Rolling Thunder

By EmperorJay03, in Star Wars: Armada Fleet Builds

Hey folks, a comment that I seem to typically get on my listed fleets is that they need more activations. So, to try to boost some activations (from my 3 to 5), I have created this monster.

No Vader Commander but JJ to direct the cannons. Howlrunner and her TIE escorts may not last long but should fight valiantly until the bitter end. I feel that Rebel bombers would pose a pretty serious threat.

The thought of downgrading the Glad has crossed my mind to get some more TIEs in here...

Thoughts?

Rolling Thunder

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Targeting Beacons
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Gozanti-class Assault Carriers (28 points)
- Suppressor ( 4 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- Slicer Tools ( 7 points)
= 48 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Rapid Reload ( 8 points)
= 84 total ship cost

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

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

[ flagship ] Imperial II-Class Star Destroyer(120 points)
- Moff Jerjerrod ( 23 points)
- Devastator ( 10 points)
- Defense Liaison ( 3 points)
- Gunnery Team ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 186 total ship cost

1 "Howlrunner" ( 16 points)
2 TIE Fighter Squadrons ( 16 points)

If you keep the GSD2 then swap Rapid Reload for APTs and Agent Kallus. It makes a decent fighter sweeper and OE can be used on the Kallus dice too.

A GSD-1 however with APT + OE would save you 9 points. I've never liked Devastator for the points and a single Tractor I find is only an inconvenience. so there's another 16 points.

Howlrunner is poor unless you have 5+ others to use her ability well. Howlrunner + 5 Ties is possible with the above savings. 4 Interceptors and Valen Rudor is also fun as the counter(2) with swarm kills enemies as you get swept from the skies. Another option is to drop a TIE and take Avenger and Suppressor which combo well together.

Good points on the Glad.

I haven't tried Devastator yet but have been wanting to tinker with it. I don't disagree with the single tractor beam but I was thinking that it might make some ships slow just in time to hit them again before they pass the front hull zone. I do like the savings on the ships to get more TIEs into the mix. I'll tinker with this list some more. Thanks for your thoughts @Mad Cat!

Did some tweeking on the first list to create this V1.1:

Rolling Thunder 1.1

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Targeting Beacons
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Gozanti-class Assault Carriers (28 points)
- Suppressor ( 4 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- Slicer Tools ( 7 points)
= 48 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Medical Team ( 1 points)
- Assault Proton Torpedoes ( 5 points)
= 79 total ship cost

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

[ flagship ] Imperial II-Class Star Destroyer(120 points)
- Moff Jerjerrod ( 23 points)
- Avenger ( 5 points)
- Defense Liaison ( 3 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 175 total ship cost

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

4 TIE Fighter Squadrons ( 32 points)
1 "Howlrunner" ( 16 points)

I also created this V2.0:

Rolling Thunder V2.0

Author: EmperorDrewek03

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Targeting Beacons
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Gozanti-class Assault Carriers (28 points)
- Suppressor ( 4 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- Slicer Tools ( 7 points)
= 48 total ship cost

[ flagship ] Imperial II-Class Star Destroyer(120 points)
- Admiral Motti ( 24 points)
- Devastator ( 10 points)
- Engineering Captain ( 6 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 189 total ship cost

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

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 78 total ship cost

1 "Howlrunner" ( 16 points)
4 TIE Interceptor Squadrons ( 44 points)

Probably have a little more tweeking on the fighters but getting better.

I am a big fan of Devastator, but I'd be very concerned that you don't have some of the things it most desperately needs: a solid chance at going first, and a way to remove Defense tokens. From your initial setup, I'd suggest an Intel Officer on Devastator, or even better an IO on both Devastator and Demolisher.

A lot of people don't like Devastator despite having never flow it. If you're interested in learning how to start using it, see if my article helps at all. I take a lot of pride in learning how to play Devastator at a competition level, and I think others can do it too.

I'm glad to meet someone that has an affinity for the Devastator. I like using the other two ISD Title Cards and haven't really tried Devastator out yet but thought it could be fun, supported in the right way of course. :)

  • Going first would be important, I can certainly see that. What would you strip from this list to get to a fair bid for first? 15 to 20 point bid?
  • I like the IO on the Demolisher however, being a newer player, I am a little hesitant on taking out Engineering Captain for a little assurance after I strip 2-3 by round 3 and possibly up to 4 tokens by round 6 tokens from Devastator. Thoughts on an insurance policy?
  • Thanks for the link to your article, @thecactusman17! I will have a gander at it and let you know my thoughts!

The first thing I'd strip from the list would be all the extra stuff on the Gozanti cruiser with Suppressor. In fact, I'd probably also drop Suppressor. This should leave you with a regular Gozanti cruiser with Slicer Tools Since you no longer have a 20+ point Commander on it, there's no real need to do so many tricks when the beauty of flotillas as genuine support ships is that they do one job so effectively. A 30 point ship to drastically muck around with your opponent's commands is a great value even before you consider that it's fairly survivable at long range and is a decent AA platform if you need one. If you pair back to just the Slicer tools on a Gozanti, you'll save 18 points immediately and place yourself solidly in the 80s. And if you really want that long range punch, throw Disposable Capacitors on it for 3 points.

The next few points will come from switching up some upgrades. Lose the Defense Liason on the ISD, as well as the tractor beams. Replace them with an Intel Officer and upgrade those ion cannons to SW7 Batteries. When you can just place 8 dice on the table and guarantee that every single one is a damage, you don't need to worry too much about rerolling. This will also free up another point.

Take Rapid Reload and replace it with Assault Proton Torpedoes, if you can. This will free up 3 more points. You should now be sitting on a super-slimmed down 378 points.

I'd suggest adding Intel Officer back to bring you up to 385.

The last and most important thing: MOVE JERJERROD OFF OF DEVASTATOR. Devastator is fragile enough when it has Motti buffing its defense, you're going to be walking a scalpel edge and you'll lose Devastator in many games especially as you begin practicing.

Great video @thecactusman17. Thank you for sharing it. I have made some tweeks to the list for consideration. @thecactusman17, @Mad Cat?

I must admit, I am having a hard time processing pulling JJ off Devastator just due to keeping him alive long enough to help out as much as possible. However, if I do move him, he's headed for Demolisher. I removed the Gozanti that had Suppressor and Slicer Tools on it because I'm thinking I need a more utilitarian ship (and something more survivable) to assist my limited fighters and provide some cover fire for Devastator and Demo. This is where I brought in the Raider. Having done this, this would eliminate my potential of going first however...

Rolling Thunder 1.3

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Targeting Beacons
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
= 71 total ship cost

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Moff Jerjerrod ( 23 points)
- Devastator ( 10 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 184 total ship cost

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

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

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
= 48 total ship cost

1 "Howlrunner" ( 16 points)
2 TIE Interceptor Squadrons ( 22 points)
1 Black Squadron ( 9 points)

Edited by EmperorJay03

Placing Jerry on Demo isn't that bad of an idea. Since you can use Demolisher to clean up any ships that try to break past Devastator, it actually enforces the idea of keeping Demo back where your opponent can't reach it until they fight Dev first. And of course, you can always put him on the Raider if you really want the ability to move him out of harms way without moving your other ships.

Honestly though I think you'd be better served dropping the Raider, adding APTs or ACMs to Demolisher, and then either getting another Gozanti or adding some more squadrons. That would also give you a bid. Unless your opponents always max out fleet points, 400 is frequently going to leave you at a disadvantage being forced to miss the alpha strike.

I agree. or a more simple tweak (if you like the raider) is to drop devastator for an APT on both Demolisher and the raider.

Thanks! How does a 12 point bid sound? I could drop the TIE/n and go with another squint squad but that would drop my bid down to 9 and 12 is better than 9 ;)

New version crafted with your thoughts in mind @thecactusman17 and @Mad Cat:

If the fighters stay close to the fleet or just to Devastator really, Dev can activate 4 + 1 with a squad token. Unleashing 4 squints with 5 blue die each and some TIE/ns with 4 blue die and all being able to reroll at least 1 die + the squints have 2 blue counter even if they perish. Rebel Ace or not, that is a serious threat, wouldn't you think?

Rolling Thunder 1.4

Faction: Galactic Empire
Points: 388/400

Commander: Moff Jerjerrod

Assault Objective: Targeting Beacons
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Gozanti-class Assault Carriers (28 points)
- Comms Net ( 2 points)
= 30 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Devastator ( 10 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 161 total ship cost

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

[ flagship ] Gladiator II-Class Star Destroyer (62 points)
- Moff Jerjerrod ( 23 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 104 total ship cost

1 "Howlrunner" ( 16 points)
4 TIE Interceptor Squadrons ( 44 points)
1 TIE Fighter Squadron ( 8 points)

Edited by EmperorJay03

Or this alternate version with 2 fewer squads however, with an added Goz with a Jamming Field to slow the squad game a bit. Squints would still throw 4 blue dice around Howlrunner however would send a X-Wing to 3 blue dice instead of 4. Could swap Jamming Field for another Comms Net and have mega command token action? Maintaining a 12 point bid with this list too. Thoughts?

Rolling Thunder 1.5

Faction: Galactic Empire
Points: 388/400

Commander: Moff Jerjerrod

Assault Objective: Targeting Beacons
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Gozanti-class Assault Carriers (28 points)
- Comms Net ( 2 points)
= 30 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Devastator ( 10 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 161 total ship cost

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

[ flagship ] Gladiator I-Class Star Destroyer(56 points)
- Moff Jerjerrod ( 23 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 98 total ship cost

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

1 "Howlrunner" ( 16 points)
3 TIE Interceptor Squadrons ( 33 points)

What's the point of the Assault Cruiser in those last two lists? I understand the addition of the red die, but is it worth five points when you're investing so very heavily into bids? Of the two, 1.4 looks better, but that's opinion. Definitely switch up Leading Shots for SW-7s. I know it's nice being able to control the reds, and if you had any other title/configuration other than Devastator, I'd be the first to tell you to keep it, but here it's insurance that you get, minimum, as much damage as blue dice rolled, no matter what. If Flag is Demolisher, I'd be tempted to rearrange the universe so Tua is onboard with ECMs (maybe RBDs but probs not), but test it as is, and see if you end up needing it.

1 hour ago, GiledPallaeon said:

What's the point of the Assault Cruiser in those last two lists? I understand the addition of the red die, but is it worth five points when you're investing so very heavily into bids? Of the two, 1.4 looks better, but that's opinion. Definitely switch up Leading Shots for SW-7s. I know it's nice being able to control the reds, and if you had any other title/configuration other than Devastator, I'd be the first to tell you to keep it, but here it's insurance that you get, minimum, as much damage as blue dice rolled, no matter what. If Flag is Demolisher, I'd be tempted to rearrange the universe so Tua is onboard with ECMs (maybe RBDs but probs not), but test it as is, and see if you end up needing it.

I am in total agreement, I don't understand this option. For two points less you can give your flotillas disposable capacitors which let you hit long range from both arcs for a turn AND are more reliable.

Good catch. The Assualt Carriers were supposed to be Cruisers in 1.4 and 1.5. I'll revise that and after that revision could add the D-Caps you both spoke of. Again, good catch!

Revised list:

I could add D-Caps to another Goz but a 13 pt bid may be best rather than a 10 pt bid. Especially, when visiting a new gaming store and you're not aware of the meta of the area that the store is in...

Rolling Thunder 1.6

Faction: Galactic Empire
Points: 387/400

Commander: Moff Jerjerrod

Assault Objective: Targeting Beacons
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Imperial II-Class Star Destroyer (120 points)
- Devastator ( 10 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- SW 7 Ion Batteries ( 5 points)
= 162 total ship cost

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

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

[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Moff Jerjerrod ( 23 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 98 total ship cost

Gozanti-class Cruisers (23 points)
- Disposable Capacitors ( 3 points)
- Jamming Field ( 2 points)
= 28 total ship cost

3 TIE Interceptor Squadrons ( 33 points)
1 "Howlrunner" ( 16 points)