Battle-Group Relentless IMP list

By MoffSeerdon, in Star Wars: Armada Fleet Builds

Hi all I'm pretty new to Armada and haven't played many games at all, so I don't have much practice of playing the game and I'm looking for some help with the fleet below.

My aim is a mainly themed list built around an ISD and 2 VSD's moving together and using an Echelon style formation to cover each other with the VSD carrier in the centre and the two gunships taking the flanks with the fighters to screen and deal with enemy Squadrons.

I'm looking for any suggestions and ideas but I have a few themed restrictions. I don't want to use any Gladiators as I don't really gel with them or any bounty hunter scum (Boba Fett, Dengar etc) as they don't really fit my theme of an Imperial Battle-Group.

I also have a second list which is abit more Tourney like, dropping the Carrier VSD and swapping it out for a Gozanti & Quasar carrier instead.

Faction: Galactic Empire
Points: 395/400

Assault Objective: Blockade Run
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Admiral: Moff Jerjerrod

Imperial II-class Star Destroyer [170pts]: [Flagship]

•Relentless,

Electronic Countermeasures,

Gunnery Team,

Leading Shots,

XI7 Turbolasers,

Victory I-class Star Destroyer [84pts]:

Expanded Hangar Bay,

Flight Controllers

Victory I-class Star Destroyer [85pts]:

Gunnery Team,

Quad Battery Turrets

+ Squadrons +

TIE Fighter [56pts] x5

•"Howlrunner"

Edited by MoffSeerdon

Blockade Run isn't the most suited to this list... And that's something you'll find when you get that play experience.

In essence, the problem is this - when you play your blockade run, you are the one doing the Running.

And you're running with 2/3rds of your ships at speed 2, they basically can only go forward, never turn, and never be blocked, in order to score you their points....


So its rough.

Oh i see. In my head and on paper i thought it would be good as it would narrow the playing field and allow my wide gunnery teamed front arcs to cover most of the width of the board.

Which would give little chance for enemies to maneuver around me or turn after they had passed me, so i could blast away with multiple ships and slow roll forward until turn 5-6 and make a final push towards their deployment zone...

That being said what do you think of the rest of the list? And would you have a suggestion for an objective instead of Blockade Run?

Any help is appreciated :-)

Edited by MoffSeerdon

A red objective for this fleet is super tough. There are no great option.

As far as Blockade Run goes, if you were uaing ISD's you would be right. But VSDs are way too much of a liability. You woukd be taking a commander that lets them turn on a dime in an objective that if they turn at all i know they wont score. I can make you waste one of those two point buckets you set out for yourself and thats not good for you.

Maybe station assault would work, because Jerjerrod is very good at spinning around and tracking ships as they go to destroy the stations. But it is very very hard to win that objective as second player. The stations are just so easy to destroy you really just want to hope that it ends a tie on points and gave you a tactical advantage.

Close range intel scan may also work. First player will next to never score on it, and with 3 big dice salvos you might pick up 40 points over the course of the game. Its not a guarenteed thing, but it has way less blowback than the other reds would on this fleet.

Drop expanded hangar (you have plenty of squad commands on you 3 ships and TIEs will start to die anyway) and take External a racks on each VSD.

As for Blockade run others are right that it is difficult for slow ships to score with, but you are second player! If the enemy expect you to charge for 3 touchdowns and deploy accordingly waiting for you. Instead you can just speed down deep In your own end zone and wait out the game. The enemy notice around turn 3 that you aren't going for it and examine their own stack of command dials and may curse their lack of navs. With time running out They then have to charge at you, through 3 GT front arcs and get a kill without loosing a ship themselves. Tricky, and if they don't you get a default 6-5.

I would still look around for a better red objective.

Thank you for your advice guys. I've struggled with the Red Objective alot to be honest and still quite torn. I may just have to play test it abit more and see what works best.

Do any of you have any other suggestions for the Ship builds as they are, the bid or the fighter screen?

Edited by MoffSeerdon

So I've had a quick tweak of the list and modified it below. Let me know what you think...

Faction: Galactic Empire
Points: 396/400

Assault Objective: Close Range Intel
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Admiral: Moff Jerjerrod

Imperial II-class Star Destroyer: [Flagship]

•Relentless,

Electronic Countermeasures,

Gunnery Team,

Leading Shots,

XI7 Turbolasers,

Victory I-class Star Destroyer:

Expanded Hangar Bay,

External Racks

Victory I-class Star Destroyer:

Gunnery Team,

Quad Battery Turrets

External Racks

+ Squadrons +

TIE Fighter x5

•"Howlrunner"