Roll More Dice - an attempt for a semi-competitive fleet

By Do I need a Username, in Star Wars: Armada Fleet Builds

Faction: Galactic Empire
Points: 395/400

Commander: Darth Vader

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Dangerous Territory

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Darth Vader ( 36 points)
- Devastator ( 10 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 202 total ship cost

Victory I-Class Star Destroyer (73 points)
- Warlord ( 8 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Quad Laser Turrets ( 5 points)
- H9 Turbolasers ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 106 total ship cost

1 Bossk ( 23 points)
1 Morna Kee ( 27 points)
1 IG-88 ( 21 points)
1 Aggressor Assault Fighter ( 16 points)

My goal is to get the most mods on the most attacks for super consistency.

"Most attacks" with only 2 ships? I don't really think this would be a viable lost, especially that any other list can outactivate you. Sure the firepower is awesome but what are you gonna do if the targets all run away from your front arc?

20 hours ago, Norell said:

"Most attacks" with only 2 ships? I don't really think this would be a viable lost, especially that any other list can outactivate you. Sure the firepower is awesome but what are you gonna do if the targets all run away from your front arc?

I guess the point is that I roll enough dice that attacking twice is a rarity for most small-medium ships, and large ships cant move enough. After posting, I added Stratigic Advisor(?) to sudo-have three activations. From experience locally, the low activation count is fine, so long as you can spread your arc.

I wouldn't feel too pressured looking at this across the table. Being able to control the variance of your dice is kind of an assumption with competitive fleets. What you need is a way to challenge some stuff that's going to cause you trouble. A Super Pickle (MC80 with lots of upgrades, flotillas to pad the activations, and the fleet built to go second, exploit the Strategic keyword, and rake in points off of defensive objectives) would eat this fleet up handily. As I see it, this fleet can shoot away at things that willingly fly straight into its guns, but your opponent won't do that. And when an opponent doesn't do that, this fleet can't deal with tricks, or even advance confidently into the enemy.

For one thing, it's only two ship activations. Three, if you add a Strategic Adviser for another pseudo-activation. Still not enough, especially if you hope that your opponent will move in close enough for you to shoot.

For another, your ISD-II is your real threat (since it's got the maneuverability to keep up with targets and because it has the range), and yet it has Gunnery Teams so it's incompatible with Advanced Gunnery. If I had any kind of large-ship list I would happily select Advanced Gunnery, because you could only get use out of AG on your VSD, and it would be easy enough to stay out of black range of its front arc. I think you're ineffectively putting VSD-II style upgrades on a VSD-I. In my opinion, a VSD-II has potential for lobbing damage, though it gets overwhelmed when things shoot back. A VSD-I should be either a carrier whose attacks are a secondary consideration, or else a flank guard who should also be light on upgrades.

Also, I think you've got the wrong commander. Vader is a lot of points if you're only using two ships and they both have reroll upgrades on them. For twelve less points, you could just do Motti and make things simpler.

You mention your goal as dice consistency, but I'd argue that dice consistency doesn't matter when you're looking at two ISD shots and one VSD shot per round, of any consequence.

You want dice consistency? Try slow-rolling the board with this lineup. You'll still get hard-countered by some fleets, but not as many as with the first list.

Faction: Imperial
Commander: Admiral Motti

Assault: Most Wanted
Defense: Contested Outpost
Navigation: Solar Corona

Victory II (85)
• Admiral Motti (24)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
= 128 Points

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
= 104 Points

Arquitens Light Cruiser (54)
• Dual Turbolaser Turrets (5)
• Hand of Justice (4)
= 63 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Squadrons:
• 3 x TIE Fighter Squadron (24)
• Howlrunner (16)
• Valen Rudor (13)
= 53 Points

Total Points: 394