Ritr empire 200 point

By Sobonis01, in Star Wars: Armada Fleet Builds

I have two ideas for my list I will use Master navigator in both list. Which do guys think would be better in 6 person campaign?

Campaign Isd (200/200)
Empire

Imperial II-class Star Destroyer (120)
- Gunnery Team (7)
= 127 total points

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

Squadrons (48/67):
1x Zertik Strom TIE Advanced Squadron (15)
1x Tie Advanced Squadron (12)
1x IG-2000B - IG-88B (21)

Campaign Vsd (200/200)
Empire

Victory II-class Star Destroyer (85)
- Disposable Capacitors (3)
= 88 total points

Raider I-class Corvette (44)
- Ordnance Experts (4)
= 48 total points

Raider I-class Corvette (44)
- Ordnance Experts (4)
= 48 total points

Squadrons (16/67):
2x Tie Fighter Squadron (16)

Edited by Sobonis01

Take this with a grain of salt as I'm only one game into RitR, but playing as Rebels, an ISD is super intimidating to go against. With the cap on starting upgrades, my teammate and I found it nigh impossible to destroy one (both our Imperial opponents are running ISDs in their lists with one Gozanti plus Squads).

The VSD list looks good to me, too, but your Raiders will be easy points most likely for your opponent, so use them wisely!

Have fun!

Both of those look pretty good. Couple thoughts...

Activation advantage is a thing. Having three activations is awesome if you can swing it, though you can’t always. Squadrons are also VERY powerful in RitR, and aces aren’t always easy to come by, so one of the very strongest picks you can make is to ALWAYS take the two aces you’re allowed at the start. Putting all that together, I would downgrade one of those Raiders in the second list to a Gozanti Cruiser flotilla, drop the generic TIEs, and use the 41 points you’ll have left to take a couple bad mamajamin’ aces, or at least Howlrunner and three generic TIEs. But I mean, 41 points is (potentially) Maarek (or Vader) & Jendon, and you’re gonna get waaay more mileage out of those two and a Gozanti then you probably would out of a Raider I and a couple of TIEs.

Thank you for the feedback. It turns out that we’ve decided to do a starting point value of 250 and a 300 max. So I decided to make some changes in my list and I think it might work out better.

I should be able to get harrow on one of them and gunnery teams as well as Leading shot pretty quick. I would pick a navigating commander so that way my VSDs would still be able to turn.

Star Wars Armada Camp (249/250)
Empire

Objectives: Surprise Attack, Hyperspace Assault, Solar Corona

Victory II-class Star Destroyer (85)
- Disposable Capacitors (3)
= 88 total points

Victory II-class Star Destroyer (85)
- Disposable Capacitors (3)
= 88 total points

Squadrons (74/84):
1x Darth Vader Tie Advanced Squadron (21)
2x Tie Advanced Squadron (24)
1x Punishing One - Dengar (20)
1x tie fighter

Edited by Sobonis01
I can only have two unique squads

That looks pretty solid, though I’d do a little more tweaking with the squadron selection. It’s not bad as-is, but consider a couple things.

Vader and the two generic TIE Advanced squads all have Escort. Who are they protecting? Certainly not the TIE Fighter. And Vader gets no Escort benefit from the TIE Advanced squads, because he has Escort himself. So all of that Escort power is keeping Dengar very safe. Now, Dengar himself is decent, but he really shines in two situations:

1) When you’re using his Intel capability to free up your other squads so they can go bomb the opponent’s ships, or

2) When you’re leveraging his ability to increase Counter values by one, particularly on squadrons which already have Counter, like TIE Interceptors...

...neither of which is the case here.

Furthermore, the Advanced themselves are not very impressive. Their closest Alliance analog is the X-Wing, and that is an all-around better squadron by far. This is why you don’t see a lot of non-unique TIE Advanced fighters in the wild. Now, Vader IS good. Really good. So I would keep him... or possibly switch him to Maarek Stele, who’s on par with (and arguably stronger than) Vader for the exact same cost. But the non-unique Advanced squads can go. Now, if you want to keep Dengar, you could try this: Drop the TIE Squadron and the two Advanced squads, freeing up 32 points, and add 3 TIE Interceptors, which will allow you to make an impressive little ball of fighter superiority and surround your opponent with Counter 3 Interceptors! The trick is that Escorts and squadrons with Counter don’t pair that well; it’s easy for the opponent to attack the Escort rather than go after the Interceptors. So either keep Vader away from the Interdictor/Dengar ball, or consider switching Stele for Vader. Even if you do that, it’s likely that the opponent will ignore the Interdictors and attack Stele anyway, so whether it’s Stele or Vader, you can try holding them back for a turn, waiting until the opponent gets softened up by your Interceptors, then throw in the big 21-point finisher.