Moff Jerry list

By Herr Style, in Star Wars: Armada Fleet Builds

So before I start to go and and buy ships I won't need, I was wondering if this would be playable. I only own the two VSD's from this list.

Plan would be to let the Interdictor and the none Kallus Gozanti keep flinging out engineering points whilst the three triangles try to pound the opposing ships into scrap iron, without getting too beat up by Squadrons!

Moff Jerry

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Projection Experts ( 6 points)
- Disposable Capacitors ( 3 points)
- G-8 Experiemental Projector ( 8 points)
- Targeting Scrambler ( 5 points)
= 145 total ship cost

Victory II-Class Star Destroyer (85 points)
- Admiral Titus ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
= 102 total ship cost

Victory II-Class Star Destroyer (85 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Quad Battery Turrets ( 5 points)
= 100 total ship cost

Gozanti-class Cruisers (23 points)
- Agent Kallus ( 3 points)
= 26 total ship cost

Gozanti-class Cruisers (23 points)
- Repair Crews ( 4 points)
= 27 total ship cost

It's a super fun fleet that is hard to leverage for big wins in a tournament setting. If that isn't an issue for you then I think you can take this unchanged and have a great time. In a tournament, it will force a lot of 7/4 wins or 3/8 losses because you don't really have the damage to outburn a big damage fleet, and you aren't fast enough to chase carrier or running squads to have a remedy for bomber balls.

That said, it's got much hull and healing you will probably only lose 1 ship, maybe 2. So results may very based off of how often your opponent leaves things sitting in your front arc.

The interdictor and repair crews gozanti are the questionable things. Might be better with a 3rd vic, Vic 1, with external racks and ordnance experts or flight controllers and boosted coms/expanded hanger with an added squad ball. Then turn repair crews into coms net.

Looks like an Interdictor may make its way onto my Christmas list :D

I have a very similar list, minus one Gozantis for some minimal fighter screen. It helps a lot when you have to tie down some bombers for a round or two.

Problem I have with lists like these is that it's so easy for an enemy to isolate one or two of the ships, while keeping that majority of the firepower away from himself his ships... Any sort of bombers is going to straight up wreck this list.

Consider what you're passing up for that third battle ship... 6 tie fighters and 6 tie bombers, 6 deployments worth, protection from fighters, and the ability to put six blacks anywhere within a 360 degree range 4 bubble... Is that third battle ship going to be able to makeup for all that???

So maybe swap the interdictor for a Light Carrier (122 pts), lose Titus (2) and a Gozanti (23), moving Kallus over to the carrier. Then 64 points on the carrier (Quasar 1, Flight Controllers and Boosted com's???) and have , 83 points for Squadrons. I have the Imp 1 and R&V packs? Any thoughts?

If it's 83 points hard to go wrong with howl mauler ties, and either jump masters or chiraneau to allow movement. With more points you can get Jendon and saber, which will allow you to shut down Intel and lock up bombers with your ties... Or you could just go 5/5 fighters/bombers and you'd be decent there as well