Imperial Double Gladiator List

By botfng, in Star Wars: Armada Fleet Builds

My first list that I have put up for advice

Tried running something similar to below but with an Interdictor rather than ISD but feel I needed more firepower hence the adding of the ISD

Aim would be for the ISD to sit deep and use the long range dice with Gozanti's there for cover / activations

Aim for the Gladiators to obviously get in behind and try and cause carnage

Currently have a 13 point bid for 1st but unsure about EWS / Tua and whether it is needed as with my minimal squadrons it does help and replace it with Spinal or other Turbolaser upgrades to really cause more damage from Long range.

My other thought was to replace the Cymoon with a Kuat and put in Brunson / Leading Shots & possibly boarding party vader removing Gunnery Team & Tua.

Any thoughts welcome as only played a handful of matches so not really sure about the local Meta.

Thanks

Faction: Imperial
Points: 387/400

Commander: Moff Jerjerrod

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush / Hyperspace Assault
Navigation Objective: Solar Corona

[ flagship ] ISD Cymoon 1 Refit (112 points)
- Moff Jerjerrod (23 points) 
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Early Warning System ( 7 points)
= 151 total ship cost

Gladiator I (56 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
- Demolisher ( 10 points)
= 83 total ship cost

Gladiator I (56 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 73 total ship cost

Gozanti Cruiser (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti Cruiser (23 points)
= 23 total ship cost



1 Valen Rudor ( 13 points) 
1 Ciena Ree ( 17 points)
= 30 total squadron cost

Goin raw with those reds on the Cymoon will give you a sad time at least once. bare minimum go IF! to help bring some consistency, and it will allow you to get aggressive with re-rolling on the glads as you can fix the inevitable blank that pops up.

EWS/ECM Are big helps on the Cymoon, but Strat advisor taking you to 6 activations may be even more beneficial, and might help you avoid engagement altogether until you can fire first. Those point savings could go into QBT or DTT

You can run Insidious and still have a ten point bid. The title ain't bad, in fact it's awesome, if you're planning on running around the flanks to get behind your opponent.

23 minutes ago, Shadow345 said:

You can run Insidious and still have a ten point bid. The title ain't bad, in fact it's awesome, if you're planning on running around the flanks to get behind your opponent.

I would advise against this. 387 is cutting it close already, I got a similar-ish fleet with one more activation and 2 points more bid. I mean it completly is up to your local meta but if you want to be first you have to bid high.

This list wants screed and my experience is to make your black dice crit effects the same

5 hours ago, chr335 said:

This list wants screed and my experience is to make your black dice crit effects the same

Good catch I didn’t even notice this- yea stick to one or the other generally (ACM when blowing off all shields, APT when paired with xi7 to drill one hull zone)

Screed is decent, but JJ will make you MUCH more maneuverable and with IF! you can virtually guarantee the crit effect to go off with aggressive rerolling

Noob butting in here....

Sorry, what is IF?

I only own a few Imperial ships but might try a version of this.

2 Gladiators, one ISD2, 1 Gozanti, fighters.

IF is Intensify Firepower- it’s a fleet command that lets you set a die to a side with one hit icon (and no other icons). Costs a CF token to run at the beginning of each round (or discard the card)

44 minutes ago, MandalorianMoose said:

IF is Intensify Firepower- it’s a fleet command that lets you set a die to a side with one hit icon (and no other icons). Costs a CF token to run at the beginning of each round (or discard the card)

And comes with the Chimaera Expansion Pack

5 hours ago, MandalorianMoose said:

Good catch I didn’t even notice this- yea stick to one or the other generally (ACM when blowing off all shields, APT when paired with xi7 to drill one hull zone)

Screed is decent, but JJ will make you MUCH more maneuverable and with IF! you can virtually guarantee the crit effect to go off with aggressive rerolling

Intensify fire only let's you pick a face with a hit icon only: never mind

Edited by chr335
53 minutes ago, chr335 said:

Intensify fire only let's you pick a face with a hit icon only: never mind

Yes, but you can use it as a safety net and reroll EVERYTHING that’s not hit/crit if you really need to fish, and then use IF to fix the inevitable blank