Imperial Motti Bomber List - Feedback Welcomed

By Chris Montgomery, in Star Wars: Armada Fleet Builds

Imperial - Motti - Chiraneau Bomber List

Author: Chris Montgomery

Faction: Galactic Empire
Points: 393/398

Commander: Admiral Motti

Assault Objective: Most Wanted (changed from Advanced Gunnery due to discussion below)
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Relentless ( 3 points)
- Admiral Chiraneau ( 10 points)
- Gunnery Team ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Redundant Shields ( 8 points)
- Leading Shots ( 4 points)
= 181 total ship cost

Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
- Flight Commander ( 3 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 40 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Admiral Titus ( 2 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Repair Crews ( 4 points)
= 39 total ship cost

1 Major Rhymer ( 16 points)
4 TIE Bomber Squadrons ( 36 points)
4 TIE Advanced Squadrons ( 48 points)
1 "Mauler" Mithel ( 15 points)
1 Soontir Fel ( 18 points)

Still working on tweaking this list. The idea is to have the fleet essentially be a bomber and squadron delivery mechanism. The ISD can hold it's own, especially with redundant shields and Gozanti repair crews while dishing out a not-insignificant amount of damage at pretty much any range. The idea is to use Mauler, Soontir, and the TIE Advanced as a clearing engine to get the bombers through the enemy fighter screens. The plan is to have the ISD throw the Mauler-Soontir ball into the fight and hopefully wipe out or severely restrict the enemy fighters, then on Turn 2 or 3, have the Rhymer-bombers hurl in to start the attack in earnest.

The ISD is also set up to bring the pain and provide squadron support at the same time.

The first Gozanti essentially offers support and flexibility for how the fighter/squadron engagement goes, both allowing me to maneuver the Advanceds or the Bombers to tweak things as needed. The ISD cannot activate all the fighters on it's own.

The second Gozanti is support for the other two ships, providing some repair abilities and messing with the opponent's plans in the way of movement dials and defense tokens.

The squadrons are expected to fly pretty close together with the TIE Advanceds providing escort cover for the bombers. If enough of them survive, they can also pitch in to help with ship damage, though only hitting on "damage" icons. I think with Mithel and Soontir, with Soontir being escorted, there will be a lot of auto-damage flying around and taking out the opponent's squadrons will hopefully happen quickly.

At 393 points, the goal is to win the initiative bid. If I do, I can force my opponent to pick one of my objectives: Advanced Gunnery, Fleet Ambush, or Superior Positions. I think the weakest choice, in general, is Superior positions; an opponent just has to deploy first -- the advantage there is, if I can deliver the bombers into a rear arc, there will be quite a few victory tokens to be had (hopefully). Advanced Gunnery, going second will really be a huge advantage to the ISD if, of course, I can fly it right. Being the second player would make that difficult, but not impossible. Finally, Fleet Ambush plays the most to my fleet's strengths with the ability to possibly mess with the ambushed ships by using Titus, and (if a small ship), possibly the tractor beams to lower a ship to 1 or 0 by Turn 2 helping to pin it in place for the ISD.

Motti is sort of an "easy" Imperial commander for a first fleet - but ideally he will lend some potential survivability to the Gozantis and allow the ISD to stay stuck in the fight longer until the opponent's squadrons can be cleared out and the bombing runs can begin.

Anyway - I'm a newb - this is a first fleet. Feedback welcome. I'm playing in a couple tournaments at Adepticon for fun this coming March and while I don't mind losing, it would be nice to bring a list that isn't laughed out of the room!

Edited by Chris Montgomery
Updated List
49 minutes ago, Chris Montgomery said:

If I do, I can force my opponent to pick one of my objectives: Advanced Gunnery

Are you aware that Advanced Gunnery does not synergize with Gunnery teams? (i.e. your ISD with gunnery teams would not get any benefit from Advanced Gunnery?)

11 minutes ago, PT106 said:

Are you aware that Advanced Gunnery does not synergize with Gunnery teams? (i.e. your ISD with gunnery teams would not get any benefit from Advanced Gunnery?)

If I go as second player, Advanced Gunnery let’s me hit the same target twice, was my thinking, which I can’t do with Gunnery teams. And if I go first, I cd pick a different objective of my opponent and still be able to fire twice. That’s was my thought process anyway. You don’t recommend this, I take it?

5 minutes ago, Chris Montgomery said:

If I go as second player, Advanced Gunnery let’s me hit the same target twice, was my thinking, which I can’t do with Gunnery teams. And if I go first, I cd pick a different objective of my opponent and still be able to fire twice. That’s was my thought process anyway. You don’t recommend this, I take it?

The problem is that Gunnery teams forbid you to shoot the same target twice and this limitation trumps Advanced Gunnery text (I believe it is spelled out in FAQ)

45 minutes ago, PT106 said:

The problem is that Gunnery teams forbid you to shoot the same target twice and this limitation trumps Advanced Gunnery text (I believe it is spelled out in FAQ)

Thanks for the heads-up! Exactly the reason I like community feedback. Much appreciated.

Okay - updated to change Advanced Gunnery to Most Wanted. Perhaps not the best choice, as it makes sense to have your objective ship be the cheapest ship in your fleet . . . but I'm not sure that any of the other tournament-acceptable objectives are better. Totally willing to take opinions on that. Thanks again, PT106.