral- Admiral Motti (24 pts)
Flagship- Imperial II (120 pts)
Ship 1: Gladiator I, Demolisher, Minister Tua, Reinforced blast doors, ordnance experts, assault proton torpedoes (82 pts)
Ship 2: Arquitens Light Cruiser, reinforced blast doors, turbolaser reroute circuits (66 pts)
Ship 3: Arquitens Light Cruiser, reinforced blast doors, turbolaser reroute circuits (66 pts)
Squadrons: (42 pts)
Soontir fel Tie interceptor (18 pts)
x2 Tie Advanced (24 pts)
Motti tanks
With that many shooty ships, you might consider Opening Salvo
Yeah, that does sound like a good plan
I think I will go for it. The main thing I am worried about in this fleet is the Imperial II being naked, but then again it is 14 hull... but still...
Running an isd without gunnery team is a waist
I took out the reinforced blast doors on both the light cruisers and added Captain Needa to one of the light cruisers and gunnery team to the ISD, does that sound better?
I think the fleet is trying to do too much at once, and is only succeeding at doing everything it could be doing with mediocrity. Demolisher wants Engine Techs, ISD wants Gunnery Teams and Leading Shots, Arquiten's want Needa, and your squadrons want reinforcements (or at least defense tokens so the ADV's aren't both killed turn 2).
It is better to determine what you want your threats to be, and tilt heavily into that rather than trying to cram every possible threat you can but making all of them ineffective. Looking at the fleet here, the ISD is a big chunk of hull and points that you are dangling like a carrot hoping the enemy will try and kill while you plink them with the TRC's. Problem is, the main threat to the ISD is bombers, which you aren't equipped to deal with, so most of the time you are going to end with a dead ISD and nothing to show for it, and by the time you get the Arq's to range of the carriers, those bombers will be swarming them. It's a recipe for a tabling.
So drop the ISD. You don't need a juicy target, you need something that will help you win the game. Keep the spirit of the fleet alive, just make your threats tankier! Keep Motti, keep the Reinforced Blast Doors - 6 hull + shields is hard to chew through in a single turn which means it is likely you will get to use that RBD. Add Engine Techs to the Gladiator, heck, make it a Gladiator II and add Jonus for INSANE threat (and effectiveness against flotillas, which are immune to a Glad I broadsides!)
Add Needa to one Arquitens. Add a third Arquitens with RBD and TRC, OR a second Gladiator sans Demolisher.
Upgrade an Advanced to Zyrtic Strom and add some utility in Jonus to make the threats you want more threatening.
It's still Motti's tanks, but it's Motti's deceptively tanky small ships that are going race through your bomber ball shrugging off ship hits to blow you up for underestimating them, rather than Motti's Tanky naked ISD which is going to go from 14 hull to 0 in 2 turns thanks to it's inability to deal with bombers.
Take a look at this, see if it is something you feel comfortable with. If not, then go in a different direction and drop one TRC arquitens and add a Coms Net Gozanti and then upgrade the ISD, Demolisher, and Squadrons at will with the remaining ``54 points.
Motti TANKS
Faction: Galactic Empire
Points: 394/400
Commander: Admiral Motti
Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory
Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Minister Tua ( 2 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
- Assault Proton Torpedoes ( 5 points)
= 96 total ship cost
Gladiator II-Class Star Destroyer (62 points) *********** If you take this out for a 13 point cheaper Arquitens with RBD and TRC you can add another Advanced or a Jumpmaster.
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 79 total ship cost
[ flagship ] Arquitens-class Light Cruiser (54 points)
- Admiral Motti ( 24 points)
- Captain Needa ( 2 points)
- Reinforced Blast Doors ( 5 points)
- Turbolaser Reroute Circuits ( 7 points)
= 92 total ship cost
Arquitens-class Light Cruiser (54 points)
- Reinforced Blast Doors ( 5 points)
- Turbolaser Reroute Circuits ( 7 points)
= 66 total ship cost
1 Zertik Strom ( 15 points)
1 Soontir Fel ( 18 points)
1 Captain Jonus ( 16 points)
1 TIE Advanced Squadron ( 12 points)
Thank you for the feedback, and I do think you are right, this is what I came out with at the end: I am not a huge fan of Zertik Storm, not a big fan of red anti-squadron dice, so changed it for Vader, otherwise it is nearly identical to your idea
Imperial Fleet: 399/400
Admiral- Admiral Motti (24 pts)
Flagship- Arquitens Light Cruiser, Captain Needa, reinforced blast doors, turbolaser reroute circuits (68 pts)
Ship 1: Gladiator II, Demolisher, Minister Tua, Reinforced blast doors, ordnance experts, Engine techs, assault proton torpedoes (96 pts)
Ship 2: Arquitens Light Cruiser, reinforced blast doors, turbolaser reroute circuits (66 pts)
Ship 3: Arquitens Light Cruiser, reinforced blast doors, turbolaser reroute circuits (66 pts)
Squadrons: (79 pts)
Soontir fel Tie interceptor (18 pts)
Captain Jonus Tie bomber (16 pts)
Darth Vader tie Advanced (21 pts)
x1 Tie Advanced (12 pts)
Zertic Strom isn't taken because he is GOOD so much as because he is CHEAP. For 6 less points he is exactly as durable as Vader, which is what you are bringing him for. That escort keyword is going to guarantee that Vader only lasts 1-2 rounds tops, which means only 1-2 opportunities to his more reliable offensive abilities. And Strom isn't BAD offensively, just very swingy, whereas Vader is incredibly stable.
Ultimately, the reason why I find the points for Strom any time I want to run an advanced is simply because for 3 points over the generic you get 2 braces. If Strom added nothing else, that would be enough.
Given the efficiency of Strom, I have a hard time warranting the 6 extra points to run Vader.... ever. I just always can find better things to do with those points. (like another generic tie fighter, or some super handy officers for my ships)