Imperial Kitty Ball List - C+C Please

By scottiebobottie, in Star Wars: Armada Fleet Builds

Thinking of playing this one my next game. Send in the Kittys and feed them engineering tokens from Tarkin and use Reinforced Blast Doors when it gets desperate. Then have the Rhymer Ball travel around causing havoc.

Kitty Ball

Faction: Galactic Empire
Points: 399/400

Commander: Grand Moff Tarkin

Assault Objective: Custom Objective
Defense Objective: Custom Objective
Navigation Objective: Custom Objective

Victory II-Class Star Destroyer (85 points)
- Corrupter ( 5 points)
- Expanded Hangar Bay ( 5 points)
= 95 total ship cost

Arquitens-class Command Cruiser (59 points)
- Centicore ( 3 points)
- Reinforced Blast Doors ( 5 points)
- Enhanced Armament ( 10 points)
= 77 total ship cost

Arquitens-class Command Cruiser (59 points)
- Reinforced Blast Doors ( 5 points)
- Enhanced Armament ( 10 points)
= 74 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Grand Moff Tarkin ( 38 points)
- Comms Net ( 2 points)
= 63 total ship cost

1 Major Rhymer ( 16 points)
6 TIE Bomber Squadrons ( 54 points)
1 Dengar ( 20 points)

I tried similar, but not Squadron centric. Did not fair well for me.

Command variant is an unnecessary upgrade in my opinion. Drop them to light cruisers, drop the flotilla, and add a third kitten then as you build toward 500 add an interdictor or probably even better another victorywith expanded hangers alongside adding dtt and intel officer to your kittens. Tarkin confire token + dtt takes a lot of swing out of the dice, and you can always tarkin squad to push excess bombers.

It is hard at 400 points because your damage will swing so hard, but at 500 you can sing. Just watch out for mc30s!

You have no fighter coverage.. .any half decent rebel general will rip them apart with just a token fighter screen. With only a single Intel source you will not reliable be able to continue to bombard the enemy. All the rebels need to do here is to run up a Jamming ship and tie down the bombers and focus on Dengar. Now your bombers are in a pillow fight with the opposing fighters.

In a 500p fleet I would probably look at having two Victories, perhaps one Victory I and one Victory II. Make the Victory I into a dedicated carrier while the Victory II into a dual purpose gunship/carrier. At 600p I like two Victory II and one Victory I, very potent fleet, but max point in standard CC is 500p so that is no go... :)

The Command cruiser could easily be converted to a support cruiser with enhanced shields and shield projectors. Very good at supporting your other cruiser and the Victories. Give the Gozanti something more useful such as a Jamming Field and let Tarkin ride in the Victory where he belongs. Tarkin is no sissy riding in the back fleeing from danger... ;)

Have a good mix of fighters and bombers, I do about 1/3 bombers and 2/3 fighters... you should ditch Dengar and grab Howlrunner instead and get standard Intel, but that is just my preference, Dengar is good but I can't fit him into a 500p list and both afford Howlrunner and Rhymer in the same list and have enough standard bombers and fighters to support them.

The mix of squadrons you have will be easy to counter by a smart player, you need a good mix so you can meet any threat.

Remember that in a campaign the opponent will be able to adapt to your fleet and they will I promise you.