Fun with obstacles.

By Baris1138, in Star Wars: Armada Fleet Builds

I just bought the Onager and am looking forward to using it. The thought process here is that the Onager stays back while the two kittens harass/finish off enemy ships in and around the asteroid field. The raider focuses on fighters and the gozanti provides support.

Faction: Empire

Points: 400/400

Commander: General Romodi

Assault Objective: Precision Strike

Defense Objective: Asteroid Tactics

Navigation Objective: Navigational Hazards

Onager Star Destroyer (110 points)

-General Romodi (20 points)

-Wulff Yularen (7 points)

-Gunnery Chief Varnillian (6 points)

-Veteran Gunners (5 points)

-Linked Turbolaser Towers (7 points)

-Superheavy Composite Beam Turbolasers (7 points)

-Cataclysm (5 points)

= 167 Total ship cost

Arquitens Light Cruiser (54 points)

-Minister Tua (2 points)

-Electronic Countermeasures (7 points)

-Slaved Turrets (6 points)

-Hand of Justice (4 points)

-Early Warning System (7 points)

= 80 Total ship cost

Arquitens Light Cruiser (54 points)

-Electronic Countermeasures (7 points)

-Slaved Turrets (6 points)

= 67 Total ship cost

Raider II (48 points)

-Agent Kallus (3 points)

-Point-Defense Reroute (5 points)

-Impetuous (4 points)

= 60 Total ship cost

Gozanti Cruisers (23 points)

-Darth Vader (1 point)

-Comms Net (2 points)

= 26 Total ship cost

The big ship is fine.

What exactly is the ECM protecting on the Arquitens? They have dual redirects and evades are hardly worth 7 points to protect. Take RDBs instead and on some occasions let damage through to the hull (you have a contain for crits) then dispose of 3 hull damage over the turn break. Slaved turrets is ok with Vader but Romodi gets you 2 extra red dice if you can double arc a target. I would look at Needa TRC and Brunson (or Monferrat) TRC with RBDs optional.

Raider-II I would go for HIE, D-Caps and Vet Gunners.

18 hours ago, Mad Cat said:

The big ship is fine.

What exactly is the ECM protecting on the Arquitens? They have dual redirects and evades are hardly worth 7 points to protect. Take RDBs instead and on some occasions let damage through to the hull (you have a contain for crits) then dispose of 3 hull damage over the turn break. Slaved turrets is ok with Vader but Romodi gets you 2 extra red dice if you can double arc a target. I would look at Needa TRC and Brunson (or Monferrat) TRC with RBDs optional.

Raider-II I would go for HIE, D-Caps and Vet Gunners.

Thanks for the input. I like your idea for the Arquitens, it's a potential for eight dice per turn instead of six and I can get the same effect with Montferrat as I can with the Early Warning System. I do think I'm going to leave the Raider the way it is though, it's purpose for being there is anti-squadron and I don't want to be lacking in that aspect of the game.

Might just be me, but every time I’ve tried to use a Raider as a dedicated flak boat, it either gets ignored by the fighters it wants to kill and has zero impact on the game, or it simply becomes the first target of those fighters, and dies an early death.

And I think both of those Arqs are way over-upgraded. Turbolaser, maybe an officer, go.