7 activation imperial msu

By chr335, in Star Wars: Armada Fleet Builds

Fleet 480 (390/400)
==================
Arquitens-class Light Cruiser (54 + 40)
+ Admiral Screed (26)
+ Intel Officer (7)
+ Turbolaser Reroute Circuits (7)
Gladiator II-class Star Destroyer (62 + 19)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
+ Demolisher (10)
Raider I-class Corvette (44 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
Raider I-class Corvette (44 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
Raider I-class Corvette (44 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
Gozanti-class Assault Carriers (28)
Gozanti-class Assault Carriers (28)
Opening Salvo
Hyperspace assault
Dangerous Territory

So as you can see a fleet with threats at long and close range. Not really sure what else to add but as always your criticisms are welcome

I’m trying to formulate my own Imperial MSU, and never thought of putting an Arquitens in there! Maybe one other way of doing this is to change TRC’s over to DTT, all the APT’s to Ex Racks, and give Demo Engine Techs? That way it can keep up with your raiders when they go full throttle (and get you out of trouble). Ditching APT’s off Raiders for Ex Racks also helps if you are up against a lot of fighters. Just my thoughts!

I also have my thoughts on the matter, but I run into several problems:

- points are really premium, especially when you want to pump up activations. For thia I use Jerry and ExRax, since 4 black dice combat ship will want to last-first anyway through rounds 2-5 and you probably wont get another shot with them, so i pulled points from there.

- not running squadrons really puts you at a disadvantage (deployment can be overcome with nav, which you would do anyway), but you need to coordinate flawlessly, to have a chance at cracking something big (MC80, ISD) before the squads it your smalls ships alive, especially the raiders are susceptible for that.

As per your fleet, i would use Most Wanted instead of Opening Salvo anytime. You have Gozanti for it, and you only have to hunt down 1 big ship to win without losing too much

Thats's my latest iteration. Mind you I haven't tested yet, it's still in alpha


++ Standard (Imperial Navy) [388pts] ++

+ Gladiator Star Destroyer +

Gladiator I-class Star Destroyer [73pts]: External Racks, Ordnance Experts, •Demolisher

Gladiator I-class Star Destroyer [66pts]: External Racks, Ordnance Experts, •Insidious

+ Quasar Fire Cruiser-Carrier +

Quasar Fire I-class Cruiser-Carrier [99pts]: Boosted Comms, Expanded Hangar Bay, Flight Controllers, •Captain Brunson, •Moff Jerjerrod, •Pursuant

+ Raider Corvette +

Raider I-class Corvette [51pts]: External Racks, Ordnance Experts

Raider I-class Corvette [51pts]: External Racks, Ordnance Experts

+ Squadrons +

TIE Fighter [48pts]: 6x TIE Fighter Squadron

+ Objectives +

Assault Objective: Close-Range Intel Scan

Defense Objective: Jamming Barrier

Navigation Objective: Salvage Run

++ Total: [388pts] ++

Created with BattleScribe

A 10 pt bid is not big enough for this kind of list.

You want to be 1st player every time.

Also, how do you deal with massed squadrons?

13 minutes ago, Green Knight said:

Also, how do you deal with massed squadrons?

Lock the door.

And hope they don’t have blasters.

38 minutes ago, The Jabbawookie said:

Lock the door.

And hope they don’t have blasters.

It is a serious question.

I have an Imp MSU with Demo, 4 Raiders, and 2 Slicers. Lots of Exracks.

It isn't strong vs massed squad, but it has more options than this list.

I guess my first two questions would be:

Why are you running a gladiator 2 as opposed to a gladiator 1?

And why are you using the more expensive assault gozanti's?

I really think that if you're going to use demo, that you're going to get better bang for your buck with the gladiator 1... it's cheaper and you don't have to put up with as many red dice in your pool when all you really want is massed black crit results.

I can kinda see what you are going for with the gozanti's; the red dice on the front allows them to contribute a little at long range. But honestly it's probably not worth the extra points for that red dice. Those gozanti's will serve you plenty well enough as blockers and activation padding.

With the points you save trimming a little fat from those ships you should be able to get engine techs on your gladiator and (I think) have a little left over for a bigger bid.

Are you sure about that Dangerous Territory? Wouldn't be a Navigational Hazards better? Because for me it would be the to-go objective if I end up going first.

New fleet with issues addressed and a larger bid

Fleet 480 (387/400)
==================
Arquitens-class Light Cruiser (54 + 40)
+ Admiral Screed (26)
+ Intel Officer (7)
+ Turbolaser Reroute Circuits (7)
Gladiator II-class Star Destroyer (62 + 19)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
+ Demolisher (10)
Raider I-class Corvette (44 + 11)
+ Ordnance Experts (4)
+ Flechette Torpedoes (3)
+ Instigator (4)
Raider I-class Corvette (44 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
Raider I-class Corvette (44 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
Gozanti-class Assault Carriers (28)
Gozanti-class Cruisers (23)
Opening Salvo
Hyperspace assault
Dangerous Territory

24 minutes ago, chr335 said:

New fleet with issues addressed and a larger bid

Fleet 480 (387/400)
==================
Arquitens-class Light Cruiser (54 + 40)
+ Admiral Screed (26)
+ Intel Officer (7)
+ Turbolaser Reroute Circuits (7)
Gladiator II-class Star Destroyer (62 + 19)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
+ Demolisher (10)
Raider I-class Corvette (44 + 11)
+ Ordnance Experts (4)
+ Flechette Torpedoes (3)
+ Instigator (4)
Raider I-class Corvette (44 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
Raider I-class Corvette (44 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
Gozanti-class Assault Carriers (28)
Gozanti-class Cruisers (23)
Opening Salvo
Hyperspace assault
Dangerous Territory

I'd still swap the Glad-2 for a Glad-1 and the Assault Carriers for cruisers (if you really want the long range ability, stick DCaps on for a potential double arc and 2 points less.) Also moving Intel Officer to Demo is probably smart; they'll care more about Demo's damage than the Arq (IO is good for swarms, but prefers multiple sources of IO equipped damage in that case, which you don't have.) APTs on the Raiders aren't necessarily bad, but ExRax are still probably going to do more.

Also, Most Wanted. It's your best friend. You can lose way more with Opening Salvo.

Okay so two further refinements one with a better bid and longer term offensive potential the other with more Intel officers and higher dice pools (via external racks)

Fleet (385/400)
==================
Arquitens-class Light Cruiser (54 + 40)
+ Admiral Screed (26)
+ Intel Officer (7)
+ Turbolaser Reroute Circuits (7)
Gladiator I-class Star Destroyer (56 + 26)
+ Intel Officer (7)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
+ Demolisher (10)
Raider I-class Corvette (44 + 11)
+ Ordnance Experts (4)
+ Flechette Torpedoes (3)
+ Instigator (4)
Raider I-class Corvette (44 + 7)
+ Ordnance Experts (4)
+ External Racks (3)
Raider I-class Corvette (44 + 7)
+ Ordnance Experts (4)
+ External Racks (3)
Gozanti-class Cruisers (23 + 3)
+ Disposable Capacitors (3)
Gozanti-class Cruisers (23 + 3)
+ Disposable Capacitors (3)
Hyperspace assault
Dangerous Territory
Opening Salvo

Fleet(382/400)
==================
Arquitens-class Light Cruiser (54 + 33)
+ Admiral Screed (26)
+ Turbolaser Reroute Circuits (7)
Gladiator I-class Star Destroyer (56 + 26)
+ Intel Officer (7)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
+ Demolisher (10)
Raider I-class Corvette (44 + 11)
+ Ordnance Experts (4)
+ Flechette Torpedoes (3)
+ Instigator (4)
Raider I-class Corvette (44 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
Raider I-class Corvette (44 + 9)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
Gozanti-class Cruisers (23 + 3)
+ Disposable Capacitors (3)
Gozanti-class Cruisers (23 + 3)
+ Disposable Capacitors (3)
Hyperspace assault
Dangerous Territory
Opening Salvo

21 hours ago, The Jabbawookie said:

I'd still swap the Glad-2 for a Glad-1 and the Assault Carriers for cruisers (if you really want the long range ability, stick DCaps on for a potential double arc and 2 points less.) Also moving Intel Officer to Demo is probably smart; they'll care more about Demo's damage than the Arq (IO is good for swarms, but prefers multiple sources of IO equipped damage in that case, which you don't have.) APTs on the Raiders aren't necessarily bad, but ExRax are still probably going to do more.

Got it on the gozontis as for Apts I just have had good luck with them in the pasts (ie killing a full health ISD with out screed and just two raiders and getting a homeone to below half health with just one raider)

Edited by chr335
Correct wrong word