Dice manipulation

By Norell, in Star Wars: Armada Fleet Builds

So I was thinking about "fixing" the red dice and to give some table time to my two Arquitens. The concept is rather obvious. With Vader and IF even reds become reliable and I can deal with an impressive amount of damage even from long range. My two concerns are the token squadron force and that I may spend too much on dice manipulation cards.

Author: Norell

Faction: Galactic Empire
Points: 397/400

Commander: Darth Vader

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Sensor Net

[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Darth Vader ( 36 points)
- Taskmaster Grint ( 5 points)
- Gunnery Team ( 7 points)
- X17 Turbolasers ( 6 points)
- H9 Turbolasers ( 8 points)
- Intensify Firepower ( 6 points)
= 180 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Quad Battery Turrets ( 5 points)
= 66 total ship cost

Arquitens-class Light Cruiser (54 points)
- Intel Officer ( 7 points)
- Quad Battery Turrets ( 5 points)
= 66 total ship cost

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

1 Valen Rudor ( 13 points)
2 TIE Defender Squadrons ( 32 points)
1 Lambda-class Shuttle ( 15 points)

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Fleet created with Armada Warlords

If you switch Grint for Wullf Yalareen you wont have to spam consentrate firepower on flagship allowing you to do Engineering and navigate when needed and still always activating intensify

2 extra points so does eat into your bid but id reccomend it

I agree. Also slow Arquitens are usually dead Arquitens so I would upgrade their QBTs to Slaved turrets to keep your speed up.

Drop H9s for XX-9s or QBTs to get the points.

You can get 2 scatter/brace aces for the price of the 2 defenders. For the cost, in a minimal CAP like this, you want as much longevity as you can get because you are just buying time for your ships to stack up damage, not really looking to destroy anything. Why not Ciena/Soontir for 1 more point? Now they more or less are forced to slog through Soontir, then Ciena, then Valen to get all your squads. If you can position where they have to engage Valen and he can take a hit or burn a toke or 2, then engage with Ciena so now they can no longer fire at Valen and Ciena can take some heat before you finally engage with Soontir and now they have to choose to kill Ciena and take auto damage or shift fire to Soontir, you can make the screen absolutely punishing to deal with.

Even played poorly, I still consider it a step above 2 generic defenders.