New (and improved?) Ozzel

By Herr Style, in Star Wars: Armada Fleet Builds

Tinkering with my old list and added/removed in a few things: -

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Salvage Run

ISD Kuat Refit (112)
• Admiral Ozzel (20)
• Strategic Adviser (4)
• Ordnance Experts (4)
• Quad Laser Turrets (5)
• Electronic Countermeasures (7)
• Assault Concussion Missiles (7)
• Avenger (5)
= 164 Points

Gladiator I (56)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Proton Torpedoes (5)
• Demolisher (10)
= 83 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Raider I (44)
• Iden Versio (6)
• Darth Vader (3)
• External Racks (3)
= 56 Points

Raider I (44)
• Agent Kallus (3)
• Ordnance Experts (4)
• Flechette Torpedoes (3)
= 54 Points

Squadrons:
= 0 Points

Total Points: 382

Basically removed Int Officer from my GSD and added a few interesting surprises to my first Raider. I did think about adding in Proximity Mines but wanted to try to ensure choice of 1st/2nd about 90% of the time.

Plan is to launch in Raider 1 early, followed by GSD and then Avenger. The question is can Iden and Vader both be activated by one Sqn command or do I need a token and then a dial?

Any thoughts?

Personally I don't see a reason to have Iden jump ship unless the Raider is going to ram something and die. Regardless I think you only need the one squadron command.

30 minutes ago, Grathew said:

Personally I don't see a reason to have Iden jump ship unless the Raider is going to ram something and die. Regardless I think you only need the one squadron command.

Absolutely most of the time, but I’m thinking of on the odd occasion if I’m up against say a Sloane ISD or Yavaris. Otherwise like you say, she stays on-board. (No airlock time for you m’lady!)

Even then I'd just vader away Yavaris and keep her on board. It defeats Yavaris permanently instead of a turn or two.

Sloane ISD maybe but even then I'd wait until the raider was doomed. Canceling a die at close range is pretty powerful. Now if she wasn't a discard to raid she would be (peobably overpowered) so much better.

On 9/6/2019 at 11:15 AM, Grathew said:

Personally I don't see a reason to have Iden jump ship unless the Raider is going to ram something and die. Regardless I think you only need the one squadron command.

What if, at the beginning of the round, you realize that after the Raider activates, it's going to fly out behind the enemy ships, at medium or long range, never to be targeted by enemy ships or squads again? In that situation, you might as well raid.

It's now after it activates. Thus after you can use it. Unless I have a way to slow down to get into raid for next turn. Which means I'm not flying that far away anyway, which means she's still peobably beter on board.

I could see if the Raider is going to speed 4 itself over to the unoccupied half of the board after this turn sure go raid something. But I don't see why not double nav and slide back around?

Maybe I just fly Raiders wierd but I always keep a nav token on them if I can so I go from Missile Mode to Drift Mode in one turn.

Well, you would raid before you fly off, of course. However, if you prefer for your Raider to stay in the fight, then definitely don't discard Iden. And it sounds like you just fly Raiders more successfully than I do, so nothing weird about that.

It would be worth asking in the Rules forum if Death Vader and Iden can both work at the same time in the way @Herr Style is suggesting.

Edited by Bertie Wooster

With Ozzel I could go from speed four to two with one Nav and bring it back round again in a tight II-II turn. Also, if Iden has exited via the airlock, and then I’m destroyed, does her points not count against me? 🤔

Any discarded cards still count when scoring the ship.

You cannot trigger both Iden and Vader with a single token or dial. As a boarding party, Vader’s requirement is to spend a squadron dial or token without using it for its command. Iden triggers when resolving a command. You would need to have a dial and token ready, and use one for each of them. Iden’s command could also push a squadron.

After much deliberation I’m thinking of this: -

ISD Kuat Refit (112)

• Admiral Ozzel (20)

• Agent Kallus (3)

• Ordnance Experts (4)

• Quad Laser Turrets (5)

• Electronic Countermeasures (7)

• Assault Concussion Missiles (7)

• Avenger (5)

= 163 Points

Gladiator I (56)

• Ordnance Experts (4)

• Engine Techs (8)

• Assault Proton Torpedoes (5)

• Demolisher (10)

= 83 Points

Raider I (44)

• Iden Versio (6)

• Darth Vader (3)

• External Racks (3)

• Corvus (2)

= 58 Points

Raider I (44)

• Ordnance Experts (4)

• External Racks (3)

= 51 Points

Gozanti Cruisers (23)

• Comms Net (2)

= 25 Points

Squadrons:

= 0 Points

Total Points: 380