First List (incomplete) and in need of assistance

By RedDogReb, in Star Wars: Armada Fleet Builds

I had hoped to have completed my first list over the weekend but real life decided to step in the way, so I'm about half way there and now looking for a bit of advice ahead of my first game, using my ships, against my sons rebels (his birthday swag!) on Wednesday

I have 2 VSDs, an ISD, 2 Gladiators, a Raider and 11 Tie fighters to choose from.

My list so far is:

1 x Gladiator

Advance Proton Torps

Engine Techs, Ordnance Experts

Demolisher Title

89 Points

ISD II

Admiral Motti (I want the ships to be tankier)

Electronic Countermeasures

Intel Officer

X17 Turbolasers

Gunnery Team

Leading shots

175 Points

VSD-1

Intel Officer

Ordnance Experts

X17 Turbo Lasers

90 Points

5 Tie Fighter squadrons - 40 Points

That's 394 points

If any of the above is simply too bad and nooby, please let me know and if possible, suggest alternatives.

Thanks in advance

Edited by RedDogReb

Probably just a misclick or copy/paste error, but you don't need Ordnance Experts on the ISD-II, since it has no black dice. Recommend swapping that for Gunnery Teams.

That leaving 44 Points, I'd just throw in 5 generic TIE-Fighters as small Fighter Screen and, while your pal is fiddeling with those, try to focus his carrier either down or out of position.

Other than that, I'd say it looks good right now. Depending on whether or not you are playing with objectives and, if so, which ones you chose / will choose, you might want to change some small details, but there are many objectives your list pretty well can handle.

Good luck crushing that rebel scum! :)

@R4Pi3R thanks - Yes. that was a mistake - I'm using Battlescribe on my phone and one is above the other.

Would you recommend a title for either the ISD or VSD? At the moment I have neither.

Also I read on another thread that Adv Proton Torps are good for the Demolisher, so I swapped them in for the Concussion missiles.

5 Tie fighters (and those amendments) make the total 394.

I'll edit the list above.

@R4Pi3R I've added Relentless to the ISD and External Racks to the VSD too.

Ends up at 400 points exactly.

We'll see if I have to explain myself to Lord Vader or can have a triumphant march through the nearest Imperial capital LOL

@RedDogReb APTs vs ACMs is somewhat of a philosophical question. One does more damage on average, where the other one can deliver hull damage through shields. I'd say it makes sense in this case. Using XI7s on your other ships won't let your oponent redirect much, so the hullzones ACMs would damage will probably be unharmed, not letting that bonus dmg bleed through. But that also means, the target ship will only have one "open" hullzone. Your APT demo can then backstab it and still deliver hulldamage through shields.

Relentless.... well... cannot say much about that, bc I haven't used it this far...
I'd rather drop the intel officer on the ISD and take Avenger. from those 2 points you could fit needa on the Vic, giving that one a bit more defensive flexibility and a reason for enemy ships to come in closer. But that's just my pov so don't give too much on that ^^

One last thing. Considering the points you are going with a Gladiator II-Class. Not sure that's really worth the points. You need to get it close and the probability a longrangeshot at another target is obstructed is pretty high. Plus, even an unobstructed attack at long range with a single die is completely cancelled by an evade token. So that's 6 more points you could invest somewhere else :)

@R4Pi3R thanks again. I'll have a play around and see what I can do.

You may find your fighter cover a little more effective if you get rid of two regular TIEs in favor of Howlrunner. Her scatter-brace defense tokens make her pretty survivable and she makes Swarm way better for your other three fighters.

There are various opinions about this, but I try to always fly an even number of fighter squads in order to keep my deployments even; holding one fighter until last and then putting it out is usually just a disadvantage.

I recently made a similar list and it worked fairly well.

Faction: Imperial
Commander: Admiral Screed

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

ISD Kuat Refit (112)
• Admiral Screed (26)
• Strategic Adviser (4)
• Electronic Countermeasures (7)
• Assault Concussion Missiles (7)
• Seventh Fleet Star Destroyer (5)
= 161 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:
• 3 x TIE Fighter Squadron (24)
• Howlrunner (16)
= 40 Points

Total Points: 389

19 hours ago, OlaphOfTheNorth said:

You may find your fighter cover a little more effective if you get rid of two regular TIEs in favor of Howlrunner. Her scatter-brace defense tokens make her pretty survivable and she makes Swarm way better for your other three fighters.

There are various opinions about this, but I try to always fly an even number of fighter squads in order to keep my deployments even; holding one fighter until last and then putting it out is usually just a disadvantage.

Personally I prefer Valen over Howlrunner. He excels at shooting generics.

On ‎7‎/‎9‎/‎2018 at 2:28 PM, RedDogReb said:

I had hoped to have completed my first list over the weekend but real life decided to step in the way, so I'm about half way there and now looking for a bit of advice ahead of my first game, using my ships, against my sons rebels (his birthday swag!) on Wednesday

I have 2 VSDs, an ISD, 2 Gladiators, a Raider and 11 Tie fighters to choose from.

My list so far is:

1 x Gladiator
Advance Proton Torps
Engine Techs,
Ordnance Experts
Demolisher Title
89 Points

ISD II
Admiral Motti (I want the ships to be tankier)
Electronic Countermeasures
Intel Officer
X17 Turbolasers
Gunnery Team
Leading shots
175 Points

VSD-1
Intel Officer
Ordnance Experts
X17 Turbo Lasers
90 Points

5 Tie Fighter squadrons - 40 Points

That's 394 points

If any of the above is simply too bad and nooby, please let me know and if possible, suggest alternatives.

Thanks in advance

Ok so Motti is good, you have a large and a medium ship and even the GSD gets a little benefit. The other commander I would look at is Moff Jerjerrod from the Arquitens pack for really fantastic turning.

GSD: could be cheaper, GSD-1 with APT, OE & Demolisher is only 75 points. I'll get to the Intel officers in a bit but adding one here might be better than the VSD.

ISD: is a classic load-out. If you decide on ACMs for the GSD then ditch XI7s as Demolisher should be shredding your victims shields before or after you whack him with the ISD. You could drop the Intel officer for a strategic adviser or a cheap skilled first officer to save points.

VSD: Drop the Intel officer or maybe move him to the GSD. Consider Quad Battery turrets (from Quasar pack) on this slow ship and put External racks on it. You can drop OE as VSDs don't fire the front arc black dice that often per game and even without OE it is still a threat area people will want to keep out off. Ext-Racks for only 3 points means you get this threat 360 degrees (once).

Fighters: With some or all of the point savings above you can add a fighter or two. More than 5 TIE fighters start to consider Howlrunner. If you don't want more fighters but extra activations then a Flotilla with comms net only costs you 25.