Latest Imp on Imp Action

By emsgoof, in Star Wars: Armada Battle Reports

I was able to get to Games & Stuff today to try out a new list against my nemesis that dragged me into these FFG Star Wars games. I really want to make the dual ISD work for me (or just Imperials in general), so I built the following:

Faction: Galactic Empire
Points: 398/400

Commander: Moff Jerjerrod

Assault Objective: Targeting Beacons
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

Imperial I-Class Star Destroyer (110 points)
- Avenger ( 5 points)
- Skilled First Officer ( 1 points)
- Boarding Troopers ( 3 points)
- SW 7 Ion Batteries ( 5 points)
= 124 total ship cost

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Moff Jerjerrod ( 23 points)
- Wing Commander ( 6 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- Overload Pulse ( 8 points)
= 174 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

3 TIE Defender Squadrons ( 48 points)
1 Maarek Steele ( 21 points)

Card view link

Fleet created with Armada Warlords

The idea behind this list is to have the Avenger / Boarding Trooper ISD 1 going in to do maximum damage, and the ISD2 to provide long range support, and to control the TIE Defenders. The BCC Flotilla is there to help with any anti-ship shots the Defenders can get in. The 3 Defenders and Mareek are just annoying enough to be able to lock down the enemy for a bit if I play them right (ha!)

I was going up against:
ISD1- Relentless, Jerjerrod, Chiraneau, Leading Shots, XI7, Expanded Hangar Bay, Gunnery Teams
VSD1- Warlord, H9 Turbolasers, Gunnery Team, Expanded Hangar Bay
Tempest Squadron, IG88, Valen Rudor, 3 Defenders, 4 Bombers
Planetary Ion Cannon, Superior Positions, Precision Strike

I selected first player since I had the choice and the activation advantage. I chose the Planetary Ion Cannon because the other two were just horrible choices in my opinion, going up against that fighter / bomber heavy list.

Deployment. My ISD1 is on my far right at speed 3, the ISD2 is in the middle at speed 2, and the flotilla is at speed 1.
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End of round 1. My opponent is slow rolling, and as we can see I'm trying to race in with Avenger to do damage. I've already decided I'll only likely be able to destroy 1 ship, so I'm looking at the VSD as the easier target.
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End of turn 2. I've moved my Defenders to get them away from being bogged down by 1 or 2 enemies, but it'll prove to be the wrong choice as we'll see in a minute.
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End of turn 3. He pushed his bombers in with his first activation (I was stalling by running the flotilla first). Avenger doesn't have a lot of shields left, and I managed to pull a Projector Misaligned damage from the asteroid...
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Of further note, this is why (as the old GW gamers called it) "math-hammer" doesn't do it for me. This was my medium range shot with my ISD2 at the front of the VSD.
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End of turn 4. My ISD2 is hurting, but I've knocked out about half of his fighters, and I'm hoping to get a better shot in this time... Avenger is just outside short range. 2 of my Defenders are about to jump up on my first activation and bog down his bombers so they don't kill me.
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End of turn 5. My ISD2 died, as it only had 1 damage left after the ram on the VSD. His fighters are all locked down in one way or another, and Avenger is in the perfect position for a kill.
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End of the game. Avenger and his ISD both survived, Valen survived, and my fighters all lived. A 68 point victory for me (7-4).
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Lessons learned. BCC was worthless. I'd probably change it to repair crews or Comms Net. The ISD2 needs some way to reroll dice. Maybe dropping the overload pulse for leading shots would be a better option.

Thanks for posting up the report.

I wouldn't say BCC is useless though, I just think this was a tricky game to show case its ability.

Perhaps with a more compact deployment you would have been able to get some more damage onto the enemy?