Jankmaster 9001

By Darth Sanguis, in Star Wars: Armada Fleet Builds

So, I've been having a bit of recent success with the Pulsetap combo in my local meta. (Most recent I whipped out a dual ISD and tabled a friend round 3) so I've decided to tinker with that idea a bit. I used to consider the Interdictor as an overpriced method to deliver the OP in this jank combo, but for 30 some points less than an ISD II with all the required slots, plus some bonus experimental bits, I'm thinking it may be the perfect addition to my jank combo...

It's equipped with all the goodies it need to keep up with an ISD, ECMs, ETs, and of course OP, but with target scramblers, g7-xs and the interdictor title, I'm thinking it may also provide just enough control to help the jank combo. Taking into consideration the bonus of 30+ points I was able to add a full 5 ties to be used in conjunction with the jamming field Goz...

I'm thinking this could be a fun one.

Jankmaster 9001
Author: Darth Sanguis

Faction: Galactic Empire
Points: 394/400

Commander: Admiral Screed

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Captain Needa ( 2 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
- SW 7 Ion Batteries ( 5 points)
= 179 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Minister Tua ( 2 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- Overload Pulse ( 8 points)
- Targeting Scrambler ( 5 points)
- G7-X Grav Well Projector ( 2 points)
= 125 total ship cost

Gozanti-class Cruisers (23 points)
- Jamming Field ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

5 TIE Fighter Squadrons ( 40 points)

Pulse Tap is just a fun trick, but I have always found on critical turns when I wanted to blow something up and WANTED pulse tap, I either needed to activate my ISD first or my target will skip town.

You know the pulsetap better than me, but I know I would feel uncomfortable with only a 6pt bid for first which would be so essential to bringing those guns to their targets.

Instead of the G7-X Grav Well, have you considered Grav Shift Reroute instead? I think having the ability to put the rocks where you want them, really buffs your objective choices and could make the difference for you.

3 minutes ago, BrobaFett said:

Pulse Tap is just a fun trick, but I have always found on critical turns when I wanted to blow something up and WANTED pulse tap, I either needed to activate my ISD first or my target will skip town.

You know the pulsetap better than me, but I know I would feel uncomfortable with only a 6pt bid for first which would be so essential to bringing those guns to their targets.

See, it's actually been my experience that having second player is more valuable than 1st. Obviously, the objectives here favor PT and big ship builds, but also forcing an opponent to eat an activation before me has proven essential. PTs are tricky, for sure, especially against corvettes... but if they brought a large or medium ship (given that madine isn't at the helm as that changes the game lol) it's just a matter of seeing about a turn ahead and predicting it. The beauty of this PT fleet is that, at speed 3, which each ship can reach, it can be tricky to keep ships out of blue range, many folk underestimate just how well the ISD turns with a nav command.

That's my experience anyways. lol Player one is nifty for dealing hard hits then skirting away, but I've had a huge amount of success with PTs as 2nd Player.

8 minutes ago, itzSteve said:

Instead of the G7-X Grav Well, have you considered Grav Shift Reroute instead? I think having the ability to put the rocks where you want them, really buffs your objective choices and could make the difference for you.

I have! lol I think the ultimate reason I chose G7xs instead is it can be very advantageous for PT builds to have slowed opponents, especially if they're small. With the choice of certain objectives I can turn roughly 1/4-1/3rd of the usable deploy zone into a "round 2 death" area... meaning they will either call that bluff and get hit with an ISD very quickly, or deploy outside it, allowing my ISD to take up a better defensive position (covering it's flank better)...

My personal experience has led me to believe that obstacles are mostly avoided... lol