Campaign Fleets

By Adenn118, in Star Wars: Armada Fleet Builds

Good day my fellow Imperial Grand Admirals,

I recently received word that a rebel assault force is massing for a invasion of my System and wish to prepare the best that I can to push them back. Currently these are the fleets that I have under my command and was wondering if anyone had any suggestions on their composition. If any other Grand Admirals have already asked similar questions please direct me to the correct place to ask this. the 2 fleet builds are as follows;

System Defense Fleet (399/400)
Empire - Author: Adenn

Commander: Admiral Motti

Objectives: Advanced Gunnery, Hyperspace Assault, Minefields

[flagship] Imperial Star Destroyer Cymoon 1 Refit (112)
- Admiral Motti (24)
- Gunnery Team (7)
= 143 total points

Imperial II-class Star Destroyer (120)
- Overload Pulse (8)
= 128 total points

Imperial II-class Star Destroyer (120)
- Overload Pulse (8)
= 128 total points

System Assault Fleet (397/400)
Empire - Author: Adenn

Commander: Admiral Konstantine

Objectives: Advanced Gunnery, Jamming Barrier, Solar Corona

[flagship] Gladiator II-class Star Destroyer (62)
- Admiral Konstantine (23)
- Demolisher (10)
= 95 total points

Raider II-class Corvette (48)
- Overload Pulse (8)
= 56 total points

Raider II-class Corvette (48)
- Overload Pulse (8)
= 56 total points

Gladiator I-class Star Destroyer (56)
- Ordnance Experts (4)
= 60 total points

Squadrons (130/134):
1x Maarek Stele TIE Defender Squadron (21)
3x TIE Defender Squadron (48)
1x Ciena Ree TIE Interceptor Squadron (17)
4x Tie Interceptor Squadron (44)

My plan for how to use these fleets is for the Defense Fleet to take the brunt of any enemy assaults while the Assault Fleet harries the rebels repeated Shows of Force.

-Grand Admiral Adenn

In the Motti list I would take Avenger or HIEs in place of one OL/Pulse. Hyperspace Assault won't get three large ships anything. Capture the VIP on 14 hull ships is fun as is Contested Outpost . Minefields could bite you if the enemy have strategic and as you have no fighters to start with it is risky. Dangerous Territory is fun with 3 large base ships able to muscle enemies away from the tokens on their side of the board.

In the other list remember that Konstantine needs Medium/Large hull ships to do the his speed modification ability and currently you have none. Switch him to Jerjerrod or completely redesign the Konstantine fleet. As the fleet stands it lacks fighter control. You could change the 3rd or 4th ship into a Quasar-I with Boosted Comms/Expanded Hangar or a pair of flotillas. Even then I think you may wish to substitute in a few Rouges like IG88, Mona, Bossk to take some of the strain off the carrier.