Konstantine List - Feedback pls

By stormtrupertk41, in Star Wars: Armada Fleet Builds

Hey gang,

So I created a list to combat my buddy and his Leia list (I only know that he will use Leia, not what his list or objectives are). I would like to know what you thoughts on this list are.

Admiral - Konstantine

3 of the following Victory-Class Star Destroyers with one being flag ship:

Vic1
- ordnance experts
- tractor beams
- assault proton torpedoes

Gladiator 1
- ordnance experts
- Engine Techs
- Assault Proton Torps
- Demolisher title

Gozanti Cruisers
- slicer tools

total 400pts

Objectives - - - - Advanced Gunnery, Hyperspace Assault, Minefields

So the idea here is to have 5 activations, lots of hull, Konstantine and 3 tractor beams to slow things down, and deal a bucket load of damage when range appropriate. The Demolisher sharks around one side to corral thins to the Vics, and the Gozanti putters around using slicer tools to muck-up one ship at a time - basically painting a target for the Vics. Worst case scenario, the Gladiator gets in close while the destroyers throw 3 or 4 red dice a piece from long range. Probably just do a bunch of navigate commands with the star destroyers to keep things where they need to be. My opponent tends to take lots of small ships, so I figure that skipping the shields and dishing out face up damage cards with the advanced torps will be mighty painful for him. If he decides to go first, hes gonna hate my objectives. If he lets me go first, then I will love getting that first activation when I have a ship close, or he has strayed to far into my zones. I just have to work out the most effective deployment.

Thoughts???

I think all in all it's actually a solid list. Konstantine and tractor beams used multiple times per turn on a single target can be very very hard to deal with. You already are on the right track thinking the Vics are going to take a lot of navs, because that also is very true.

But it's still a squadronless list with extrememly uninspiring flak. If its for a casual game and you know your buddy isn't going to bring Leia and a Yavaris with a tray full of Y and B wing bombers then you guys will have a pretty good game.

If he shows up with bombers it's gonna be lights out for you by turn 3.

I'd reconsider Hyperspace Assault for Contested outpost. With Konstantine you want as many of your medium bases on the table as possible so you can start slowing/speeding things up.

Thanks for the feedback. Any recommendations on how to modify this list to have an appropriate squadron element? I knew I was taking a risk with no squadrons but I was hoping I could bank on a bunch of activations and controlling movement and overwhelming firepower to basically crush the elements of his fleet that might bring fighter support (Tavares, bomber command centre, etc..) I could replace the Gladiator with a raider kitted put to kill squadrons and a couple of my own squadrons????

Here is an alt version of the list:

Admiral - Konstantine

3 of the following Victory-Class Star Destroyers with one being flag ship:

Vic1
- ordnance experts
- tractor beams
- assault proton torpedoes

Raider 1
- ordnance experts
- Agent Kallus
- Flechette Torps
- Impetuous title

Gozanti Cruisers
- slicer tools

3 TIE Squadrons

total 400pts

Objectives - - - - Advanced Gunnery, Hyperspace Assault, Minefields

Typically the best anti squad is other squads. Valen and Ciena are the small squad MBPs for their ability to survive a long time.

If sub the raider for a naked or slicer gozanti (slice away those nav commands) to boss the squads around and add in the aces.

I agree with Broba, if you face a Bomber fleet, you're dead. Yesterday I played my Norra-BCC-BWs, and they would have loved your list :)

And 3 TIE Figthers won't change much, because they will die easily.

When I field a "squadronless" fleet with my rebels, I go for 2 fighters: Shara Bey and Tycho Celchu. Why? They 1) are fast 2) have Scatter 3) have Counter. So with them you can block enemy Bombers in dogfights for a couple of rounds, giving you the time to destroy the squadrons' controllers, and destroy maybe something thanks to their counter.

As an Imp, you have plenty of unique squadrons that are fast and with Scatter: Howlrunner, Mauler, Whisper, Soontir Fel... and Ciena Ree/Valen Rudor are even faster and got Counter. So look at them, try them, and try to figure out which are the 2-3 you may use in such squadronless fleet.

I hear you, buy, I am pretty sure that if he decides to seriously concentrate a portion of his list on squadrons, that he will have Jan and a couple x-wing so I don't think I will realistically be able to tie anything up.

Okay, so here is one more fleet build of this list that looks to address its like of fighter support. Let me know if you like this versus the two previous iterations.

Admiral - Konstantine

2 of the following Victory-Class Star Destroyers with one being flag ship:

Vic1
- ordnance experts
- tractor beams
- assault proton torpedoes

Quasar 1
- flight controllers
- Boosted Comms
- Expanded Hangers

Gozanti Cruisers
- bomber command center
- Suppressor Title

4x defenders
Tempest Squadron
Rhymer

total 396pts

Objectives - - - - Advanced Gunnery, Fleet Ambush, Minefields

So, swapped out some fire power by exchanging a Vic1 for the quasar, who kits out with the Gozanti for a squadron team that has teeth for anti-squad as well as a potent bombing force. Thoughts are appreciated :)

I like it! Getting the Vic-1's on target is always a challenge, but if you can manage that it should be able to blow stuff up just fine.

Now that you have a Gozanti in the mix, you will get much better mileage with less risk from Most Wanted as your red objective. AG might backfire if they have a Home 1 class in their fleet, they really really like that objective.

Also, I have come to love a quasar kitted just how you have it. It's a tiny point investment so if they kill it its kind of not a big deal, but it creates a huge alpha threat, especially with speed 5 fighter/bombers. I like the Pursuant title on it so it can lock in a nav command to stay in boosted coms range... I find that if I start it speed 2 it keeps in boosted coms range for turns 1, 2, and 3, but for my nav on turn 3 I bump up to speed 3 and add a yaw at the first joint to stay in boosted coms range and make it an unpredictable target. Not necessary at all of course, just a thought.