Disposable Heroes MK I (Imp)

By Herr Style, in Star Wars: Armada Fleet Builds

So, keeping with my theme of "if I own it, it flies", and owning a VSD and a GSD, below is my list for help please: -

Faction: Galactic Empire
Points: 393/400

Commander: Admiral Ozzel

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 55 total ship cost


[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Ozzel ( 20 points)
- Admiral Chiraneau ( 10 points)
- Disposable Capacitors ( 3 points)
- XX-9 Turbolasers ( 5 points)
= 123 total ship cost


Victory I-Class Star Destroyer (73 points)
- Expanded Hangar Bay ( 5 points)
- Assault Proton Torpedoes ( 5 points)
= 83 total ship cost


Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Expanded Launchers ( 13 points)
= 83 total ship cost


1 "Howlrunner" ( 16 points)
3 TIE Fighter Squadrons ( 24 points)
1 TIE Bomber Squadron ( 9 points)

The two VSD's are my firebase, and the GSD flanks, with the raider supporting either depending on opponent.

Thanks in advance!

So, thinking about this list of mine, and now realising I will be buying some more ships than I first thought, I was wondering rather than use a VSD 1, whether an Interdictor combat fit with some upgrades would be better if I shaved some items off? I was thinking Tie Bomber, Raider title and Admiral C, with the spare 7 points to give me 113 more points?

Unless you plan to jump your VSDs down to speed 0, then push them back up with a token after, Ozzel isn't a great commander for your fleet with half your ships only going speed 2.

Moff Jerjerrod may be a good option as he benefits all 4 ships, especially since Demolisher doesn't have Engine Techs to get that extra bit or turning. Plus, he's only 3 more points.

Edited by thecactusman17

I'd recommend leaving Chiraneau, don't use xx9 rather XI7 or quad battery turrets and i'd think about leading shots.

For the VSD I, i'd put external racks, since you probably won't pull more than 1 close ranged attack with it, saving 2 more points. Also, flight controllers for a huge and cheap TIE alpha strike :) Leave that lonely bomber put in 1 more TIE, or Soontir Fel for defending howlrunner.

The I find expanded launchers too expensive (though effective), i'd put the APT here.

Overall it's 34 points saved, which overall can cover Soontir, LS, XI7, Flight Contr. and the changes.

Regarding the objectives, i find Adv. Gunnery a gamble when you dont have the biggest ship in the block. A liberty, ISD or Ackbar pickles would pick it and hurt you more than you them.

Also someone pointed out, but Ozzel's not great here, use Motti or Jerrjerrod.

I think I will go over everything and repost my proposed Imperial list tomorrow. Thanks so much for the Input!

So, below then is what I think I will go with.

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Intel Sweep

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Motti ( 24 points)
- Disposable Capacitors ( 3 points)
- X17 Turbolasers ( 6 points)
- Overload Pulse ( 8 points)
= 126 total ship cost


Victory I-Class Star Destroyer (73 points)
- Admiral Chiraneau ( 10 points)
- Expanded Hangar Bay ( 5 points)
- External Racks ( 3 points)
= 91 total ship cost


Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 81 total ship cost


Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 51 total ship cost


3 TIE Fighter Squadrons ( 24 points)
1 TIE Bomber Squadron ( 9 points)
1 "Howlrunner" ( 16 points)

I don't think I would be able to go for winning a bid, so 398 is fine.

On your flagship, Overload Pulse doesn't really seem to combo with anything. For a point less, you can place Gunnery Teams there and fling that Disposable Capacitors shot at two ships instead of one.

On your second ship, you don't have Mauler Mithel so I think your better bet is to drop Chiranau for Flight Controllers if you can. If you can't, i'd recommend putting Leading Shots on the VSD2 flagship instead of Overload Pulse.

My thought was for the VSD II was to use disposable capacitors for the long range shot to have three red and three blue, and at any time that a blue crit came up it would exhaust all the defenders tokens. Then I could still use it in subsequent rounds. Have I got this wrong? Only ever played one game, but planning ahead for the future! (Fail to prepare, then prepare to fail!). Or my favourite which is the seven P's! Lol.