Imperial tournament list input

By Jukey, in Star Wars: Armada Fleet Builds

Here's a list I plan to run in a store tournament this weekend. Thoughts?

Motti Vic Stick

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

Victory II-Class Star Destroyer (85 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 113 total ship cost

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Admiral Motti ( 24 points)
- Reinforced Blast Doors ( 5 points)
- Turbolaser Reroute Circuits ( 7 points)
= 90 total ship cost

Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 Zertik Strom ( 15 points)
1 Colonel Jendon ( 20 points)
1 IG-88 ( 21 points)
1 TIE Advanced Squadron ( 12 points)
1 Tempest Squadron ( 13 points)
1 Black Squadron ( 9 points)

I wouldn't use Arqs as flagships. They can easily pop before they can use RBD. A duoble arc or an ISD frontal shot could take them down. Too risky.

3 minutes ago, Norell said:

I wouldn't use Arqs as flagships. They can easily pop before they can use RBD. A duoble arc or an ISD frontal shot could take them down. Too risky.

I actually don't quite follow. I thought that CR90As and Arqs were quite fine as flag ships due to their Evade and Redirects. I do not assume that such ships would ever get in medium or even close range of other ships on purpose.

6 minutes ago, Hawkwing said:

I actually don't quite follow. I thought that CR90As and Arqs were quite fine as flag ships due to their Evade and Redirects. I do not assume that such ships would ever get in medium or even close range of other ships on purpose.

The Arquitens' movements however are a bit more predictable. 1, 2 or 3 forwards and then turn one or two yaw. Enemies can line up to meet you at that point particularly if you plot anything other than a Nav command.

Move Motti to the VSD and drop RBDs for Needa and SFO on the CLs and maybe Coms net on a Gozanti.

With so many Escort fighters in a list Sontir Fel looks attractive.

Edited by Mad Cat
5 minutes ago, Mad Cat said:

The Arquitens' movements however are a bit more predictable. 1, 2 or 3 forwards and then turn one or two yaw. Enemies can line up to meet you at that point particularly if you plot anything other than a Nav command

Ah, fair enough - it makes sense. Well, how about switching Motti out for Jerjerrod then? He'd benefit both the VSD and the two Arcquitens :b

I know that he is a few points more expensive though but still

Thanks for the replies. I stress tested a similar version the other day, and Motti allows the arqs to take a decent mc80 side arc and still limp thru one more activation. I'm considering jerjy, but losing the hull and sacking shields for a slow boat fleet seems unnecessary. I'm considering ditching the IG-88/Jendon combo for more reliable firepower, but knocking out a key squad component(Mauler, Jan, shara) is really nice. I have Motti on the arq because it spreads alpha targets.

Moff JJ could be a good choice as your Motti factor of 2+1+1+1+1 isn't that high and is evenly spread. the chances of more than one ship surviving by only the Motti extra hull isn't that high each game.

IG88/Jendon is powerful. A cheaper version could be Sabre Squadron and Jendon. Swapping IG88 & Jendon for Sabre, Mauler and some intel. Sabre Snipes Jan hopefully for 3 damage with its swarm reroll, braced to 2. Mauler then rams Jan and with 2-3 escorts in the list Mauler and/or Sabre should survive to finish her off next turn.

I would use JJ over Motti in this list for the reasons already stated. If possible, I'd try and squeeze 4 points out for Repair Crews on one Gozanti. At a pinch, it can repair up the Vic from JJ damage if things penetrate your shields due to JJ weakening them.

Edited by Englishpete

Getting cold feet on this list. Here's a revamp.

Motti wants an ISD

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

Imperial II-Class Star Destroyer (120 points)
- Avenger ( 5 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 149 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Motti ( 24 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 137 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

Gozanti-class Cruisers (23 points)
= 23 total ship cost

1 Zertik Strom ( 15 points)
3 TIE Fighter Squadrons ( 24 points)
1 TIE Defender Squadron ( 16 points)
1 Valen Rudor ( 13 points)

It seems a shame you can't fit comms nets on the Gozantis when they've got 2 buddies to pile the tokens onto.

Switching a gunnery team into boarding troops would give you that wiggle room...

1 hour ago, old_school_overlord said:

It seems a shame you can't fit comms nets on the Gozantis when they've got 2 buddies to pile the tokens onto.

I agree with this part.

You don't really have anything for Zertik to escort: I'd drop Zertik to something cheaper with the same firepower, like a vanilla TIE Fighter, and use those points for Comm Net.

1 hour ago, old_school_overlord said:

Switching a gunnery team into boarding troops would give you that wiggle room...

Not worth it, IMO. With only two real threats in the list, both need to be able to be swinging at multiple targets per round.

The squad ball needs work in general, trying to make a holding ball, so zertyk is just for a decent hull cheap brace ace. Comms net would be nice but I'll have to see if it fits. Thought about BTavenger, but I want to melt any msu.

With 68pts for squads you've got no shortage of combos you can try.

Zertik, Fell, Black, TIE Adv x 2 = 66pts gives you 2pt for a comms net but 1 less squad.

Howlrunner, Mauler, Saber, TIE F x 3 = 67pts same number of squads saves 1pt for a Skilled First Officer on the ISD.

Saber, Rudor, Ciena, IG = 63pts gives you 5pts for 2 Comms nets and 1 SFO but 2 less squads.