Rhymerball

By Bertie Wooster, in Star Wars: Armada Fleet Builds

Faction: Galactic Empire
Points: 397/400

Commander: Emperor Palpatine

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

Gozanti-class Cruisers (23 points)
- Reserve Hangar Deck ( 3 points)
- Jamming Field ( 2 points)
= 28 total ship cost

Arquitens-class Light Cruiser (54 points)
- Centicore ( 3 points)
- Captain Brunson ( 5 points)
= 62 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Squall ( 3 points)
- Skilled First Officer ( 1 points)
- Reserve Hangar Deck ( 3 points)
- Boosted Comms ( 4 points)
= 65 total ship cost

[ flagship ] Raider I-Class Corvette (44 points)
- Emperor Palpatine ( 35 points)
- Corvus ( 2 points)
= 81 total ship cost

Gozanti-class Cruisers (23 points)
- Reserve Hangar Deck ( 3 points)
- Bomber Command Center ( 8 points)
= 34 total ship cost

2 JumpMaster 5000s ( 24 points)
8 TIE Bomber Squadrons ( 72 points)
1 Zertik Strom ( 15 points)
1 Major Rhymer ( 16 points)
= 127 total squadron cost

Someone was talking about Jamming Field in another thread, then this weird list gradually formed in my head.

With Jamming field only Zetrik and the Jumpmasters are able to attack the enemy squadrons with two reds and two blues COMBINED. That's most likely won't be enough even against an A-Wing and once they are gone your squads are tied down indefinitely. Plus you have to be relatively close to your bombers to cover them with Jamming Field. That's a death sentence to the Gozanti and with it one of your reserve decks too.

And oyu have no alternative firepower here, other than some unmodified reds and blacks on two relatively fragile ships.

I just don't see this list work at any level.

I agree. Palpataine and his uber intel officer type effect works best with decent volleys of ship firepower. When your biggest threat is 3 unmodified red dice... not being able to brace, once, is not that bad. Drop Palpataine to Ozzel or Jerjerrod to free up points.

With lots of reserve hangars I think you have to abuse Interceptors. 7 TIE-B, 2 JM-5000, 3 TIE-Int + Tempest would be good. If your squardon controll limit starts to strain then substiture 2 TIE-Bs for a Firespray and repeat as needed (Vector on a flotilla can be fun throwing them in on turn 2 if you need a bit more speed).

I might be tempted to combine the Raider-I and Arquitens into a tooled up Demolisher with Brunson for protection and the new Aux shields. It would free up points for Flight Controllers and Grint on the Quasar and to increase the squadron total.

My thinking was: how can I make a list with squads that can excel at killing ships, but ignore enemy squadrons? After all, the main complaint about Jamming Field is that it affects your own squadrons.

I was considering Demo, but wondering how to fit it in. If I take out the Arquitens it would be a completely different list. If all these ships can't command these squadrons from a distance on turn 2, I might as well go the standard 8 squad route. Corvus especially is intended to stay far away from the action. Jamming Field flotilla isn't though, fair point.

The reason for Palpatine is to target ships' redirects (or scatters) first when they're getting hit with those bombers. I saw Palpatine as a "death by a thousand cuts" kind of commander; he seems fun for TIE Bombers.

I will try to make a list that's similar to Mad Cats suggestions, but would Jamming Field would work well with TIE Interceptors?

Ooh...I just remembered that Advanced Transponder Net exists...yeah this list is terrible.

You just have to use the jump masters to break engagement to fire, and be happy that if they at least use their squads to act as a screen to defend they’re not killing you with them.

otherwuse abuse ATN yourself and screen away.