Defensive Fleet, yay or nay?

By CinnWolf, in Star Wars: Armada Fleet Builds

Name: Defensive
Faction: Imperial
Commander: Admiral Konstantine

Assault:
Defense:
Navigation:

ISD Cymoon 1 Refit (112)
• Admiral Konstantine (23)
• Commandant Aresko (7)
• Shields to Maximum! (6)
• Gunnery Team (7)
• Hardend Bulkheads (5)
= 160 Points

Interdictor Suppression Refit (90)
• Wulff Yularen (7)
• Engineering Team (5)
• Targeting Scrambler (5)
• Grav Shift Reroute (2)
• Overload Pulse (8)
• Interdictor (3)
= 120 Points

Arquitens Light Cruiser (54)
• Minister Tua (2)
• Early Warning System (7)
• Enhanced Armament (10)
• Hand of Justice (4)
• Reinforced Blast Doors (5)
= 82 Points

Squadrons:
• Mandalorian Gauntlet Fighter (20)
• 2 x TIE Fighter Squadron (16)
= 36 Points

Total Points: 398

Ciena + Valen for screening. Much more durable than your current fighter complement.

I would also switch Overload Pulse to HIEs, and the ISD needs Tua far more than the Kitten.

Are you talking campaign defense?

On 2/5/2019 at 12:34 PM, CinnWolf said:

Name: Defensive
Faction: Imperial
Commander: Admiral Konstantine

Assault:
Defense:
Navigation:

ISD Cymoon 1 Refit (112)
• Admiral Konstantine (23)
• Commandant Aresko (7)
• Shields to Maximum! (6)
• Gunnery Team (7)
• Hardend Bulkheads (5)
= 160 Points

Interdictor Suppression Refit (90)
• Wulff Yularen (7)
• Engineering Team (5)
• Targeting Scrambler (5)
• Grav Shift Reroute (2)
• Overload Pulse (8)
• Interdictor (3)
= 120 Points

Arquitens Light Cruiser (54)
• Minister Tua (2)
• Early Warning System (7)
• Enhanced Armament (10)
• Hand of Justice (4)
• Reinforced Blast Doors (5)
= 82 Points

Squadrons:
• Mandalorian Gauntlet Fighter (20)
• 2 x TIE Fighter Squadron (16)
= 36 Points

Total Points: 398

I'd drop the MDF for some more ties. If you want to use ties, you gotta use a lot of them or none of them.

Arq is too low hull for reinforced blast doors.

I took a stab at keeping very much your theme, but tried to strengthen it.

Konstantine is utter garbage, so JJ comes in. In the setup below he is gold dust and highly effective at keeping you on target.

Intensify Firepower will allow you to manipulate a single die per shot to a hit, very useful on a Cymoon. Wulf keeps you supplied with the CF token you need each round.

The Interdictor can double arc for 8 guaranteed hits now. 6 from SW-7's and one from the red die using Intensify Firepower and for one turn, it can do that at long range. It can also repair your ships by passing shields. Use engineering each turn with a Grint token, you'll be able to repair your ISD, then repair the shields you passed to it from the Interdictor and repair a shield if you use JJ.
The Interdictor can also use Targeting Scramblers twice now.

The Arquitens uses Needa to change the Contain to another Evade. Use CF dial commands each turn for 4 red dice out the side arc. Using Turbolaser Reroute Circuits will allow you to change a die to a face with 2 hits and Intensify Firepower will allow you to change another to a single hit. even if you roll 4 blanks, that's still 3 damage minimum.

The three squadrons are a decent speed bump and should be kept with the Cymoon and Interdictor for when the enemy squadrons come for you. They'll give you time to escape and keep punishing their ships and may even take a few with them.

Imperial Interdiction Fleet
Author: Englishpete

Faction: Galactic Empire
Points: 400/400

Commander: Moff Jerjerrod

Assault Objective: Close-Range Intel Scan
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Wulff Yularen ( 7 points)
- Gunnery Team ( 7 points)
- Spinal Armament ( 9 points)
- X17 Turbolasers ( 6 points)
- Intensify Firepower! ( 6 points)
= 147 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Moff Jerjerrod ( 23 points)
- Interdictor ( 3 points)
- Taskmaster Grint ( 5 points)
- Projection Experts ( 6 points)
- Disposable Capacitors ( 3 points)
- SW-7 Ion Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 142 total ship cost

Arquitens-class Light Cruiser (54 points)
- Captain Needa ( 2 points)
- Early Warning System ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 70 total ship cost

1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)
1 TIE Interceptor Squadron ( 11 points)
= 41 total squadron cost

Edited by Englishpete

I don't like the Cymoon a lot. I feel it lacks the stuff that makes it good (dice control, spinal, XI7) and instead has stuff for situations it should not be in (Hardened bulkheads). If you wanna get in close (for HBs to be relevant) I think you need something with ECM.