I need to get ordnance experts so bad. Ugh

By Fuzzywookie, in Star Wars: Armada Fleet Builds

The Empire (393/400)
Empire - Author: fuzzywookie

Commander: Admiral Screed

Objectives: Contested Outpost, Most Wanted, Dangerous Territory

[flagship] Victory I-class Star Destroyer (73)
- Admiral Screed (26)
- Dominator (12)
- Weapons Liaison (3)
- Assault Concussion Missiles (7)
- Turbolaser Reroute Circuits (7)
= 128 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Weapons Liaison (3)
- Expanded Launchers (13)
- Engine Techs (8)
= 90 total points

Quasar Fire I-class Cruiser-Carrier (54)
- Stronghold (5)
- Disposable Capacitors (3)
- Expanded Hangar Bay (5)
= 67 total points

Squadrons (108/134):
2x VT-49 Decimator (44)
2x TIE Defender Squadron (32)
1x Howlrunner Tie Fighter Squadron (16)
2x Tie Fighter Squadron (16)

More importantly you need Needa, because without him the TRCs on the Vic are useless

Thank you didn’t notice until you showed me my idiot newbie list.

The Empire (392/400)
Empire - Author: fuzzywookie

Commander: Admiral Screed

Objectives: Contested Outpost, Most Wanted, Dangerous Territory

[flagship] Victory I-class Star Destroyer (73)
- Admiral Screed (26)
- Dominator (12)
- Weapons Liaison (3)
- Assault Concussion Missiles (7)
- XI7 Turbolasers (6)
= 127 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Weapons Liaison (3)
- Expanded Launchers (13)
- Engine Techs (8)
= 90 total points

Quasar Fire I-class Cruiser-Carrier (54)
- Stronghold (5)
- Expanded Hangar Bay (5)
- Disposable Capacitors (3)
= 67 total points

Squadrons (108/134):
2x VT-49 Decimator (44)
2x TIE Defender Squadron (32)
1x Howlrunner Tie Fighter Squadron (16)
2x Tie Fighter Squadron (16)

Sorry for the tone, that came out wrong. I am nothing but what you'd call a noob myself. I made the exact same mistake in one of my first lists and didn't notice it until during the game.

Lacking experience I cannot say much to your list, and as far as I understand you're limited by what expansions you own, so i won't comment on the ships. What I'd change is Most Wanted. None of your ships are really resiliant to damage and all of them need to be pretty close to combat to be effective. Also, IMHO none of your ships sticks out. The Vic carries the Commander and packs a heavy punch, given the opportunity, Demo is Demo and without the Carrier your Squads become far less of a threat. Most Wanted puts a target beacon on whichever ship gets it.

Pls correct me if I'm wrong, just putting out my inexperienced oppinion and could use some feedback on that too.

wouldn't really recommend Howlrunner just to boost two ties. Two tie fighters instead of Howlrunner would be better.

Stronghold isnt that great, besides youd only use stronghold for a mass squadron list, not a small force. Anyways, people dont normally take stronghold, as it requires the quasar to get close to the fight, and it would just instantly die.

The Demolisher could probably drop expanded alunchers for assault proton torpedoes, its way better on the demolisher.

Dominator title also isnt that good, should drop that. If you dropped everything i said above, youd have enough points for a comms net gozanti.

Edited by anonymousguy

Finally got Ordnance Experts. Woo hoo.

The Empire (382/400)
Empire - Author: fuzzywookie

Commander: Admiral Screed

Objectives: Advanced Gunnery, Hyperspace Assault, Dangerous Territory

[flagship] Victory I-class Star Destroyer (73)
- Admiral Screed (26)
- Dominator (12)
- Weapons Liaison (3)
- Assault Concussion Missiles (7)
- XI7 Turbolasers (6)
= 127 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Expanded Launchers (13)
- Engine Techs (8)
- Ordnance Experts (4)
= 91 total points

Quasar Fire I-class Cruiser-Carrier (54)
- Pursuant (2)
- Expanded Hangar Bay (5)
- Disposable Capacitors (3)
= 64 total points

Squadrons (100/134):
2x VT-49 Decimator (44)
2x TIE Defender Squadron (32)
2x Tie Advanced Squadron (24)

*Cheer* Now that Demo's really gonna hurt!

Still looking for advice? Here's my 2 cents:

You still need to get awfully close with all ships, and Vics aren't known for their maneuverability. I'd drop Dominator and ACMs and XI7s to upgrade to a VicII with QBTs, Intel Officer and DCaps. Doesn't hit as hard, but is able to hit earlier on and more reliable.

On the Quasar, you could drop DCaps for Boosted Comms, that way it doesn't need to be that close to the frontline to boss your squads around. Also you could fit Flight Controllers in there to up your anti squad game.

Expanded launchers isn't great, especially for its price. You get potential 4 bonus dmg once per turn. With OE and Screed, you get potential 6 bonus damage through ACMs, provided you can double arc, which, with ETs, is pretty much guaranteed.

I just looked it up and with those Mods to your list, you end up with the same amount of total fleet points.

But sincerely: Don't give a **** about what I said or what anyone else says if you want to fly that list!

Have fun mate :)

Thank you for your two cents. That helps a lot.

If you’re going the DCaps VSD-2 route, Gunnery Team is a must. The VSD has roughly a 105 degree front arc (20 degrees more than an ISD!) which makes the artillery build great at hitting multiple targets.