Help Tweak my Regionals List

By Kasuvari, in Star Wars: Armada Fleet Builds

LIST TOTAL 399 - Contested Outpost, Most Wanted, Solar Corona

Imperial II - Motti / Boarding Troops / Leading Shots / Avenger

Victory II - Gunnery Team / Disposable Caps / Leading Shots

Glad I - Ordinance Exp / External Racks / Demo

Goz Cruiser

Howlrunner / Mauler Mithel / Cienna Ray

I am worried I am trying to do too many things, and end up doing non of them overly well. Ideally, it is 3 very well built ships with a transport for activation and a few scatter squadrons to tie up any squadron balls I run up against. Problem is, I feel that I'm being out activated and not getting the first/last often enough with the Imp II or Demo. I like the look of cards like Strategic Advisors to help with that, but I can seem to find the points.

Suggestions?

Drop Mauler and Howl for Valen, if you're going minimal squads you can't top Valen and Cienna.

4 activations isn't bad, but you are correct that you have a middle of the road build.

Try this instead:

Name: Untitled Fleet
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Station Assault
Defense: Contested Outpost
Navigation: Salvage Run

Imperial II (120)
• Moff Jerjerrod (23)
• Strategic Adviser (4)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Quad Battery Turrets (5)
= 170 Points

Victory II (85)
• Minister Tua (2)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Spinal Armament (9)
• Leading Shots (4)
• Electronic Countermeasures (7)
= 117 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Squadrons:
• Ciena Ree (17)
• Valen Rudor (13)
• TIE Interceptor Squadron (11)
• Howlrunner (16)
= 57 Points

Total Points: 390

Go 2nd, force them to come to you through your heavy gunners. You lose Demo but gain an activation and a more mobile fleet with Jerjerrod.

Jerry would be a lot better for this list honestly, and you should put Comms net on that gozanti.

Usually, the AvengerBT combo works better on an ISD1, because you already need to be in close range to pop Boarding Troopers, and black dice are more potent than red dice. Besides, you save 10 points.

I'm considering the change to ISD1 but am hesitant about the loss of dice. I do like the extra 10 points to get me a Strategic Adv. and Comms Net for 5 activations.

I am also hesitant about switching to Jerjerrod but I realize it's super important for 3 hard to move ships. I will give it a test run.

Are we sure Valen Rudor is better than Mauler? Assuming I can activate it twice before he pops, that could be 3-4 damage per move (best case), while Valen would only protect himself for perhaps an extra turn as most people would go after Howlrunner first.

Edited by Kasuvari
2 hours ago, Kasuvari said:

Are we sure Valen Rudor is better than Mauler? Assuming I can activate it twice before he pops, that could be 3-4 damage per move (best case), while Valen would only protect himself for perhaps an extra turn as most people would go after Howlrunner first.

Without Chiri or intel I think Rudor is better