Tips on an effective fleet build (Imperial)

By DarkLordMcC, in Star Wars: Armada Fleet Builds

Hi, i just recently got into the game and i keep getting beaten by my friend who uses an ackbar fleet. I was looking for tips on building a good fleet, i only have core set, chimaera expansion and gladiator expansion (just bought)

I made this list but haven't tested it yet:

Faction: Imperial
Commander: Admiral Screed

Assault:
Defense:
Navigation:

ISD Kuat Refit (112)
• Admiral Screed (26)
• Strategic Adviser (4)
• Gunnery Team (7)
• Phylon Q7 Tractor Beams (6)
• Early Warning System (7)
• Assault Concussion Missiles (7)
• Chimaera (4)
• Intensify Firepower! (6)
= 179 Points

Victory I (73)
• Expanded Hangar Bay (5)
• Assault Concussion Missiles (7)
= 85 Points

Gladiator I (56)
• Expanded Launchers (13)
• Demolisher (10)
= 79 Points

Squadrons:
• 5 x TIE Fighter Squadron (40)
• Howlrunner (16)
= 56 Points

Total Points: 399

Again, newcomer myself so pls dump a ton of advice on me if I'm telling bs

First, get Engine Techs on that demolisher. If your friend got more stuff than you, ask him if he can proxy you OEs for Demo too, I myself had to learn it's an autoinclude. Or if you're just casually playing a friendly game, just print a proxy or write the info on a post-it. Expanded Launchers isnt worth its price. You get 2 Black dice more for one attack IF you get the enemy at close range in your frontarc - and that's only 4 potential damage more - that can be redirected or braced. ACMs with screed are 3 points of safe, unmitigatable bonus damage on each attack at close range. Sure it gets splittet up, but the target would probably brace/redirect the expanded Launchers hit anyway. This way you can shoot, swoop in, shoot from another arc, and swoop out with ETs, while aggressively rerolling for crits through OEs and turning whiffs through Intensify Firepower! That thing can be so incredibly powerfull, no matter whether it's softening or finishing the enemy up.

Take ECM over EWS. You will probably mitigate more damage by bracing 2 big shots in a row and discarding the token in one turn, than using EWS for the whole of the game. (Its nice to negate a frontal bomber assault though, if your friends throwing those at you). Also not sure about the Tractor Beams. Might have some synergy to let the slow Vic get out a round of shots more, but while you hold the enemy in your arc, you will probably also be in his. Gunnery Team also seems quite nice, but you got a ship that needs to get to close range to deal full damage. You will rarely have 2 targets in the same arc at close range. Even if you got one at close range and another at medium or long, chances are the attack is obstructed. I'd rather leave the slot empty and take Leading Shots (again, if it's just a friendly casual game just print or write those cards yourself), so you can fix hard whiffs and reroll agressively.

Lacking the necessary upgrades for the Vic (Proxy again ;) ), its probably best to have it a Vic1, also with the carrier role. Biggest problem I see is, an Ackbar list is probably rolling a shitshow of red dice at you at long range, while your ships all need to get in close and dirty - and the Vic won't do that fast... That means you'll probably be hurt before you can bring down the full force of imperial might down on them.

Also: Are you playing with objectives? Maybe read through the Objective guide in the forums here. Really good explanation and strategic advice on why to pick which for your fleet and/or if your first player, which to choose for the game.

And for the end, just a tipp: If you use Chimaera take one of the 5 point Fleet commands and switch it first round for the one desired. Spares only 1 point but sometimes it matters.

Edited by R4Pi3R

Great advice from @R4Pi3R on almost every count. One thing: ECM vs EWS is something of a wash, based on the fleet you end up facing. If you’re up against a swarm or squadrons EWS tends to outperform ECM; if you’re up against burst damage, ECM is the way to go. Strategic Adviser is nice for getting a fleet from a mediocre activation count to a good one (e.g. 4 to 5, or 5 to 6.) 4 activations won’t usually save you from getting out-activated, so maaaybe consider Brunson. (On a similar note, a Kuat Gunnery Team likes first-last, meaning a high activation count; I’d drop it and Phylons for a strong bid and a boarding party.) Assault is a prime candidate for the yellow objective slot; you can jump the VSD in front of a foe as a blocker, or jump Demo in behind as a pursuer. Good luck with the list!

Edited by The Jabbawookie

Thanks for the tips guys, got a game with my friend coming up on Thursday. I'll rebuild my list and see how it goes. Also what should I do with my fighters I'm stuck on whether to bring the gauntlet fighters or not?

You only have TIEs and the two Gauntlets, right? Then I'd stick to the TIEs. They won't make much of a difference against a dedicated fighter list, but will probably keep them engaged for a round (or two if lucky), more so the less squads the enemy has and the less you attack countersquads. You don't need to win the squadgame, you just want to keep his bombers off your ships. TIEs suck against ships anyhow... If you get the chance, use that time to kill the carrier. Will make things a lot easier. Remember, Tarkin and Vader have sacrificed 4 TIEs to make those aboard the Falcon think they didn't let them escape easily ;)

If you're going to stay in the game you should probably consider getting a squadpack or two or one of each or whatever... they give a lot of versatility, but some need certain combinations to be effective (or even viable)

On a sidenote: I totally agree with @The Jabbawookie on the account of EWS v ECM. The advice was given considering most Ackbar fleets have one or two broadsiders with support, rather than a swarm or bombers.

Good luck on thursday! Crush that rebel scum!

Edited by R4Pi3R

I would get the expansion The Corellian Conflict (https://www.fantasyflightgames.com/en/news/2016/7/22/the-corellian-conflict/). This pack comes with Ciena Ree and Valen Rudor... the best 30 points you can spend in squads. To make use of Ciena, you also need Imperial Fighter Squadrons I for the TIE Interceptors, but is well worth it. I normally only use the combo of them because so many people don't do that many bombers in my area and even if they do, it can hold them down for a turn or two, so max they are getting 3 rounds of bombing.

This is what I would do to this list rn. I think you need 1 Gozanti, and that would be my next buy after The Corellian Conflict.

Name: Non Gozanti

Faction: Imperial
Commander: Admiral Screed

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Solar Corona

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

ISD Kuat Refit (112)
• Admiral Screed (26)
• Strategic Adviser (4)
• Gunnery Team (7)
• Phylon Q7 Tractor Beams (6)
• Electronic Countermeasures (7)
• Heavy Ion Emplacements (9)
• External Racks (3)
• Seventh Fleet Star Destroyer (5)
= 179 Points

Victory II (85)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Heavy Ion Emplacements (9)
• Seventh Fleet Star Destroyer (5)
= 107 Points

Squadrons:
• Valen Rudor (13)
• Ciena Ree (17)
= 30 Points

Total Points: 393

I have been playing with a list that is similar, Motti is a VERY easy commander to use, so I would try to use him because he is a very forgiving commander. This list has 5 activations which is basically the golden number.

Name: With Gozanti

Faction: Imperial
Commander: Admiral Motti

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Solar Corona

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

ISD Kuat Refit (112)
• Admiral Motti (24)
• Strategic Adviser (4)
• Darth Vader (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• External Racks (3)
= 157 Points

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
• Leading Shots (4)
= 104 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Valen Rudor (13)
• Ciena Ree (17)
= 30 Points

Total Points: 393

I hope I helped a little... and as a final piece of advice, get a bigger bid. that Kuat wants to destroy a ship with two front arcs by first lasting, so give it that ability.

Cheers for the advice, just played two games with my friend and won both so the new fleet is working well

Great, congratulations!

Might i ask what the fleet you used looks like?

This is the fleet I used:

Faction: Imperial
Commander: Admiral Screed

Assault: Advanced Gunnery
Defense: Hyperspace Assault
Navigation: Solar Corona

ISD Kuat Refit (112)
• Admiral Screed (26)
• Strategic Adviser (4)
• Darth Vader (3)
• Electronic Countermeasures (7)
• Assault Concussion Missiles (7)
• Seventh Fleet Star Destroyer (5)
= 164 Points

Victory II (85)
• Captain Brunson (5)
• Gunnery Team (7)
• Expanded Hangar Bay (5)
• Seventh Fleet Star Destroyer (5)
= 107 Points

Gladiator I (56)
• Engine Techs (8)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 81 Points

Squadrons:
• Howlrunner (16)
• 3 x TIE Fighter Squadron (24)
= 40 Points

Total Points: 392