The MSU strikes back

By Destraa, in Star Wars: Armada Fleet Builds

Got a major tournament coming up at the end of the month, trying to get a decently competitive build going for it, so I thought "Hey, why not revisit an Armada classic?" So, I present for your review, the Flotilla enhanced Clonisher. Went with Motti instead of Screed because of the prevalence of ordnance experts on the build, and gaining an overall seven hull across the fleet (**** near a VSD!). Give me the nitty gritty, I've got about a month to get something put together and some games in with it.

++ Standard (Imperial Navy) [384pts] ++

+ Gladiator Star Destroyer +

Gladiator I-class Star Destroyer [76pts]: Assault Proton Torpedoes, Medical Team, Ordnance Experts, •Demolisher

+ Gozanti-class Flotilla +

Gozanti-class Cruisers [47pts]: •Admiral Motti

Gozanti-class Cruisers [23pts]

Gozanti-class Cruisers [23pts]

+ Raider Corvette +

Raider I-class Corvette [48pts]: Ordnance Experts

Raider I-class Corvette [48pts]: Ordnance Experts

Raider I-class Corvette [48pts]: Ordnance Experts

+ Squadrons +

TIE Fighter [16pts]: •"Howlrunner"

TIE Interceptor [55pts]: 5x TIE Interceptor Squadron

+ Objectives +

Assault Objective: Most Wanted

Defense Objective: Planetary Ion Cannon

Navigation Objective: Dangerous Territory

++ Total: [384pts] ++

Created with BattleScribe (https://battlescribe.net)

It doesn't seem very scary. If you were going for Motti I'd leave off the crit effect and go for an actual clonisher. Engine techs, expanded launchers, Intel officer. Ditch a bare goz for it. Or else take screed, and stick proton Torps on all the raiders, (and engine techs on Demo). Again ditch a bare goz for it. 7 activations is a bit unnecessary and at the moment your main threat is a little bit hamstrung.

Another option would be to drop a raider, upgrade the demo and switch a raider for an arquitens with blast doors and dual turbolaser turrets. That'd give you some long range threat to tidy up after the demo hits. You should have a few spare points to upgrade the gozantis. Get a comms on one and jamming barrier on the other to follow the interceptors. I'd also consider dropping an interceptor for an advanced and another for Valen Rudor.

In general I feel it's to dilute at the moment

Edited by rahxephon

I've tried toying with a smaller activations list using kitten gunships and a VSD gunship with H9s, but I'm finding it struggles, at best, so I'm eyeballing this as an extreme measure. My local meta tends to be heavy on GSDs and shrimps, and I'm not the type to play X-Wing with Armada. Switching up to expanded launchers isn't that difficult a change, I can easily free the extra points up from modifying the fighter loadout.

Yeah, that VSD list only lasted two turns. And I agree, that I don't see enough punching power in your build...but I told you that last night, lol. We will have to test it.

Edited by Darth Lupine
2 hours ago, Darth Lupine said:

Yeah, that VSD list only lasted two turns. And I agree, that I don't see enough punching power in your build...but I told you that last night, lol. We will have to test it.

You've seen the local meta more than I, so it's now on to trying to fight that. Bleh, I miss my ISD…

Did some major tinkering, came up with an ISD six activation list that doesn't rely on a rhymerball.


++ Standard (Imperial Navy) [384pts] ++

+ Gozanti-class Flotilla +

Gozanti-class Cruisers [47pts]: •Admiral Motti

Gozanti-class Cruisers [23pts]

Gozanti-class Cruisers [23pts]

+ Imperial Star Destroyer +

Imperial II-class Star Destroyer [147pts]: Electronic Countermeasures, Gunnery Team, Leading Shots, XI7 Turbolasers, •Relentless

+ Raider Corvette +

Raider I-class Corvette [48pts]: Ordnance Experts

Raider I-class Corvette [48pts]: Ordnance Experts

+ Squadrons +

TIE Fighter [48pts]: 6x TIE Fighter Squadron

+ Objectives +

Assault Objective: Most Wanted

Defense Objective: Contested Outpost

Navigation Objective: Dangerous Territory

++ Total: [384pts] ++

Created with BattleScribe (https://battlescribe.net)

Hmm.....

That one looks better, I'd stick a jamming field on one of the gozantis. The TIEs are just trying to delay stuff, so it'll help keep them going for a bit more. I also have a preference to just stick sw7s on the ISD. The x17s are already hindering their tokens so you dont need accuracy's as much, just go for reliable damage.

A 6 ship Motti list I've used that has gone alright is

GSD1, Demo, ordnance experts, engine techs, proton torps 83

Arq Light Cruiser, Blast Doors, Dual TTs 64

Arq Light Cruiser, Blast Doors, Dual TTs 64

Raider1, ordnance experts, flechette torps 51

Gozanti Jamming Field 25

Gozanti Motti 47

Soontir Fel, Zertik Strom, Saber Squad, Black Squadron 54

388 Most wanted, hyperspace assault, solar corona

If you wanted a higher bid, could drop strom to a regular advanced. But with the jamming field and braces, he's pretty good. With the jamming squardons and the raider you can normally knock out their main squadron pusher with the demo and arqs before it gets too nasty.

The leading shots really isn't for accuracy fishing, it's insurance against a poor roll. If I roll too many accuracies on blue dice, I sacrifice one to the dice gods for that important reroll of blank reds.

You could take Dual TTs then instead of the X17s. Its a bit iffy which is better, sw7s and DTTs or leading shots and x17s. But I think you generally pull higher damage totals off the sw7s and DTTs, you just dont have the redirect mitigation. Depends a bit on what your shooting at I guess

XI7s tend to get the job done better in the overall, especially against redirect-heavy rebels, and a DTT+SW7 won't save an attack with four blank red dice. Leading shots at least has the capacity to make that roll worthwhile. Granted, DTTs are great at long range, but become mediocre at best at medium and short with leading shots allowing a full battery reroll. This is a different story, however, if you bank a concentrate fire token and use Yularen to continually have one on hand, as you can DTT to improve results, and then reroll, or in the case of an above average (single hit or crit showing on all red dice), you could DTT fish for that double hit or an accuracy if your blue dice miraculously don't roll one.

in summary, DTTs are best served on ships without a plentiful source of blue dice, Like a GSD or ISD1.