No bid imperial fleet

By wweinmann, in Star Wars: Armada Fleet Builds

This is a list that I created to play at an upcoming regional event. I have not play tested this yet but I wanted to see if the community had any suggestions that I may use to increase the effectiveness of the fleet.

imp star II

Admiral Motti (24)

Avenger (5)

The Grand Imquisitor (4)

Boarding Troopers (3)

SW-7 Ion Batteries (5)

XX-9 Turbolasers (5)

Electronic Counter Measures (7)

Vic Star I

External Racks (3)

Quasar Fire I-class Carrier

Flight Controllers (6)

Extended Hanger Bay (5)

Boosted Comms (4)

Wulfe Yularen (7)

Squadrons

4x Tie Interceptor (11) (44)

Mauler Mithel (15)

Howlrunner (16)

Objectives (if I'm given 2nd player)

Advanced Gunnery (r)

Hyperspace Assault (y)

Superior Positions (b)

I have used the squadron build before and it has been very successful. Mauler is an addition that I have not tried before but he seems like a good finisher after the interceptors finish there salvos. Please let me know what you guys/gals think.

Ever consider breaking the vic up into 2 raiders? Or a raider and 2 gozantis? Would make bossing those squads and getting those black dice on target simultaneously easier, while also padding your activations a bit to allow avenger to position in such a way you might actually be able to use Boarding troopers. Close range is a hard target to hit as second player where they can scoot out whatever you want to kill first before you activate.

So in your opinion since I will be out bid most of the games I play, my opponents would take first player a majority of the time to try and avoid my Avenger? Do you think my mission selection has enough threat to dissuade an opponent from having to choose one of my objectives. As for the squads the carrier can activate all the squadrons every turn after the first with wulfe so breaking the vic star would help pad my activations if I was forced to run as second player. I will play with the points to see what that would look like but I would have to drop 12 additional points for the 2 raider suggestion.

It’s worth noting your opponent can never be dissuaded by seeing your objective selection, because they don’t see it until after they decide. Taking Superior Positions and going first would be a pretty firm decision for me with most fleets, because interceptors hate flak, nothing can reliably deal damage to my rear hull zones, and you’ll only have 6 fighters minus however many are killed. If you’re up against 134 points of squadrons, that will likely be all of them (and then they’ll start scoring points instead; how undignified!). I’d recommend switching to Dangerous Territory or Solar Corona, because SP is one of those objectives that can be completely, catastrophically turned against someone who isn’t 100% gunning to abuse it.

Edited by The Jabbawookie

Aren't you allowed to see someone's roster before a game? Doesn't it have your objectives listed on it?

You can see his fleet including all the upgrades and squadrons but not the objectives. Then you decide. If you choose to go first the enemy then reveal the red, yellow & blue cards for you to choose from.

You are allowed to see fleets, but your fleet roster you bring to tournaments should never have objectives on it. Pencil the objectives in on the one you hand in to the TO at the start, otherwise it needs to be blank.

And no, there is no reason why anyone would ever give first to a BTAvenger. You will immediately be going second in every matchup, unless you face another 400pt fleet and win the toss up.

This list wants Sloane. VSD could use ordnance experts.