Moodswing's attempt to find a fleet for saturday

By moodswing5537, in Star Wars: Armada Fleet Builds

So, I'm kinda in a rut lately. I haven't found something that I have been able to fly sufficiently to be very competitive, and I have been trying to stay away from certain things. As some might have figured out, I don't like to fly "what everyone else is flying", or better said, the more popular fleets. I have even been taking suggestions from other folks and flying fleets they give me just to see how they "feel" (When a world champion gives you a fleet, you fly that s***!) and this was a fun fleet, but I ran into the same issue a lot of folks have. Generally you can't just pick up a fleet that someone else made and know how to fly it. This was my case. So, this is a long winded way of saying that I feel like I need to go back to my roots.

I really like the stuff that is being posted in GP's dual ISD thread, and it made me want to try that again, now that we have been blessed with the almighty Moff Jerry! So, here's my attempt at a fleet for an OP kit tourney this saturday:

When Jerry went down to Georgia
Author: moodswing5537

Faction: Galactic Empire
Points: 394/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Salvage Run

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Moff Jerjerrod ( 23 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 167 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Avenger ( 5 points)
- Minister Tua ( 2 points)
- Boarding Troopers ( 3 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 131 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

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

6 TIE Fighter Squadrons ( 48 points)

It's got 4 activations, a light fighter screen, and 6 pt bid which might get me first more than not in this 400pt meta I'm seeing locally, but it feels like it can go either 1st or 2nd. Thoughts appreciated.

Advanced gunnery has the potential to backfire, if you meet a pickle. And I have been wondering if 6 ties is a bit thin for the Sloane meta.

Overall I realy like the list and I think it is very solid.

Edited by Doppelganger
37 minutes ago, Doppelganger said:

Advanced gunnery has the potential to backfire, if you meet a pickle. And I have been wondering if 6 ties is a bit thin for the Sloane meta.

Overall I realy like the list and I think it is very solid.

Definitely hear ya on AD. And the squads, I saw some folks doing defenders instead of Tie Fighters, but that seems like a lot of pts to "throw away". And I could be really mis-thinking that, since at least the defenders can trade on squads, so I may end up changing that around some. The Ties at least got me a 4th activation in the 2nd Gozanti, which I used when I went from 64 to 48 pts in squads. This is always the balance point in these kind of fleets though,

1 hour ago, Doppelganger said:

Advanced gunnery has the potential to backfire, if you meet a pickle. And I have been wondering if 6 ties is a bit thin for the Sloane meta.

Overall I realy like the list and I think it is very solid.

I debated Station Assault for the red.....

1 minute ago, moodswing5537 said:

I debated Station Assault for the red.....

Do Blockade Run.

I think both ISDs can cover the entire map with at least red dice. You can move everything pretty quick too. Best of all, you might catch someone who hasn't run it before and now you have the upper hand.

Also, Salvage Run can back fire with those dust fields. ISDs don't really need to hide to stay alive, but a lot of other ships might. If it get's picked, I'd suggest you place one of those first in a way that doesn't get in the way.

1 minute ago, Undeadguy said:

Do Blockade Run.

I think both ISDs can cover the entire map with at least red dice. You can move everything pretty quick too. Best of all, you might catch someone who hasn't run it before and now you have the upper hand.

Also, Salvage Run can back fire with those dust fields. ISDs don't really need to hide to stay alive, but a lot of other ships might. If it get's picked, I'd suggest you place one of those first in a way that doesn't get in the way.

I never think of Blockade run. Ill have to try that out. It's a front runner for the red. Thanks!

Try this

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Moff Jerjerrod ( 23 points)
- Skilled First Officer ( 1 points)
= 134 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Veteran Captain ( 3 points)
= 113 total ship cost

Gozanti-class Cruisers (23 points)
- Hondo Ohnaka ( 2 points)
- Comms Net ( 2 points)
= 27 total ship cost

5 TIE Bomber Squadrons ( 45 points)
1 "Howlrunner" ( 16 points)
2 JumpMaster 5000s ( 24 points)
2 TIE Fighter Squadrons ( 16 points)
1 Gamma Squadron ( 10 points)
1 "Mauler" Mithel ( 15 points)


Good mixed force, can handle anything. Might try blockade run with this, but only three ships, getting points maybe difficult... However the other advantages of blockade run certainly might make up for this.I'm slowly becoming a fan of that objective.

You’re original list is remarkably close to what I’ve been running for a while now, I’ve just been using motti instead of Jerry.

6 ties is the perfect screen when used in conjunction with ship flak, let the bombers make a first pass at ur ships, then throw in ties and lay into them with the ISD’s and you can clean up even max squad balls pretty quickly. 4 activations is great for lining up shots from either isd depending on what you are targeting, especially with a comms net per isd to load them up with tokens.

Also, while XI-7 are a great Turbolaser with that many dice behind it, I recently switched it out for QBT and I haven’t looked back. They are a point cheaper, give you the possibility to leading shots your long range shots, and work from EVERY arc! That means that small speedier ships trying to outflank you now end up facing a 6 die (4 + qbt + cf) shot even if they dodge the front arc. That’s vsd front arc level firepower!

It has also helped me run my flagship as a slower sniping platform, maximizing the amount of front arc shots it gets before passing through the remainder of the enemy fleet (if they haven’t already been reduced to space wreckage).

On 10/28/2017 at 11:10 AM, MandalorianMoose said:

Also, while XI-7 are a great Turbolaser with that many dice behind it, I recently switched it out for QBT and I haven’t looked back. They are a point cheaper, give you the possibility to leading shots your long range shots, and work from EVERY arc! That means that small speedier ships trying to outflank you now end up facing a 6 die (4 + qbt + cf) shot even if they dodge the front arc. That’s vsd front arc level firepower!

It has also helped me run my flagship as a slower sniping platform, maximizing the amount of front arc shots it gets before passing through the remainder of the enemy fleet (if they haven’t already been reduced to space wreckage).

I debated playing around with QBT and grand inquisitor on my flagship, but I REALLY like skilled first officer for a 3 command ship. I just didn't have enough points to add either and keep some sort of a bid, but i LOVE the idea of QBT. I may do SFO and QBT , since it keeps my bid in tact.

On 10/27/2017 at 10:35 AM, moodswing5537 said:

I never think of Blockade run. Ill have to try that out. It's a front runner for the red. Thanks!

How did this work on Saturday?

Ditto big fan of Skilled First Officer. Although the Relentless on an ISD is also a bargain if you can find a couple of extra points?

23 minutes ago, Undeadguy said:

How did this work on Saturday?

Pretty good! I won all three matches, 6-5 (first playing Contested outpost), 8-3 (second playing my solar corona), and 8-3 (second playing my blockade run). I think the list is pretty strong just the way it is now, but I like the idea of QBT instead of XI-7 on the ISD-2. The TIE screen all but ate a kitty in the third game.

Ya you definitely don’t need GI to proc QBT (I’ve never run him), just spam navigates and use SFO when you need to

Edited by MandalorianMoose
On 10/31/2017 at 9:19 AM, moodswing5537 said:

Pretty good! I won all three matches, 6-5 (first playing Contested outpost), 8-3 (second playing my solar corona), and 8-3 (second playing my blockade run). I think the list is pretty strong just the way it is now, but I like the idea of QBT instead of XI-7 on the ISD-2. The TIE screen all but ate a kitty in the third game.

That was my Arq, thank you kindly. I do have to thank you, you've inspired a new build for that light cruiser. I didn't see your other games well enough to comment directly on your play, but I find XI7 versus QBT a wash. If you aggressively reroll with Leading Shots, it's useful but otherwise the redirects end up diverting more than they might have otherwise.

2 hours ago, GiledPallaeon said:

That was my Arq, thank you kindly. I do have to thank you, you've inspired a new build for that light cruiser. I didn't see your other games well enough to comment directly on your play, but I find XI7 versus QBT a wash. If you aggressively reroll with Leading Shots, it's useful but otherwise the redirects end up diverting more than they might have otherwise.

And the ONLY reason the ties were successful as they were, was they were unabated. Our game was one of the most fun games I've played in months.

I have had some success with a similar fleet.

Faction: Galactic Empire
Points: 382/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Moff Jerjerrod ( 23 points)
- Commandant Aresko ( 7 points)
- Gunnery Team ( 7 points)
- Reinforced Blast Doors ( 5 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 172 total ship cost

Imperial II-Class Star Destroyer (120 points)
- Gunnery Team ( 7 points)
- Reinforced Blast Doors ( 5 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 142 total ship cost

Gozanti-class Cruisers (23 points)
- Hondo Ohnaka ( 2 points)
- Comms Net ( 2 points)
= 27 total ship cost

1 Ciena Ree ( 17 points)
3 TIE Fighter Squadrons ( 24 points)

yeah its only got 3 activation's, but I wanted to try out a low activation list with a high bid to go first the basic idea is that you get your ISD into position to threaten multiple ships and using gunnery teams take back or equal out the activation advantage. The Gozanti with comms net and Aresko create a Tarkin like effect where I can get both my ISD's a tokens so long as i'm at range 3 of Aresko and 5 of the other ISD it has a light screen and a big bid at 18 I would put more fighters in this list but my meta has very large bids at the moment and Sloan is not a huge deal with gunnery teams I can flack and hit ships out of my front arch and a few fighters to screen a little and put on some damage. with 18 points you can mess around with this list a lot to fit your meta, but its fun with token generation and taking out two ships with one activation is just very satisfying.