Torn between 2 lists. (Empire)

By Packerman29, in Star Wars: Armada Fleet Builds

List 1

Regionals (388/400)
Empire

Commander: Admiral Motti

Objectives: Solar Corona, Hyperspace Assault, Advanced Gunnery

[flagship] Arquitens-class Light Cruiser (54)
- Admiral Motti (24)
- Hand of Justice (4)
- Captain Needa (2)
- Turbolaser Reroute Circuits (7)
= 91 total points

Imperial II-class Star Destroyer (120)
- Relentless (3)
- Electronic Counter Measures (7)
- Leading Shots (4)
- Hardened Bulkheads (5)
- Strategic Adviser (4)
- XI7 Turbolasers (6)
- Gunnery Team (7)
= 156 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Captain Brunson (5)
- External Racks (3)
- Engine Techs (8)
- Ordnance Experts (4)
= 86 total points

Gozanti-class Cruisers (23)
- Comms Net (2)
= 25 total points

Squadrons (30/134):
1x Ciena Ree TIE Interceptor Squadron (17)
1x Valen Rudor TIE Fighter Squadron (13)

list 2

Regionals(2) (390/400)
Empire

Commander: Admiral Motti

Objectives: Most Wanted, Hyperspace Assault, Solar Corona

[flagship] Victory I-class Star Destroyer (73)
- Admiral Motti (24)
- Agent Kallus (3)
- External Racks (3)
- XI7 Turbolasers (6)
- Gunnery Team (7)
= 116 total points

Imperial II-class Star Destroyer (120)
- Avenger (5)
- Electronic Counter Measures (7)
- Leading Shots (4)
- Hardened Bulkheads (5)
- Strategic Adviser (4)
- XI7 Turbolasers (6)
- Gunnery Team (7)
= 158 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Captain Brunson (5)
- External Racks (3)
- Engine Techs (8)
- Ordnance Experts (4)
= 86 total points

Squadrons (30/134):
1x Ciena Ree TIE Interceptor Squadron (17)
1x Valen Rudor TIE Fighter Squadron (13)

i have played list 1. Nice to have 4 activations with a good bid for 1st player. List 2 seems good as well with having 1 of each ship size, but only 3 activations.

I prefer list #1.

However I can recommend if you are taking it to competition that you trim Hand of Justice and Hardened Bulkheads, and Relentless and reinvest them into Assault Proton Torpedoes on Demolisher. All three of those upgrades are corner case ones that more often then not you won't even notice you don't have. Assault Protons over racks, on the other hand, is going make an unbelievable difference in the offense this list packs. Avenger is the only ISD title that I can recommend without hesitation as it will always have an effect on the game, even if it's just that your opponent doesn't brace a shot early in the turn expecting the ISD to follow up.

If you could fit a second coms net gozanti in the mix, it would GREATLY help. Even if it cost you valen/ciena I think it's a solid trade. Or you could leverage pryce.

Is squadronless ok for regionals? From the lists I’ve seen lately a lot have had multiple aces. I mean in now it can be done. Just wondering from what I’ve seen lately

12 minutes ago, Packerman29 said:

Is squadronless ok for regionals? From the lists I’ve seen lately a lot have had multiple aces. I mean in now it can be done. Just wondering from what I’ve seen lately

A squadronless build took nationals, and a whole bunch more placed highly. What's the distinction you want between "can be done" and "ok?" One can't waltz in without a plan for fighting carrier fleets, but if you do have an airtight plan things could go just fine...

11 minutes ago, The Jabbawookie said:

A squadronless build took nationals, and a whole bunch more placed highly. What's the distinction you want between "can be done" and "ok?" One can't waltz in without a plan for fighting carrier fleets, but if you do have an airtight plan things could go just fine...

I have an idea of a plan just not airtight per se. are there links for me to devise a strat from? If so this would be awesome.

side note. This is my first regionals. And my tourney XP is limited to last summer. Any helpful tips would be welcome.

2 hours ago, BrobaFett said:

I prefer list #1.

However I can recommend if you are taking it to competition that you trim Hand of Justice and Hardened Bulkheads, and Relentless and reinvest them into Assault Proton Torpedoes on Demolisher. All three of those upgrades are corner case ones that more often then not you won't even notice you don't have. Assault Protons over racks, on the other hand, is going make an unbelievable difference in the offense this list packs. Avenger is the only ISD title that I can recommend without hesitation as it will always have an effect on the game, even if it's just that your opponent doesn't brace a shot early in the turn expecting the ISD to follow up.

If you could fit a second coms net gozanti in the mix, it would GREATLY help. Even if it cost you valen/ciena I think it's a solid trade. Or you could leverage pryce.

I did these changes. I like. Thanks for the help

10 minutes ago, Packerman29 said:

I have an idea of a plan just not airtight per se. are there links for me to devise a strat from? If so this would be awesome.

side note. This is my first regionals. And my tourney XP is limited to last summer. Any helpful tips would be welcome.

Here's an article on fighting squadrons with or without your own:

https://cannotgetyourshipout.blogspot.com/2017/10/squadrons-encyclopedia-8-fighting_24.html

Basically, I consider there to be three general ways to deal with a problem in Armada. Solution 2 is probably the easiest solution, and is definitely what your lists are built for right now:

1. Kill it directly. You can technically do this with overlapping quality flak, but most of the upgrades that help you do so are too situational and easy to avoid for my tastes.

2. Avoid it and kill something else. This probably means trying to table them before they kill you. Slicer tools fit into this camp as well, as they make enemy squadrons easier to avoid.

3. Farm so many objective points it doesn't matter. The easiest ways to do this are probably MW, Fire Lanes and Sensor Net, but it's a risky approach; you'd need to feel solid with all three objectives.

Anything more specific, I need a list concept, combo or upgrade.

10 minutes ago, The Jabbawookie said:

Here's an article on fighting squadrons with or without your own:

https://cannotgetyourshipout.blogspot.com/2017/10/squadrons-encyclopedia-8-fighting_24.html

Basically, I consider there to be three general ways to deal with a problem in Armada. Solution 2 is probably the easiest solution, and is definitely what your lists are built for right now:

1. Kill it directly. You can technically do this with overlapping quality flak, but most of the upgrades that help you do so are too situational and easy to avoid for my tastes.

2. Avoid it and kill something else. This probably means trying to table them before they kill you. Slicer tools fit into this camp as well, as they make enemy squadrons easier to avoid.

3. Farm so many objective points it doesn't matter. The easiest ways to do this are probably MW, Fire Lanes and Sensor Net, but it's a risky approach; you'd need to feel solid with all three objectives.

Anything more specific, I need a list concept, combo or upgrade.

Option 2 seems the best for me Thanks!

updated list

Regionals (388/400)
Empire

Commander: Admiral Motti

Objectives: Solar Corona, Hyperspace Assault, Advanced Gunnery

[flagship] Arquitens-class Light Cruiser (54)
- Admiral Motti (24)
- Captain Needa (2)
- Turbolaser Reroute Circuits (7)
= 87 total points

Imperial II-class Star Destroyer (120)
- Avenger (5)
- Electronic Counter Measures (7)
- Leading Shots (4)
- Hardened Bulkheads (5)
- Strategic Adviser (4)
- XI7 Turbolasers (6)
- Gunnery Team (7)
= 158 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Captain Brunson (5)
- Assault Proton Torpedoes (5)
- Engine Techs (8)
- Ordnance Experts (4)
= 88 total points

Gozanti-class Cruisers (23)
- Comms Net (2)
= 25 total points

Gozanti-class Cruisers (23)
- Slicer Tools (7)
= 30 total points

Note the errata on adv gunnery means it has no effect on a ship with gunnery teams.

I would strongly suggest most wanted.

It's also a matter of preference, but you would probably get more out of reinforced blast doors on the flagship then hardened bulkheads on the isd. Ramming is not such a serious concern that it's worth the points there, especially when you already have motti.

5 hours ago, BrobaFett said:

Note the errata on adv gunnery means it has no effect on a ship with gunnery teams.

I would strongly suggest most wanted.

It's also a matter of preference, but you would probably get more out of reinforced blast doors on the flagship then hardened bulkheads on the isd. Ramming is not such a serious concern that it's worth the points there, especially when you already have motti.

I noticed that too after I posted. I did change it to most wanted. Also I was thinking about making that switch for HB to RBD

So here is the list I have gone with.

Regionals (388/400)
Empire

Commander: Admiral Motti

Objectives: Solar Corona, Planetary Ion Cannon, Most Wanted

[flagship] Arquitens-class Light Cruiser (54)
- Admiral Motti (24)
- Reinforced Blast Doors (5)
- Captain Needa (2)
- Turbolaser Reroute Circuits (7)
= 92 total points

Imperial II-class Star Destroyer (120)
- Avenger (5)
- Electronic Counter Measures (7)
- Leading Shots (4)
- Strategic Adviser (4)
- XI7 Turbolasers (6)
- Gunnery Team (7)
= 153 total points

Gladiator I-class Star Destroyer (56)
- Demolisher (10)
- Captain Brunson (5)
- Assault Proton Torpedoes (5)
- Engine Techs (8)
- Ordnance Experts (4)
= 88 total points

Gozanti-class Cruisers (23)
- Comms Net (2)
= 25 total points

Gozanti-class Cruisers (23)
- Slicer Tools (7)
= 30 total points

I love this list. Still some fine tweeking I think. im deciding if I should drop needa and TLRC and put in STs. I should play test that version