Tournament imperial fleet

By Hashut, in Star Wars: Armada Fleet Builds

Viva Emperor
Author: Hashut

Faction: Galactic Empire
Points: 396/400

Commander: Admiral Motti

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

Hi guys!
I'm not a very skilled player in SW Armada, but tomorrow will be region tournament, and I am fun of Galactiс Empire.

I need in help and advise.

Tank you!

[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Admiral Motti ( 24 points)
- Avenger ( 5 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Hardened Bulkheads ( 5 points)
- Spinal Armament ( 9 points)
- X17 Turbolasers ( 6 points)
- Intensify Firepower! ( 6 points)
= 181 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 75 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Minister Tua ( 2 points)
- Electronic Countermeasures ( 7 points)
- Slicer Tools ( 7 points)
= 43 total ship cost

1 Dengar ( 20 points)
1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 Valen Rudor ( 13 points)
1 Soontir Fel ( 18 points)
1 Zertik Strom ( 15 points)
= 97 total squadron cost

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Tons of points on that Cymoon, but even with Motti, it’ll go down in a couple turns if you’re not careful. Especially without ECM. Suppressor combos nicely with Avenger, but the list would be stronger if you dropped Motti for Sloane and switched from the Cymoon to the ISDII variant to better utilize token exhaustion and get some ECM. You can also drop Intel Officer in that case for Strategic Advisor or Brunson.

If you preferred to keep Motti, I would recommend dropping Suppressor and the squads in favor of a second ISD to really maximize Motti’s ability.

Most importantly, try to spend some time practicing maneuvers and developing plans for the various objectives. With your current objectives, you’ll probably be playing Ion Cannons. What has worked best with for me is to cluster the asteroids on one side of the board and leave the other side relatively open in order to place your tokens there.

Playing with less than 5 activations (for imperials this usually means ISD with Strategic Advisor, +3 other ships) is very hard, and I would only recommend it once you find your legs in the game and get some experience.

That said, you built a pretty good Thrawn list m'boy!! Thrawn is really really awesome for highly flexible fleets like this, ESPECIALLY at lower activation counts where you can't afford the decrease in effectiveness after a trade - even a beneficial one.

Swap Motti for Thrawn, turn the Cymoon into an ISD2 with Pryce, Quad Battery Turrets and Leading Shots, add ECM and nix Hardened Bulkheads since you need to find points to get under after adding Thrawn. Dial all a thrawn Squad, Concentrate Fire, and Nav. Dial your ship dials as you would any other game. Thrawn is really really effective at getting your ships out of trouble with a nav, guaranteeing your alpha hits at the right time every game without fail, and on that turn where you pryce and then move into a mid range double arc on the enemy ISD, you can flip your CF and lay all 3 ships into them. Even the goz can add some plinky damage.

Thank you. And what do you think about squadrons?

16 minutes ago, Hashut said:

Thank you. And what do you think about squadrons?

It's fairly good. It's 97 points not doing much against a squadless build though. If the opponenet has 50-130 pts in squads they will be worth the points. Any less and you are just throwing a 50/50 chance for 1 damage at a ship, which is pretty bad. Sloane makes them good, but then also begs you to throw in Ceina and Saber to maximize her.

Do you recommend Isr Simon to isr 2?