Local Tournament

By CinnaWolf, in Star Wars: Armada Fleet Builds

This is for a semi competitive local tournament.

Name: Local Tournament
Faction: Imperial
Commander: Moff Jerjerrod

Assault: Advanced Gunnery
Defense: Capture the VIP
Navigation: Dangerous Territory

SSD Assault Prototype (250)
• Moff Jerjerrod (23)
• Wulff Yularen (7)
• Captain Brunson (5)
• Damage Control Officer (5)
• Gunnery Team (7)
• Quad Laser Turrets (5)
• Point-Defense Reroute (5)
• Heavy Ion Emplacements (9)
• Leading Shots (4)
• Quad Turbolaser Cannons (10)
• H9 Turbolasers (8)
• Ravager (4)
= 342 Points

Squadrons:
• Ciena Ree (17)
• Valen Rudor (13)
• TIE Advanced Squadron (12)
= 42 Points

Total Points: 384

I would have surprise attack but I dont have RitR. I chose advanced gunnery because being able to send three attacks into ONE SHIP just seems cruel.

Advance gunnery is not helping you. If you had a gonzanti I would say most wanted. As is station assault

14 hours ago, CinnaWolf said:

I would have surprise attack but I dont have RitR. I chose advanced gunnery because being able to send three attacks into ONE SHIP just seems cruel.

Given the way Gunnery Team is worded, the “cannot” overrides the benefit of Advanced Gunnery on your side. If it didn’t, it wouldn’t get picked over the other two.

Taking Gunnery Team off for a boarding party could work if you brought a much meaner objective suite, but there really isn’t any blue of that quality for this list. I would drop the Advanced for a very strong 28-point first player bid.

8 hours ago, The Jabbawookie said:

Given the way Gunnery Team is worded, the “cannot” overrides the benefit of Advanced Gunnery on your side. If it didn’t, it wouldn’t get picked over the other two.

Taking Gunnery Team off for a boarding party could work if you brought a much meaner objective suite, but there really isn’t any blue of that quality for this list. I would drop the Advanced for a very strong 28-point first player bid.

First player bid? Wouldn't I want to be second so they have to pick my objectives? Also, without RitR what red objective do you suggest

1 hour ago, CinnaWolf said:

First player bid? Wouldn't I want to be second so they have to pick my objectives? Also, without RitR what red objective do you suggest

I have a buddy that won a prime his bid is not for first but to go 2nd and force his missions. Station assault is about the best choice without RitR that I can think of. Close range Intel scan maybe

1 hour ago, CinnaWolf said:

First player bid? Wouldn't I want to be second so they have to pick my objectives? Also, without RitR what red objective do you suggest

You don't have a particularly strong suite of objectives to bring. Advanced Gunnery doesn't work. @TheRedScourge is probably right that without Surprise Attack, Station Assault is your best bet, but it's nothing worth bidding for (for example: bomber wing hides behind the stations, kills the stations, carriers hide on the far side of the table, game over 7-4.)

Bidding for second is all well and good, but the objectives need to scary enough to be worth getting first-lasted almost 100% of the time with 2 activations (stuff like Fire Lanes in a shuttle fleet, Superior Positions with 134 points of squadrons, etc.) And this list doesn't really have access to what fits that description.

I agree with the above assessments re: objectives.

The other two things I'd say are the following:

  • I'm not sure why you've got Wulff on there. You don't really have anything you need to fuel, and if you're going to be Con Firing with your commands anyway and letting Jerry handle your navigation, and you're going to keep getting Con Fire tokens each time you reveal a command, why bother with Wulff? That's an officer seat that can be filled by a lot of other strong choices for the SSD.
  • Why the TIE Advanced? In this particular build, I think it's just points you're handing to your opponent. And you're unlikely to be using squadron commands particularly often, so I sort of get the TIE Interceptor aces, but I don't know how effective they'll be without squadron commands. What is their purpose? If you expand on that, maybe some of us can make some suggestions that will serve you better? My first thought is of some of the Rogue squadrons...
On 1/22/2020 at 9:05 PM, Irate Pooka said:

I agree with the above assessments re: objectives.

The other two things I'd say are the following:

  • I'm not sure why you've got Wulff on there. You don't really have anything you need to fuel, and if you're going to be Con Firing with your commands anyway and letting Jerry handle your navigation, and you're going to keep getting Con Fire tokens each time you reveal a command, why bother with Wulff? That's an officer seat that can be filled by a lot of other strong choices for the SSD.
  • Why the TIE Advanced? In this particular build, I think it's just points you're handing to your opponent. And you're unlikely to be using squadron commands particularly often, so I sort of get the TIE Interceptor aces, but I don't know how effective they'll be without squadron commands. What is their purpose? If you expand on that, maybe some of us can make some suggestions that will serve you better? My first thought is of some of the Rogue squadrons...

If I had Wulff turn1 nav turn2 confire 3 engineering then confire rest of game.

Yes pointless turn one (unless you deploy speed2 and then 0 scary but I don’t see a reason too do that unless you know there is no shooting back)

turn2 save confire token so when engineering on turn three you can use then.
turn 3 grow shield and save engineering token to just move shields for rest of game.

squad wise I think Sontir would be better use the escort for free damage not the best but free damage it good

i think the gonzanti comms net Officer Vader and pick someone other than Wulff would but better

Edited by TheRedScourge