Rookie Admiral Help - Imperials

By Smashotron, in Star Wars: Armada Fleet Builds

Hey all,

I only have two games under my belt and I'm looking for some help with selecting objectives for my fleet. I'd also like to know if this fleet stands any chance at all in general, especially against squadrons. I understand that I am low on deployments, low on activations (debated a Strategic Advisor), and have no squadrons. I only own core TIE Fighters and no Gozantis (yet). I picked Moff Jerry because his ability offers me training wheels for learning the movements of this game. I suspect there are better Admirals for ISDs and VSDs that I should/could be looking at, but I find Jerry very helpful right now. Would it be better to put him on the VSD though?

With the list As-Is, what objectives should I be looking at? Should it matter if I want to go first? If I get to go first, what enemy objectives should I be looking to choose? If the list is beyond all hope, where would you make adjustments?

Thanks!

Name: Admiral's First Commission
Faction: Imperial
Commander: Moff Jerjerrod

Assault:
Defense:
Navigation:

Imperial I (110)
• Moff Jerjerrod (23)
• Boarding Troopers (3)
• Avenger (5)
= 141 Points

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• SW-7 Ion Batteries (5)
= 105 Points

Gladiator I (56)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 77 Points

Arquitens Light Cruiser (54)
• Taskmaster Grint (5)
• Slaved Turrets (6)
= 65 Points

Squadrons:
= 0 Points

Total Points: 388

Edited by Smashotron

Looks ok.

  • Take Leading Shots on the ISD as you need to make the BT shot count.
  • VSD I think I would prefer Leading shots if you have another copy of the card. Red dice can be fickle and if you get too many accuracies you can discard a blue one to reroll other dice (including any more unneeded accuracies. LS lets you do it the other way round too by discarding a blue hit to roll 2 more blue dice and any red blanks as you fish for an accuracy when shooting at a target with a brace or a scatter capable flotilla.
  • Arquitens should go for Slaved turrets only in Vader lead lists, otherwise go for DTTs or Needa + TRCs.
  • I think a Strategic Adviser would really help get the Avenger into position. Grint can go to keep the bid reasonable.
  • Advanced Gunnery or Station Assault
  • Contested Outpost or Capture the VIP
  • Dangerous Territory or Solar Corona

I haven't used BTs before and I don't have an Interdictor, but I'll proxy Leading Shots and see how it goes. I misread the SW-7s and thought all accuracy results could be hits, so good catch. I don't have CC yet so I will give those Core objectives a try in my next match-up. Thanks!

I stared in a very similar place for my list:

  • Imperial Kuat Refit - Leading Shots, Boarding Troops, Strat Adviser, Avenger
  • Victory II - Gunnery Team, Disposable Caps, Leading Shots, Jerjerrod
  • Glad I - Ord Exp, Ext Racks, Demolisher
  • Goz Cruiser - Comms Net
  • Howlrunner, Valen Rudor, Cienna Ree

I like hitting with 3 big ships. Choosing the Kuat reduces my boarding troops to 2 but gives me the natural blue dice on the side for Leading Shots. The Gozanti and Strat Adviser brings me up to 5 activations and having 3 scatter Aces allows me to tie up any squadron builds a little. Its not perfect, but at 394 I fluctuate between giving the VicII a Quad Turret or giving the Kuat APT or Ext Racks and ramming it up their throats.

For objectives I go Most Wanted, Contested Outpost, & Solar Corona. All great for tanky ships.