[CC] Improving an Imperial fleet

By Stefan, in Star Wars: Armada Fleet Builds

Hi guys,

I want to ask your advice. Below you find my current list from CC, followed by some builds. Those are maxed at 500, so I know where I'm going. I want your advice on what you think is the best way to go forward.

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Current Status:

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Quasar Fire II-class Cruiser-Carrier (61 points)
- Boosted Comms ( 4 points)
= 65 total ship cost

Arquitens-class Light Cruiser (54 points)
- Turbolaser Reroute Circuits ( 7 points)
= 61 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Motti ( 24 points)
- Gunnery Team ( 7 points)
= 116 total ship cost

Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
= 27 total ship cost

1 Gamma Squadron ( 10 points)
1 Black Squadron ( 9 points)
4 TIE Bomber Squadrons ( 36 points)
1 Zertik Strom ( 15 points)
2 TIE Advanced Squadrons ( 24 points)
1 Dengar ( 20 points)
1 Captain Jonus ( 16 points)
= 130 total squadron cost

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Alternative 1

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Gozanti-class Cruisers (23 points)
- Flight Commander ( 3 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 38 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Motti ( 24 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- X17 Turbolasers ( 6 points)
= 126 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

Raider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 55 total ship cost

Quasar Fire II-class Cruiser-Carrier (61 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Boosted Comms ( 4 points)
= 72 total ship cost

1 Dengar ( 20 points)
1 Major Rhymer ( 16 points)
1 Gamma Squadron ( 10 points)
4 TIE Bomber Squadrons ( 36 points)
1 Zertik Strom ( 15 points)
2 TIE Advanced Squadrons ( 24 points)
1 Captain Jonus ( 16 points)
1 Black Squadron ( 9 points)
= 146 total squadron cost

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Alternative 2:

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Quasar Fire II-class Cruiser-Carrier (61 points)
- Squall ( 3 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
= 81 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

Gozanti-class Cruisers (23 points)
- Flight Commander ( 3 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 38 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Motti ( 24 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- X17 Turbolasers ( 6 points)
= 125 total ship cost

Gozanti-class Cruisers (23 points)
- Flight Commander ( 3 points)
- Boosted Comms ( 4 points)
= 30 total ship cost

4 TIE Bomber Squadrons ( 36 points)
1 Dengar ( 20 points)
1 Gamma Squadron ( 10 points)
2 TIE Advanced Squadrons ( 24 points)
1 Black Squadron ( 9 points)
1 Zertik Strom ( 15 points)
1 Captain Jonus ( 16 points)
1 Maarek Steele ( 21 points)
1 JumpMaster 5000 ( 12 points)
= 163 total squadron cost

As you can see, my main areas of thinking currently revolve around including Major Rhymer (or not), a Lambda Shuttle (or not), a Raider for flak or additional Gozanti for activation, or Mareek Stele as an alternative to Rhymer.

I like both lists. The only thing I would scrap is flight commander on the gozantis, boosted coms is enough. Rather put more squadron activations in. Ext. hangars for quasar and the new officer that gives a token every round for 5 points.

A shuttle might be good against ion cannon base defense. Then you can scrap boosted coms too. You even have escorts for it. But redundancy is always good, decide based on enemy squadron strength.

Random thoughts about both lists:

Jonus with the raider synergises to block a brace on the ext racks attack. Better use of jonus.

More squadrons are always good on the other hand. Might totally crush the other players if they have few squadrons so keep their motivation in mind.

I now went for this, reasoning below:

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Faction: Galactic Empire
Points: 500/500

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep

Quasar Fire II-class Cruiser-Carrier (61 points)
- Squall ( 3 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
= 82 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 63 total ship cost

Gozanti-class Cruisers (23 points)
- Flight Commander ( 3 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 38 total ship cost

Gozanti-class Cruisers (23 points)
- Flight Commander ( 3 points)
- Boosted Comms ( 4 points)
= 30 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Motti ( 24 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 130 total ship cost

4 TIE Bomber Squadrons ( 36 points)
1 Dengar ( 20 points)
1 Gamma Squadron ( 10 points)
1 Black Squadron ( 9 points)
1 Captain Jonus ( 16 points)
2 TIE Advanced Squadrons ( 24 points)
1 Zertik Strom ( 15 points)
1 JumpMaster 5000 ( 12 points)
1 Lambda-class Shuttle ( 15 points)
= 157 total squadron cost

Regarding squadrons, I think I need two Intels, so I added a Jumpmaster. I also wanted one Strategic to mess with Ion Cannons and the like, so welcome Lambda Shuttle. I thought about adding Mareek Stele, but there's simply not enough points to go around. Therefore, the list remains a bit light on anti-fighter dice.

A way to remedy this is to commit the Qasar to a flak. Agent Kallus and Ruthless Strategists should guarantee a healthy dose of damage, and Gunnery Teams allows to fire some dice at ships as well. Squall should help to set up attack routes or Intel/Strategic whereever it's needed.

The rest is fairly boiler plate IMHO.

What do you think?

Is the fleet locked in like in this and you asking just for post script thoughts, or can you make changes?

I can make changes. I can't afford the whole fleet yet anyway, but I want to know where I'm going.

Imo when I build fleet that I know us going to rely heavily on squad damage I get that looking exactly how I want it first, then move on to fitting the ships around it. In this case, i get the impression you went the other way around cause there is no need at all for boosted coms when you are also taking double relay. Strip boosted (and flight commander, same issue, not needed with relay) off your ships and add the 15 points to max out your squad compliment and then take a second look at your ships!

Quasars, gozantis, and victorys (dc makes them one shot wonders, but not a consistent threat) are nice for activating your bugs, but they are not a huge source of ship threat in and of themselves. Your squads are going to be doing the heavy lifting. So don't skimp on them.

In CC especially the fact aces can get vet and generics cant is a strong reason why you should look to them first.

Can you get Tempest in instead of a generic adv? Rhymer and Maarek instead of the generic bombers? Maybe Mauler to help ruthless power through enemy squads. Your squads will still have enough hull for ruthless.

Having especially gamma, rhymer, and jonus is good because it lets you aggressively reroll for doubles on them, so if they get a hit you can rr with bcc, then again with vet if its a miss.

Depending on your overall comfort with squadrons, you might even be able to get significant mileage out of Morna in this fleet. If you can protect Morna she will reliably hit for 3 damage when vet against ships, and makes a prime late game target for jonus especially if maarek gets repurposed to a more antisquad roll.

Anyway, all just suggestions! Best of luck in your CC!