I don't get to play enough - how stupid is this?

By Khyros, in Star Wars: Armada Fleet Builds

As the title states, I don't get to play this game very often. Which is kinda on me and kinda on my schedule. So I haven't been able to play a game since Gencon in August, and just decided that I'm going to a regional on Thanksgiving weekend. Go go lack of practice! In general, I'm not very practiced in the game, and extremely lacking in the second level squadron play. I have one of each Imperial release (and 2 Gozantis). I'm probably going to get in one or two games between now and the regional, so I don't want to waste them on a complete trash "lawls you lose" build. The easy solution would be to keep modifying what I ran for Gencon (and still might go back to that idea), but wanted to get opinions on a completely random list.

ISD2 w/ Motti, Intel Officer, Gunnery Team, ECM, Leading Shots, XI7, Avenger
Interdictor Suppression w/ Wulff, Dcaps, Targeting Scrambler, G8, SW7, Projection Experts, Interdictor
Raider 1 w/ Tua, Quad Lasers, Flechettes, Impetuous, Cluster Bombs
TIE Interceptor x2
TIE Fighter x1
Capture the VIP, Most Wanted, Minefields
400pts

The theory craft in my head says that with the help of the Interdictor, the ISD will be *very* difficult to kill. Wulff Yularen means that I always have an engineering token (worth 3 points). Coupled with Projection Experts, that means that I can move 2 shields from the Interdictor to the ISD every turn (or Raider when needed) - or at least until I run out of shields myself. But with 6 points to spend when I use an engineering command, I get 3 shields back (plus move 2 of those to the ISD). And then the scrambler should help minimize those harmful double icon rolls, and since it's during defensive token stage, accuracy icons are as good as a blank, so there's no downside. I'm concerned with ships being more evasive than me, thus the G8 should help line up the necessary shots. Meanwhile, the ISD does what ISDs do, dumping tons of dice. And the Raider is the anti-squadron support. I figured that since it doesn't really live that long, having a few squadrons myself to screen it would probably be a good thing. I'm going with the Interceptors over the Fighters due to the Counter 2 that they have. The Quad Lasers give the Raider counter 1 as well for when its 3 fighter screen dies. Flechettes should help minimize the incoming damage from the squadrons since I don't really have the firepower to kill them, and the cluster bombs are the thing that I'm least sure of, but could be a decent burst to an ace squadron that I need to clear from the table. So, with all of that said, I'm thinking the strategy would be that I don't have the firepower to kill big targets... let the fat pickles go. Meanwhile, they don't have the firepower to kill me either. I'll have to go after the AF2 and the MC30s and Gladiators etc. to get up on points, basically aiming for a 7-4 win or so. Capture the VIP should basically give me 50 bonus points... if they kill the ISD I'm going to lose anyways, so it doesn't matter that they get 50 more points. Same thing with Most Wanted - if they're killing the ISD they're winning, so I make it the MW, and hopefully make their AF2 a 70pt bonus. Minefields is what I'm least sure of, but it might be helpful for cutting off some of the escape routes of nimble fleets (though I wouldn't expect they would ever choose that because of that).

So, what are the glaring flaws in my logic? I realize that I'm betting on basically killing a single (or two) 75-100pt ships, and hoping that my defenses are strong enough to withstand only losing the Raider and 3 squadrons. Is that flawed logic? Do you think that I'll be unable to accomplish that? I'm not 100% sold on those cluster bombs either, would I be better off spending those 7 points elsewhere?

For reference, my Gencon list (which I have some changes I want to make if I continue playing it) was:

ISD2 w/ Jerry, Skilled FO, Gunnery, RBD, Leading Shots, Spinal Armament, Relentless
GSD1 w/ Ordnance Experts, Engine Techs, APTs, Demo
Raider1 w/ External Racks
Gozanti w/ Jamming
Gozanti w/ Comms
Howlrunner
TIE x4
Most Wanted, Fire Lanes, Superior Positions
400pts

This looks like fun. The Raider is going to want ordnance experts to reliably trigger the flechettes; I love the Tua/Cluster Bombs combo, never seen that before. I think you'll want more fighters somehow, but I can't off the top of my head see where they'll fit. Lastly, Phylons are cheaper than the G8, and you could put in either a G7-x or Grav Shift Reroute that way, both of which are amazing with Minefields and help with Capture the VIP. Hope this helps.:)

ISD Looks Good. Agent Kallus can be nice on Avenger since they cannot use red braces or scatters against 2 blue and a black and your GTs enable you to still evaporate a ship out the front arc too.

For only 3 more points than the SW7 you could go for Overload pulse, now able to fire at long range for one turn. Throw in a CF token and hope for that crit that Avenger may be able to then make the most of. It can be difficult to pull off but can scare people into acting a certain way too. If not drop SW7 altogether as accuracies can act on evades at long range. If you need more points Vet Captain can be a cheaper version of Wulff for an Interdoctor.

I'm not keen on the raider and as second player he may never turn off a squadron. I would go for 2 Gozantis or one and more fighters. Suppressor can be fun alongside Avenger to turn off the brace token from many ships (apart from Nebs and Liberties). Adding a Comms net can also make up for trading out Wulff once or twice a game. A Gozanti also is good in Most Wanted if you are unsure that the ISD may be destroyed.

Minefields can backfire if you face moderate squadrons opposition with some Lambdas or VCXs. Solar Corona may be better as you will often be out deployed by larger model-count fleets.

I just realized I made made a similar list not too long ago that tends toward the Mad Cat version. I've never played it though, so take it with a grain of salt...

Faction: Galactic Empire
Points: 396/400

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Salvage Run

Imperial II-Class Star Destroyer (120 points)
- Avenger ( 5 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 143 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Motti ( 24 points)
- Interdictor ( 3 points)
- Veteran Captain ( 3 points)
- Projection Experts ( 6 points)
- Disposable Capacitors ( 3 points)
- Overload Pulse ( 8 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 144 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
= 36 total ship cost

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

6 TIE Fighter Squadrons ( 48 points)

Interesting... So you're going with the double Gozantis over a Raider, with 109 points tied up in the Gozantis and squads, compared to the 93 of mine...

Looking at the comments about the Phylons being cheaper than the G8s... That made me think that I could really screw with people by doubling up on them. Q7s, G8, and Konstantine could basically mean that they're sitting ducks if I want them to be. So if the Q7s and Konstantine drop them to speed 1, the G8s can "temporarily" drop them to speed 0 - keeping them right in the crosshairs of my ISD... Stupid thought or total troll list that might ink out a few 7-4 wins?

I’m no expert in speed control, but that could work. BTAvenger on an ISD1 might thrive in that list due to how hard it hits at close range (for fewer points, no less!) Even big ships will think twice about engaging. If you do pick an ISD1, AG feels made for this fleet. The one thing I’m not sure of is Konstantine. If I were fighting this I’d avoid being in range of both big ships at all costs. The projectors and tractors might be enough on their own.