Ozzel Fleet

By Mj10982, in Star Wars: Armada Fleet Builds

Tried building a fleet without squadrons using one raider for anti squadron exclusively and one for using overload pulse to set up hits from a victory 1 and demolisher. Used Ozzel as commander to give Demolisher, raiders, and Suppressor better speed control.

Ozzel

Author: mj10982
Faction: Empire
Commander: Admiral Ozzel

Assault Objective: None
Defense Objective: None
Navigation Objective: None

Raider II-Class Corvette (48)
- Instigator (4)
- Quad Laser Turrets (5)
- Agent Kallus (3)
= 60 points

[flagship] Victory I-Class Star Destroyer (73)
- Admiral Ozzel (20)
- Harrow (3)
- Commander Vanto (7)
- Expanded Launchers (13)
- Engine Techs (8)
- XI7 Turbolasers (6)
- Gunnery Team (7)
= 137 points

Raider II-Class Corvette (48)
- Corvus (2)
- Overload Pulse (8)
- Disposable Capacitors (3)
- Iden Versio (6)
- Weapons Battery Techs (5)
= 72 points

Gozanti-Class Cruisers (23)
- Suppressor (4)
- Electronic Countermeasures (7)
- Slicer Tools (7)
- Minister Tua (2)
= 43 points

Gladiator I-Class Star Destroyer (56)
- Demolisher (10)
- Admiral Montferrat (5)
- Rapid Reload (8)
- Nav Team (4)
- Ordnance Experts (4)
= 87 points

Hello fellow Ozzel fan! Honestly there’s not many of us and I’m no expert but this is my take on your list.

Im not keen on Ozzel with VSD’s, as his speed mechanics are wasted on them. Also, I prefer Raider 1’s in squadronless lists as you get two black dice for flak. The titles are ok but unless you have some TIE support they won’t last long. Also with Ozzel, you can get into close range pretty quickly (speed 1 to 4) if you Nav with a banked nav token, hence my preference for 1’s. Raider 2’s go well with Screed or Vader. Raiders are squishy so don’t pour too many points into them. Overload Pulse is hard to pull off, so I never take it. I’ve taken Suppressor off the Gozanti instead of the full upgraded “Troll Face” for the points, but it can be still a good choice (read Uber annoying). Best Officer for Glad 1 is Int officer or Captain Brunson, unless using Flechette Torp GSD 2, then it’s Kallus.

Here’s a suggested list: -

Commander: Admiral Ozzel

Assault: Surprise Attack
Defense: Hyperspace Assault
Navigation: Solar Corona

Raider I (44)
• Admiral Ozzel (20)
• External Racks (3)
• Corvus (2)
= 69 Points

ISD Kuat Refit (112)
• Agent Kallus (3)
• Ordnance Experts (4)
• Quad Laser Turrets (5)
• Electronic Countermeasures (7)
• Assault Concussion Missiles (7)
• Avenger (5)
= 143 Points

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

Raider I (44)
• Darth Vader (3)
• External Racks (3)
= 50 Points

Gozanti Cruisers (23)
• Minister Tua (2)
• Slicer Tools (7)
• Electronic Countermeasures (7)
= 39 Points

Squadrons:
= 0 Points

Total Points: 384

I prefer to go bigger on my bid to guarantee first. There are places to shave points off, or if you wish to add onto.

Ozzel is on Corvus in case of Surprise Attack objective, then you can select this and mess with your opponent. The Kuat is your enemies priority target, so if they have Squadrons, then you get three dice (all blacks re-rolls) and in the counter 2 dice (1 black reroll with Kallus if you select it). For an extra activation you can always use Strategic Advisor instead.
The Ex Racks on the Raiders are good for ships or that one annoying Squadron that must die!

If you really want to use a VSD I then swap Expanded Launchers for ACM’s.

Hope this helps. Hopefully someone with more experience will chime in but this is my thoughts.

The most basic problem with overload pulse is that it's extremely difficult to pull off with short ranged weapons. As soon as you tag someone with the pulse, you know that'll be the next ship to activate & that they'll get as far out of black dice range as they can. 95% of the time you'll be choosing between taking the alpha-strike with black dice or taking the overload pulse shot. And most of the time the correct choice is to just take the big shot.

If you pull the black dice alpha strike off properly, the opposing ship should be dead, so whether their defense tokens are spent or not shouldn't matter all that much.

Overload pulse can work with demolisher, as long as you have first & last activations: you can discourage them from spending defense tokens on the shot after you move. It can also work with longer ranged weaponry, as the opponent is much less likely to escape your effective weapons range.

Although with all that said: overload pulse isn't a very good upgrade (at least in my experience), and is probably better avoided.

To be fair, Herr Style bas said most of what I would have said. I do have a few suggestions that may also work:

If you want an anti-fighter raider, it should definitely be a raider 1.

The other raider could be a raider 2, if you go down that road you might get some more usage out of heavy ion emplacements (although without screed or admiral Vader to help you fish for crits it will be a little inconsistent.

Completely agree with the use of a kuat over a vsd, but would probably play strategic adviser to help get last activation. Also my preferred loadout for this type of kuat would probably be boarding troops & leading shots. Otherwise I probably wouldn't bother with the avenger title as there isn't really any way currently in the list to exhaust the defence tokens. (I know kuat can only knock out 2 tokens with BT's, but it's a lot better than nothing.

I tend to avoid assault concussion missiles myself, for me it's apt's & external racks all the way.

I doubt I have any more experience than Herr Style, but those are my thoughts

I’d agree with most of this. Ozzel + VSD is an absolute non-starter. Ozzel + Kuat is right where you want to be.

I admit, I’ve never once had the cojones to go with Raiders as my anti-squadron plan, but every time I’ve encountered it, I’ve either had my fighters ignore and evade the Raiders, or I just said, “sweet, I’ll kill that Raider instead, so I don’t have a lot of confidence in the Raider-as-flak-boat plan.

Great advice from everyone here. I put Kallus on the Kuat but SA is better as nam said if your meta has a lot of pesky MSU’s. I just thought I’d explain a few of my selections below.

i didn’t put Int Officer on Demo, as I want the opponent to spend his defence tokens. This is because I like to shepherd my Kuat into position to pounce as late as last activation on turn 5 (if I’m first player). I’ve seen Rebel MC’s (large type) and traitor ISD’s disappear the following turn using this. The choice over APT or ACM is personal, but as a Kuat has two black dice on the sides, this in conjunction with OE means I can potentially get four extra face down damage cards on a double arc, compared to two extra face up damage cards with APT. If your Demo/Raiders have done their job right and stripped shields from your primary target this is better. The Vader Raider is there to get rid of any DCO’s or ECM that pop up too. The Gozanti is a token feeder to the Kuat for the first 2-3 turns before it leaps in front to act as anti squadron screen/sacrificial lamb. The raiders do this too. If you are confident against SSD’s and selecting anything other than Surprise Attack if you are first then put Ozzel on the Kuat.

19 hours ago, Cpt ObVus said:

I’d agree with most of this. Ozzel + VSD is an absolute non-starter. Ozzel + Kuat is right where you want to be.

I admit, I’ve never once had the cojones to go with Raiders as my anti-squadron plan, but every time I’ve encountered it, I’ve either had my fighters ignore and evade the Raiders, or I just said, “sweet, I’ll kill that Raider instead, so I don’t have a lot of confidence in the Raider-as-flak-boat plan.

I did have a modest amount of success using a Raider I with flechette torpedoes last game. Two caveats:

1). Don't bit off more than you can chew. Two or three enemy squadrons is about the Raider's limit.

2). You really do still need squadrons, even if it's just some cheap TIEs to stop the enemy fighters nailing your Raider and then legging it.

Edited by flatpackhamster