Imperial assistance requested

By jocke01, in Star Wars: Armada

Hi

I'm primarily a rebel player but I'm goin too play a 300p game today with a newly requited player.

I'm stuck playing the imperials and I only got 2 victorys, 1 glad and 1 indirector. I got a bunch of ties and 1 imp fighters pack. + CC fighter pilots

So looking for ideas for a balanced list.

Sry for Spelling, my phone hates English

Edited by jocke01

Do you only want to use the upgrade cards you have or are you happy to use proxies? Either way the list is likely to be based around 1 VSD, 1 Gladiator (Demolisher) and squadrons.

Maybe this Motti List?

Faction: Galactic Empire
Points: 300/300
Commander: Admiral Motti

Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions


Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Assault Concussion Missiles ( 7 points)
= 73 total ship cost


[ flagship ] Interdictor-class Combat Refit (93 points)
- Admiral Motti ( 24 points)
- Engineering Team ( 5 points)
- Leading Shots ( 4 points)
- Targeting Scrambler ( 5 points)
= 131 total ship cost


1 "Howlrunner" ( 16 points)
5 TIE Fighter Squadrons ( 40 points)
2 TIE Interceptor Squadrons ( 22 points)
1 Soontir Fel ( 18 points)
Card view link

Fleet created with Armada Warlords

If you are happy with Proxies then possible this. Demo does it's job, VSD hangs back as the carrier and tries to get 2x 7 dice attacks off from it's front arc with disposable caps.

VSD/GSD

Faction: Galactic Empire
Points: 300/300

Commander: Admiral Motti

Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 83 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)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 141 total ship cost

1 "Mauler" Mithel ( 15 points)
2 TIE Interceptor Squadrons ( 22 points)
1 "Howlrunner" ( 16 points)
1 Zertik Strom ( 15 points)
1 TIE Fighter Squadron ( 8 points)

No proxies, but I have all the rebel expansions.

I like the look of that motti list captain2017. I will take that one and maybe modify it a bit. Thanks

How new is the player?

If this is their first time playing I'd be cutting back the upgrades and aces.

Why is everyone suggesting that the OP put a new player up against Demolisher in a low points match? The goal is to get them coming back, not kicking their teeth in and showing them you can beat them. Don’t put a new player up against the most minmaxed cards. Put a fleet on the table that allows them to control the pace of the fight.

Demo fleet

Faction: Galactic Empire
Points: 297/300

Commander: Admiral Motti

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

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Motti ( 24 points)
- Disposable Capacitors ( 3 points)
- High-Capacity Ion Turbines ( 8 points)
- Targeting Scrambler ( 5 points)
= 130 total ship cost

Victory I-Class Star Destroyer (73 points)
- Corrupter ( 5 points)
- Ordnance Experts ( 4 points)
- Expanded Hangar Bay ( 5 points)
- External Racks ( 3 points)
= 90 total ship cost

1 Zertik Strom ( 15 points)
1 Tempest Squadron ( 13 points)
2 TIE Bomber Squadrons ( 18 points)
1 "Mauler" Mithel ( 15 points)
2 TIE Fighter Squadrons ( 16 points)

Replace dangerous territory with something better, and go. Interdictor will make a good punching bag and the VSD and interesting but not OP gunboat carrier

22 minutes ago, Church14 said:

Why is everyone suggesting that the OP put a new player up against Demolisher in a low points match? The goal is to get them coming back, not kicking their teeth in and showing them you can beat them. Don’t put a new player up against the most minmaxed cards. Put a fleet on the table that allows them to control the pace of the fight.

Demo fleet

Faction: Galactic Empire
Points: 297/300

Commander: Admiral Motti

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

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Motti ( 24 points)
- Disposable Capacitors ( 3 points)
- High-Capacity Ion Turbines ( 8 points)
- Targeting Scrambler ( 5 points)
= 130 total ship cost

Victory I-Class Star Destroyer (73 points)
- Corrupter ( 5 points)
- Ordnance Experts ( 4 points)
- Expanded Hangar Bay ( 5 points)
- External Racks ( 3 points)
= 90 total ship cost

1 Zertik Strom ( 15 points)
1 Tempest Squadron ( 13 points)
2 TIE Bomber Squadrons ( 18 points)
1 "Mauler" Mithel ( 15 points)
2 TIE Fighter Squadrons ( 16 points)

Replace dangerous territory with something better, and go. Interdictor will make a good punching bag and the VSD and interesting but not OP gunboat carrier

You are not trying to lose though. Make sure your opponent is well aware of Demolisher's ability, and have at each other. The best teaching games I have had, I went full bore at my opponent, but I took the time to talk through their options and strategy on their turns. I never tell them what I plan to do, only what is possible. I have found that losing is far more tolerable for a new player that knew the danger, but still went for a risky gambit. Victory is also a little sweeter for a new player, knowing they just gained a better understanding of the game. Teach them against a good list and they learn to face a good list. Teach them against a craptastic list just so they have a good experience, and you are setting them up for failure against a good list.

I see what you are saying Cyan, but I disagree slightly. I agree that once ships are on the table you cannot throw the game just give them a good time. However, there are some things I tend to stay away from now, after having done a number of learn to play games. I never use anything that prevents my opponent from using something in his arsenal. I don't use intel. I don't use things that break the basic rules of the game like Demolisher or Luke/Dodonas Pride/APT. A simple list, with very few tricks, is incredibly important.

If you know what you are doing and give yourself a good fleet, and they have an "equal strength" fleet but have no clue what they are doing, you are going to beat them every time. They need to feel like they have a shot even with no information, which means running a fleet that is at the very least incredibly simple to understand. This is for a "very first game", followed by an upscaled version of the list with some serious synergy built in but still simple compared a tuned tournament list. Then after that, it's time to bust out the crazy stuff, but hopefully by then they understand the game enough that when you tell them APT bypasses shields the reaction is "That's really strong! I can see why people use it," instead of "That's effing BS why do my ships even have shields then if you can get around them." (actual response from a player I taught the game to using an APT glad, not even demo.)

[ EMPIRE FLEET (298 points)

-Victory II-class Star Destroyer - Leading Shots (89)

-Interdictor Combat Refit - Admiral Screed - G-8 Experimental Projector (127)

-Gladiator I-class Star Destroyer - Ordnance Experts (60)

-TIE Fighter Squadron x3 (24)

This fleet gets 3 ship types you have on the table, gives them an Admiral that makes them dangerous to your opponent but without being min/maxed. The squads can be sent by the VSD to alpha strike and scare the opponent but ultimately it is a fleet designed to put up a good fight but not have any single strength that can barrel through an entire rebel fleet when your opponent inevitably makes critical mistakes, making their game, win or lose, at least feel like a good fight. Also, this fleet serves as a really good one up "upscale" after that first match. When your opponent is comfortable with base mechanics and is ready for a full no hold barred 400 point match, you can send them against the upscaled version which is far more dangerous, but with the same weak point of not having a single ship that will just delete an out of place ship in a single shot.

[ EMPIRE FLEET (400 points)

-Victory II-class Star Destroyer - Flight Commander - Gunnery Team - Expanded Hangar Bay - Leading Shots - Quad Battery Turrets (109)

-Interdictor Combat Refit - Admiral Screed - Wulff Yularen - Fighter Coordination Team - Expanded Hangar Bay - G-8 Experimental Projector - Ion Cannon Batteries (147)

-Gladiator I-class Star Destroyer - Skilled First Officer - Ordnance Experts - Engine Techs - Assault Proton Torpedoes (74)

-''Howlrunner'' TIE Fighter Squadron (16)

-TIE Fighter Squadron x4 (32)

-TIE Interceptor Squadron x2 (22)

You are still using the same 3 ships, but now the VSD and Interdictor are tanky gunship/carriers that can activate a big a Howlrunner/Tie alpha strike. You can show the Fighter Coordination/Flight Commander combo, but since it's not on the same chasis, you allow them a turn to make adjustments for it if needed. In the end, while the alpha is certainly scary, it's still low hull, so you can teach them the importance of flak and defensive squad positioning without adding a ton of scatter tokens into the mix. You can certainly mention to them, however, that if you had been using aces all those scatters would be a thing. Gladiator is a standard kit, minus Demolisher because they aren't quite ready for that yet. It's still a dangerous ship, and you can again mention that Demolisher exists which gives the ship an incredible extra ability. Learning about the game breaking things without getting stomped by it makes those things exciting to see, instead of demoralizing. I could take this fleet to a tournament with some very minor changes (Admiral to Motti, Interdictor to support refit add targeting scrambler and title, add Demolisher to Glad, remove expanded hanger and add Dcaps to Victory, remove generic ties, add valen, mauler, and ciena.) and be fairly confident I could at least put up a good fight against the current meta.

Buy an ISD, because even dirty Rebels like us think an ISD is The Imperial ship. And then you can build with a little more flexibility, and try to hook a potential Imperial opponent by showing him how cool an ISD looks on the table.

For goodness sake dont fly Demo.

VSDs are easy to understand. This ship is slow but will hit like a tonne of bricks out the front.

Easy introduction. Now see if you can outmanuever a new player. You can, its incredibly easy.

5 hours ago, Ginkapo said:

For goodness sake dont fly Demo.

VSDs are easy to understand. This ship is slow but will hit like a tonne of bricks out the front.

Easy introduction. Now see if you can outmanuever a new player. You can, its incredibly easy.

"With this one weird trick, you can outfly your opponent! Rebel captains HATE him!"

3 hours ago, geek19 said:

"With this one weird trick , you can outfly your opponent! Rebel captains HATE him!"

aisXClO.jpg

Show him the might of the empire :P

EMPIRE FLEET (300 points)
1 • Imperial II-class Star Destroyer - Admiral Ozzel (140)
2 • Imperial II-class Star Destroyer (120)
3 • TIE Fighter Squadron (8)
4 • TIE Fighter Squadron (8)
5 • TIE Fighter Squadron (8)
6 • TIE Fighter Squadron (8)
7 • TIE Fighter Squadron (8)

This fleet is also very cinematic :D

I know you don't have ISDs, so that must be changed immediately! Buy some ^^