Wave 6 Imperial "Thundering Applause"

By thecactusman17, in Star Wars: Armada Fleet Builds

Imperial-2 Star Destroyer

  • Boarding Troopers
  • Electronic Countermeasures
  • SW-7 Ion Batteries
  • XX-9 Turbolasers
  • Avenger

Gladiator-1 Star Destroyer

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

Raider-1 Class Corvette

  • Admiral Screed

Gozanti-Class Cruisers

  • Comms Net

Gozanti-Class Cruisers

  • Comms Net

Gozanti-Class Cruisers

  • Comms Net

swap 2 coms nets for Suppressor to combo with Avenger. Screed is ok but OE on Demolisher almost guarantees a black crit. Jerjerrod would be more useful I think getting you into and out of trouble with those double Yaws and a nav command. Swap SW7 for leading shots and just discard an unneeded accuracy to reroll any other unneeded blue accuracies and and blank red dice.

SW7s are there so I have guaranteed 6 damage minimum on the turn I use the Boarding Troopers. Between Screed and C.F. tokens it is very difficult to get a terribly substandard roll.

I find your lack of fighters disturbing...

My question are why you have almost 100p of the fleet that will contribute almost nothing to the battle?

I might just be missing something but activation's certainly are never THAT important?!?

A Rebel fleet with just a decent amount of squadrons will just run away and bomb you to the stone age. I fear anyone will mostly just stay away from the ISD all game since you don't want to end up in close range with it while in it's front arc.

It can probably be a fun fleet if the opponent closes with you frontally.

2 hours ago, jorgen_cab said:

My question are why you have almost 100p of the fleet that will contribute almost nothing to the battle?

I might just be missing something but activation's certainly are never THAT important?!?

A Rebel fleet with just a decent amount of squadrons will just run away and bomb you to the stone age. I fear anyone will mostly just stay away from the ISD all game since you don't want to end up in close range with it while in it's front arc.

It can probably be a fun fleet if the opponent closes with you frontally.

"Contributing almost nothing"?

I'd never add a ship that "contributes nothing" to my fleet. Each Gozanti adds tokens for activation efficiency to my combat ships in addition to the activation advantage they confer. The Raider has the primary job of keeping my offensively focused commander in a defensive position, in addition it acts as a highly maneuverable cleanup threat for the late game.

This is like saying Yavaris is "contributing nothing" by being out of combat, even though its primary job in many fleets is activating friendly squadrons via Relay.

Well I did not mean nothing but relatively little and three of them seem a bit excessive for that price, in my opinion. I would put my Commander on the ISD and actually use the Raider as intended.

The problem with the fleet is that it is rather poorly prepared to face a well balanced fleet... that is for me a fatal flaw. Unless the point of the fleet is to have fun with an unbalanced fleet which is totally fine with me.

I judge all fleets by how they generally stack up against a well balanced fleet rather than a particular type of fleet and how they can tackle most objectives in a positive way. I might be a bit biased to thinking that way since we often randomize the objectives and who is first player (in none campaign games) since that usually give more interesting battles and ways to prepare for them.

Edited by jorgen_cab
21 minutes ago, jorgen_cab said:

Well I did not mean nothing but relatively little and three of them seem a bit excessive for that price, in my opinion. I would put my Commander on the ISD and actually use the Raider as intended.

The problem with the fleet is that it is rather poorly prepared to face a well balanced fleet... that is for me a fatal flaw. Unless the point of the fleet is to have fun with an unbalanced fleet which is totally fine with me.

I judge all fleets by how they generally stack up against a well balanced fleet rather than a particular type of fleet and how they can tackle most objectives in a positive way. I might be a bit biased to thinking that way since we often randomize the objectives and who is first player (in none campaign games) since that usually give more interesting battles and ways to prepare for them.

That's fair. I don't go against "balanced" fleets because usually competition fleets are "unblaanced" towards particular skillsets that show up in competition. My list is designed to stop 1-2 "winning" ships and bypass squadrons, or trade the combat ships for a neutral game state where I can win the objective. Also, I find that the Imperials feel really well designed as the "aggressive" faction and so I typically play to that strength.