600 Point Imperial Sector Fleet

By Baris1138, in Star Wars: Armada Fleet Builds

Next week I'm going to participate in a 600 point sector fleet tournament for charity. I'm thinking about using this build, let me know what you think.

Total Points: 600/600

[flagship] Imperial II Star Destroyer (120)

-Thrawn (32)

-Captain Brunson (5)

-Gunnery Team (7)

-Hardened Bulkheads (5)

-Early Warning System (7)

-Heavy Ion Emplacements (9)

-XI7 Turbolasers (6)

-Chimera (4)

-Intensify Firepower! (6)

=201 Total Points

Imperial II Star Destroyer (120)

-Director Krennic (8)

-Gunnery Team (7)

-Hardened Bulkheads (5)

-Early Warning System (7)

-Overload Pulse (8)

-Spinal Armament (9)

-Avenger (5)

=169 Total Points

Imperial Star Destroyer Cymoon 1 Refit (112)

-Commander Woldar (4)

-All Fighters Follow Me! (5)

-Flight Controllers (6)

-Boosted Comms (4)

-Quad Turbolaser Cannons (10)

-Linked Turbolaser Towers (7)

=148 Total points

Squadrons:

-Colonel Jendon (20)

-Maarek Stele (21)

-Boba Fett (26)

-Zertik Strom (15)

Assault: Most Wanted

Defense: Hyperspace Assault

Navigation: Superior Positions

Edited by Baris1138

With only 4 squadrons you don't need AFFM or even flight controllers, BC & Woldar. If you face decent squadron opposition you will just be swept from the sky and these points are wasted.

O/L Pulse effect occurs after defence tokens are spent so OL/Pulse Avenger is possible but you have to double arc for it to work and would prefer to chance the flank shot first to gain the benefit from the larger front arc. Look at BT Aveger ISD-I or ISD-II or move OL Pulse onto the non Avenger ISD. Dropping AFFM means the cymoon can do IF and Wulff would let you do whichever command you like for the rest of the game although Thrawn does do this too.

XI7s don't combine well with HIE. On one, you pay points to abrade adjacent shields, on the other you pay points to ignore adjacent shields. Either go 3 XI7s and drop HIE or ditch XI7 for xx9 or LTTs. Krennic is better on a Spinal Cymoon than an ISD-II

Most Wanted: You need a small ship for this to work otherwise you just give away an extra 112 or 120 points.
Hyperspace assault: you need a killer small or medium ship to come out of hyperspace.
Superior positions: There are carrier fleets who will relish this far more than you and pile on the extra VPs.

Station Assault, Contested Outpost/Ion Cannon & Solar Corona would be better.

If you go lean & mean you could have a fleet like this

600/600, Most Wanted, Contested Outpost, Solar Corona
ISD-II Thrawn , GTs, EWS/ECM, LS, LTTs, Brunson 182
ISD-II GTs, EWS/ECM, LS, LTTs SADviser 149
ISD-C GTs, Spinal, QTCs, Krennic, IF 152
Gozanti, Comms Net, Vader 26
4 TIE Int, Bossk, Hondo-Slave1 91

It gets 2 more activations with the Sadviser and Gozanti and now Most Wanted becomes a decent mission with the flottilla marked for death and worth only 23 extra points and can easily sit behind 3 ISDs for protection while fuelling IF with comms net. 4 Interceptors can be thrown at opposition with their speed meaning they should never get jumped. The rogues can hide on obstacles then engage to protect your ships. Honto can turn off nasty threats like Wedge or Farlander and as the interceptors strike they should get you a few kills then keep laying on damage as they die with their counter(2) & swarm rerolls. Bossk is just there to keep your sqadron activations within a single ISD-IIs capabilities and he hits hard.

Thank you for the input, I will definitely make a few changes based off of it. I had a feeling overload pulse and Avenger was a combo to good to be true.