Making Konstantine work

By Alpharius18, in Star Wars: Armada Fleet Builds

Original list contained two VIC 1's with ord. experts, vet caps, tractor beams, and Vet caps, and the fighter ball was 2 TIE's, an interceptor, sabre squadron, black squadron, and howlrunner. Played against a 4 corvette and 1 mc80 list and was unconvinced by their effectiveness, so have swapped them and some squads out for d.caps and VIC 2's instead. General tactic with this list is to keep things in front arc of the destroyers for as long as possible with konstantine and cause some collisions (which was successful to an extent).The fighter screen is simply to suicide in, cause some hefty damage, and then let counter do the finishing touches, with support from a kallus red/black die quasar. Veteran captains are just for those crucial navs if I need to engineer one turn or to increase my shield regeneration if they get in a large firefight. Objectives are designed to support the build as much as possible, close range intel scan just for a free 10pts every now and then, contested outpost will allow me to control where the enemy is, and solar corona to help the VIC's survive firefights a little better.

Konstantines wall

Assault obj: Close range intel scan

Defense obj: Contested outpost

Navigation obj: Solar corona

399/400pts

VIC II Star destroyer: 85pts

  • Veteran captain 3pts
  • Disposable capacitators 3pts
  • Seventh fleet star destroyer 5pts

= 96pts

VIC II Star Destroyer: 85pts

  • Veteran captain 3pts
  • Disposable capacitators 3pts
  • Seventh fleet star destroyer 5pts

= 96pts

Gozanti class cruisers: 23pts

  • Comms net 2pts

= 25pts

Gozanti class cruisers: 23pts

  • Comms net 2pts

=25pts

Quasar fire II class Cruiser-Carrier: 61pts

  • Admiral Konstantine 23pts
  • Flight Controllers 6pts
  • Agent Kallus 3pts
  • Boosted Comms 4pts

=97pts

Squadrons: 58pts

  • 3 TIE interceptors: 33pts
  • Black Squadron: 9pts
  • Howlrunner: 16pts

Want to keep the list focussed on Konstantine but any suggestions to improve other factors would be appreciated.

If you come up against anything over moderate fighter force you will need the Flight controllers but your fighters won't last long enough to make use of them so wasted quasar points on top of that.

Drop a flotilla and take more squadrons and upgrade Black squadron (which doesn't benefit from Howlrunner) to Zertek with his double braces.

Change 7th fleet into gunnery teams to get twice the front arc shots at long range when using the capacitors.

Unfortunately my answer to your post title is that he doesn’t. I wish he did. But he doesn’t. So frustrating.

Ok so have made some edits, mainly gunnery teams and a better(ish) fighter screen

Konstantines wall

400/400pts

Assault objective: Close range intel scan

Defensive objective: Contested outpost

Navigation objective: Solar Coronas

Goznti-class cruiser: 23pts

  • Comms Net 2pts
  • Admiral Titus 2pts

=27pts

Quasar-Fire II class Cruiser-Carrier: 61pts

  • Agent Kallus 3pts
  • Boosted Comms 4pts

=68pts

VSD II: 85pts

  • Seventh Fleet title: 5pts
  • Gunnery team: 7pts
  • Disposable capacitators: 3pts
  • Veteran Captain 3pts
  • Admiral Konstantine: 23pts

=126pts

VSD II: 85pts

  • Seventh Fleet title: 5pts
  • Gunnery team: 7pts
  • Disposable capacitators: 3pts
  • Veteran Captain 3pts

=103pts

Squadrons: 76pts

  • Cienna Rie: 17pts
  • Valen Rudor: 13pts
  • Howlrunner: 16pts
  • TIE Fighter squadron: 8pts
  • 2 X TIE Interceptor Squadrons: 22pts

So I took out a Gozanti, and removed flight controllers in order to keep the seventh fleet titles (they saved the VSDS in my last game and do help keep damage low, especially if the opponents rolling accuracies). Squadron ball is more survivable now. Did consider Storm but Valen has better firepower and will really make those counter 3's hurt. The extra TIE is just for a bit of shielding really and howlrunner will attempt to stay both out of combat and within range of my own fighters as much as possible.

Weakest part of the list is still Konstantine. Without Motti your ships aren't that durable. Without JJ they will get maybe 1 front arc shot off all game. Without Thrawn you are locked into Navs. Without Vader your red dice are going to be incredibly hit or miss.

This fleet needs a lot of things, unfortunately, Konstantine doesn't provide any of them. Instead, he provides a speed control mechanic that you will get to use maybe 1 time a game in a situation where your opponent really doesn't want to run a nav and you force them to anyway. It's not a good trade off. I get that you are trying to make Konstantine work, and if you are just playing a for the laughs game in your kitchen he can be kinda fun and funky to mess with your opponent. But anything beyond that, there is simply no way to make him worth taking when you consider what you are giving up. And yes, that is carte blanche for all fleets considering Konstantine.

1 minute ago, BrobaFett said:

Weakest part of the list is still Konstantine. Without Motti your ships aren't that durable. Without JJ they will get maybe 1 front arc shot off all game. Without Thrawn you are locked into Navs. Without Vader your red dice are going to be incredibly hit or miss.

This fleet needs a lot of things, unfortunately, Konstantine doesn't provide any of them. Instead, he provides a speed control mechanic that you will get to use maybe 1 time a game in a situation where your opponent really doesn't want to run a nav and you force them to anyway. It's not a good trade off. I get that you are trying to make Konstantine work, and if you are just playing a for the laughs game in your kitchen he can be kinda fun and funky to mess with your opponent. But anything beyond that, there is simply no way to make him worth taking when you consider what you are giving up. And yes, that is carte blanche for all fleets considering Konstantine.

Yes. Until your opponent only brings TWO total ships to mess with… and a bunch of rogues.

7 minutes ago, mr_mithrandir said:

Yes. Until your opponent only brings TWO total ships to mess with… and a bunch of rogues.

Whoa whoa whoa! Who would be so bold as to do that?

9 minutes ago, mr_mithrandir said:

Yes. Until your opponent only brings TWO total ships to mess with… and a bunch of rogues.

Probably incredibly handsome too though.