Sector Defence Fleet (IMPs)

By MoffSeerdon, in Star Wars: Armada Fleet Builds

I'm still pretty new to Armada and been looking at a few options for lists. I was wondering if people could take a look at this list and give me some feed back

The only restrictions are that it's 'pure' Imperials lost. So no firesprays, bounty hunters etc and no Gladiators as they don't really mesh with me is all.


+ Imperial Navy: 396pts

Admiral: Moff Jerjerrod

+ Arquitens-class Cruiser +

Arquitens-class Light Cruiser [60pts]: Dual Turbolaser Turrets,

Skilled First Officer

Arquitens-class Light Cruiser [60pts]: Dual Turbolaser Turrets,

Skilled First Officer

+ Gozanti-class Flotilla +

Gozanti-class Cruisers [25pts]:

Comms Net

Gozanti-class Cruisers [25pts]:

Comms Net

+ Imperial Star Destroyer +

Imperial II-class Star Destroyer [170pts]:

Electronic Countermeasures,

Gunnery Team,

Leading Shots,

XI7 Turbolasers,

•Moff Jerjerrod,

•Relentless

+ Squadrons +

5x TIE Fighter Squadron, •"Howlrunner"

+ Objectives +

Assault Objective: Most Wanted

Defense Objective: Planetary Ion Cannon

Navigation Objective: Dangerous Territory

++ Total: [396pts] ++

Any reasons for those restrictions? Because this fleet really wants you to drop a comms net gozanti for dengar to give those ties counter.

You've got yourself a pretty long range duelling fleet there.

Jerjerrod seems like an odd choice as you don't want to be dealing too much damage to the Arquitens if you can avoid it. Darth Vader might be a better choice to try and get those long range hits in, and he works well with your Gunnery Team. That would also allow you to drop Leading Shots for, say, SW-7s

I'm a definite fan of the Comms Net Gozanti but two of them feels a bit redundant. I'd suggest putting a Repair Crew on one or ditching it altogether

I'm also not convinced by the Dual Turbolasers on the Arquitens as red dice are (marginally) the weakest so generally you want to add something other than red, not vice versa. And at long range the upgrade doesn't work anyway, unless I've been reading it wrong.

Electronic Countermeasures on the ISD is nice, means your opponent will have to try twice as hard to lock your tokens down.

Edited by Cjhutchi
11 hours ago, Cjhutchi said:

I'm also not convinced by the Dual Turbolasers on the Arquitens as red dice are (marginally) the weakest so generally you want to add something other than red, not vice versa. And at long range the upgrade doesn't work anyway, unless I've been reading it wrong.

Appears you may be reading it wrong! The upgrade allows you add a red dice to ANY attack and exhaust it. This can be close range, long range, even against squadrons. The caveat is, after you roll that red dice, you have to remove 1 dice from the pool of your choosing. So I need a hit against an important squad, I can roll a blue dice, get crit (of course!) exhaust DTT to roll a red (YES! HIT/HIT!) then remove that blue crit from my pool. Works the same against ships.

@MoffSeerdon I like the fleet overall! Everything down to the objectives seems pretty well thought out and should stand a decent chance in a fight! Just watch out for black dice ships like MC30's and Gladiators, they spell disaster for Arquitens by using crit effects to bypass their contains and cripple them.

Aha! I thought the dice was removed from the pool BEFORE rolling. In which case it's a decent shout on an Arquitens to increase chances of double red hit.