Need feedback on this Imperial fleet list

By Watch4EnemyFighters, in Star Wars: Armada Fleet Builds

I've never posted before, but I wanted to share a list I'm thinking of taking to a tourney next weekend. I like using squadrons and I feel like I've got some pretty big guns coming into the battle. My main concern is that Vickys turn like a Cadillac and I'm wondering if I'd be better off with an Impy 1 and a Glad and Quasar. Could use lots of feedback!!!

  • Vicky I
    • Admiral Sloan
    • Ordnance Experts
    • External Racks
    • XI-7 Turbolasers
  • Vicky I
    • Ordnance Experts
    • External Racks
    • XI-7 Turbolasers
  • Quasar Fire II-Class Cruiser-Carrier
    • Stronghold
    • Admiral Chiraneau
    • Flight Controllers
    • Boosted Comms
  • Howlrunner
  • Dengar
  • TIE Interceptor x4
  • TIE Phantom X2

You don't need Chiraneau and the intel from Dengar. You can use Mauler to get some quick ramming damage and win the fighter combat quickly.

I've always had trouble running 2 Vic Is. It can be difficult to get 1 of them into close range sometimes and bringing 2 to bear seems somehow more than twice as hard. I like the squads and if you could find a way to work an escort into it that would go a long way to keeping Howlrunner and Dengar going. Maybe drop Chiraneau to get the escort and keep your bid. He's kind of redundant since you can use Dengar to keep the ball rolling.

Edit: Ninja'd by Mad Cat

Edited by Megatronrex
1 hour ago, Mad Cat said:

You don't need Chiraneau and the intel from Dengar. You can use Mauler to get some quick ramming damage and win the fighter combat quickly.

Good call on that! I forgot to remove Chiraneau after I added Dengar.

1 hour ago, Megatronrex said:

I've always had trouble running 2 Vic Is. It can be difficult to get 1 of them into close range sometimes and bringing 2 to bear seems somehow more than twice as hard. I like the squads and if you could find a way to work an escort into it that would go a long way to keeping Howlrunner and Dengar going. Maybe drop Chiraneau to get the escort and keep your bid. He's kind of redundant since you can use Dengar to keep the ball rolling.

Edit: Ninja'd by Mad Cat

Yeah, I had trouble with the 2 Vics last time I ran them. My command ship was targeted an obliterated and, like I said, they don't maneuver worth a darn. Still, I love being able to use External Racks. I obliterated a fully-healthy Hammerhead with one die roll in my last game. Maybe put those on Glads instead, but then I lose range. Ah, the conflict!

For my squadrons, I added Mauler and Zertik Strom and I took out the 2 Phantoms.

Here's my updated list (385/400):

  • Vicky I
    • Admiral Sloan
    • Ordnance Experts
    • External Racks
    • XI-7 Turbolasers
  • Vicky I
    • Ordnance Experts
    • External Racks
    • XI-7 Turbolasers
  • Quasar Fire II-Class Cruiser-Carrier
    • Stronghold
    • Admiral Chiraneau
    • Flight Controllers
    • Boosted Comms
  • Howlrunner
  • Mauler
  • Dengar
  • Zertik Strom
  • TIE Interceptor x4

You still have chirpy on the quasar. May I suggest kallus since you are already buying the II with the red AS die?

17 minutes ago, MandalorianMoose said:

You still have chirpy on the quasar. May I suggest kallus since you are already buying the II with the red AS die?

I'll second this. Kallus works so well with the Q2 and Chirpy's 10 wasted points if you've got Strom to protect Dengar.

Ack! I forgot to remove Chiraneau AGAIN!

Here's my updated list (385/400):

  • Vicky I
    • Admiral Sloan
    • Ordnance Experts
    • External Racks
    • XI-7 Turbolasers
  • Vicky I
    • Ordnance Experts
    • External Racks
    • XI-7 Turbolasers
  • Quasar Fire II-Class Cruiser-Carrier
    • Stronghold
    • Flight Controllers
    • Boosted Comms
  • Howlrunner
  • Mauler
  • Dengar
  • Zertik Strom
  • TIE Interceptor x4
Edited by Watch4EnemyFighters
Cleaned up list

You could switch a Vic1 to a Vic2

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Sloane ( 24 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 128 total ship cost

That's only gonna give you a 2 point bid though don't know how important going first is to you.

I would change out Strom for Valen. He hits harder and is cheaper.

17 minutes ago, TallGiraffe said:

I would change out Strom for Valen. He hits harder and is cheaper.

Strom protects howlrunner and dengar with 2 braces for 15 points

8 minutes ago, MandalorianMoose said:

Strom protects howlrunner and dengar with 2 braces for 15 points

Throw Valen and some interceptors at em locked down unless intel.

8 hours ago, Megatronrex said:

You could switch a Vic1 to a Vic2

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Sloane ( 24 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 128 total ship cost

That's only gonna give you a 2 point bid though don't know how important going first is to you.

That's a pretty big change from what I've got now. QTB has never ever really helped me in the games I've played. I've never tried Gunnery Team or Leading Shots. Main reasons I went with Vic 1 were the black dice and the additional black dice that External Rockets gives, although I'm thinking of scrapping the 2 Vics for 1 Imp and 1 Glad (and put the rockets on the glad)

The main reason I go with QBTs on this is for the single blue at long range that I can spend for re-rolls with leading shots. You should definitely try out gunnery teams shooting twice with a Vic II from the front hull zone at two different targets is a wonderful thing especially with Disposable Capacitors. If you switch to a Glad I'd opt for APTs over ERs. You're more likely to get multiple close range shot with a Glad than a Vic and with so many black dice and ordinance experts chances are good for getting that crit result to trigger APT.

18 hours ago, Megatronrex said:

You could switch a Vic1 to a Vic2

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Sloane ( 24 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 128 total ship cost

That's only gonna give you a 2 point bid though don't know how important going first is to you.

I would say, with only 3 activations and the need to be close and pointed in the right direction with the Vicks, it is rather important to go first?

39 minutes ago, Doppelganger said:

I would say, with only 3 activations and the need to be close and pointed in the right direction with the Vicks, it is rather important to go first?

I tend to run a lot of 3 ship lists and usually want 2nd. This is mainly because with only 3 activations I'd rather play to my objectives and because I'm so used to playing second that going first can really throw me off of my game. It also helps to mitigate some of the activation advantage. Against another 3 ship list my ship goes last, against a 4 ship list only 1 ship goes after me, so on and so forth whereas if I'm first my opponent always gets to activate at least 1 ship after me. Without knowing what objectives @Watch4EnemyFightersis considering I really can't say which would be better. If one Vics a Vic II then the need to be at close range is also gone so that might be a consideration.

2 hours ago, Megatronrex said:

I tend to run a lot of 3 ship lists and usually want 2nd. This is mainly because with only 3 activations I'd rather play to my objectives and because I'm so used to playing second that going first can really throw me off of my game. It also helps to mitigate some of the activation advantage. Against another 3 ship list my ship goes last, against a 4 ship list only 1 ship goes after me, so on and so forth whereas if I'm first my opponent always gets to activate at least 1 ship after me. Without knowing what objectives @Watch4EnemyFightersis considering I really can't say which would be better. If one Vics a Vic II then the need to be at close range is also gone so that might be a consideration.

Good question! My objectives are:

  • Advanced Gunnery
  • Contested Outpost
  • Superior Positions

I go with this list because during those rare times when I'm second player, the first player never picks anything but Superior Positions.

Regarding activations, the last couple of games this has been an issue for me. I tend to play against Rebel players who have 4 or 5 activations (thanks to those lovely Hammerhead Corvettes). Last game I played, my opponent was first player and had 5 activations total, giving him 2 activations following my last one every turn. Didn't work out so well for me!

3 hours ago, Doppelganger said:

I would say, with only 3 activations and the need to be close and pointed in the right direction with the Vicks, it is rather important to go first?

That's my thought as well. This begs the question: would it be worthwhile for me to have 4 activations?

So playing around with the idea of increasing my activations to 4 AND trying to be the first player, I've thrown together this little list:

Points: 388/400

  • Imperial Star Destroyer II
    • Admiral Sloane
    • Avenger
    • Veteran Gunners
    • XI7 Turbolasers
  • Quasar Fire II Class Cruiser-Carrier
    • Stronghold
    • Boosted Coms
    • Flight Controllers
    • Flight Commander
  • Raider I Class Corvette
    • External Racks
  • Gozanti-Class Assault Carriers
    • Repair Crews
  • Squadrons
    • Howlrunner
    • Mauler
    • Dengar
    • Zertik Strom
    • TIE Interceptor x3
  • Objectives:
    • Advanced Gunnery
    • Contested Outpost
    • Superior Positions

The idea here was to add maneuverability to the firepower (ISD) and add a small target that could be a distraction with a punch (Raider). I threw in the Gozanti with Repair Crews to help take heat off the ISD, and it will always hang back and stay out of the fight. I also added Flight Commander to my carrier because for 3 points that could prove to be very handy if I find that my fighters and carrier get separated (which has happened to me so many times before when I maneuver my squadrons out of range of my carrier!) Again, would love some feedback.

Edited by Watch4EnemyFighters
add objectives
20 minutes ago, Watch4EnemyFighters said:

So playing around with the idea of increasing my activations to 4 AND trying to be the first player, I've thrown together this little list:

Points: 388/400

  • Imperial Star Destroyer II
    • Admiral Sloane
    • Avenger
    • Veteran Gunners
    • XI7 Turbolasers
  • Quasar Fire II Class Cruiser-Carrier
    • Stronghold
    • Boosted Coms
    • Flight Controllers
    • Flight Commander
  • Raider I Class Corvette
    • External Racks
  • Gozanti-Class Assault Carriers
    • Repair Crews
  • Squadrons
    • Howlrunner
    • Mauler
    • Dengar
    • Zertik Strom
    • TIE Interceptor x3
  • Objectives:
    • Advanced Gunnery
    • Contested Outpost
    • Superior Positions

The idea here was to add maneuverability to the firepower (ISD) and add a small target that could be a distraction with a punch (Raider). I threw in the Gozanti with Repair Crews to help take heat off the ISD, and it will always hang back and stay out of the fight. I also added Flight Commander to my carrier because for 3 points that could prove to be very handy if I find that my fighters and carrier get separated (which has happened to me so many times before when I maneuver my squadrons out of range of my carrier!) Again, would love some feedback.

Looks like a pretty well balanced list, my only reccomendations would be

1) change vet gunners to leading shots on ISD2 since they let you choose what to reroll (and the option for quad battery turrets for the blue at range is there as well). I love that new Turbolaser and have loved it on the ISD2 not only for long range rerolls but beefing up my side arc as well, throwing 6 dice out the side with a conc fire vs smaller ships trying to speed past me

2) add ordinance experts to the raider. I never leave home without a way to reroll dice, but I frequently roll 4 blanks at a time, idk how good your intrinsic luck is

3) consider comms net vs repair crew. I've had the tighter range restriction and "before movement" clause bite me before, and you get some additional versatility (passing squad/nav tokens) to your flagship in addition to sending engineering tokens for shields/ 6 points with a dial.

I'd go Gunnery Team over Vet Gunners, if you do then you need to swap out Advanced Gunnery for another red objective. I'd try to add Ordinance Experts to the raider, maybe drop Flight Commander to keep your bid up, I think you'll be ok with boosted comms. I tend to get more mileage and versatility out of Comms Net than Repair Crews.

Or in other words what Moose said.

Edited by Megatronrex