Adjacent hull damage builds

By player5825717, in Star Wars: Armada Fleet Builds

Hi, I'm pretty new to Armada and totally new to the forums.

I'm looking for feedback for an Imperial Fleet Build relying on "damage to adjacent hull", i.e HIE and ACM.

I've made 2 lists, one with a Kuat, the other with 2 Gladiators, and an Overload Pulse Raider.

How usable are they? What can I improve/remove/change?

Will I get screwed by squads? How can I prevent it?

Is there a completely different build that would accomplish my goal of using the synergy between ACM and HIE?

Build 1:

Heavy Ion Concussion Missile (Kuat)

Faction: Galactic Empire
Points: 396/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Volatile Deposits

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Captain Brunson ( 5 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 82 total ship cost

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

Raider II-Class Corvette (48 points)
- Admiral Montferrat ( 5 points)
- Disposable Capacitors ( 3 points)
- Heavy Ion Emplacements ( 9 points)
= 65 total ship cost

[ flagship ] Imperial Star Destroyer Kuat Refit (112 points)
- Admiral Screed ( 26 points)
- Relentless ( 3 points)
- Strategic Adviser ( 4 points)
- Fire-Control Team ( 2 points)
- Electronic Countermeasures ( 7 points)
- Heavy Ion Emplacements ( 9 points)
- Assault Concussion Missiles ( 7 points)
= 170 total ship cost

Raider I-Class Corvette (44 points)
- Impetuous ( 4 points)
- Agent Kallus ( 3 points)
- Flechette Torpedoes ( 3 points)
= 54 total ship cost

= 0 total squadron cost

Build 2:

Heavy Concussion Ion Missiles (MSU)

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Screed

Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

Raider II-Class Corvette (48 points)
- Admiral Titus ( 2 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Overload Pulse ( 8 points)
= 68 total ship cost

[ flagship ] Raider II-Class Corvette (48 points)
- Admiral Screed ( 26 points)
- Intel Officer ( 7 points)
- Fire-Control Team ( 2 points)
- Disposable Capacitors ( 3 points)
- Heavy Ion Emplacements ( 9 points)
= 95 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 85 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 67 total ship cost

Gozanti-class Cruisers (23 points)
- Darth Vader (off) ( 1 points)
- Comms Net ( 2 points)
= 26 total ship cost

1 Ciena Ree ( 17 points)
1 Mauler Mithel ( 15 points)
1 Boba Fett ( 26 points)
= 58 total squadron cost

Edited by player5825717

Generally I prefer my black dice ships to go first, as your opponent isn’t going to park any of their ships at black dice range of your Kuat or any GSD. This means having a bid. Also no Squadron will stay next to a Flechette armed Raider either if they can help it so having something to engage them is best. In list 1 not sure Admiral Montferrat is necessary but you might want to include Engine techs on Demo. On the Kuat, I like to bring it in last as my heavy finisher, so generally most if not all opponent shields have gone by then, so I have Ord Experts and no HIE. My ship title is preferably Avenger as well. The Raider 1 setup looks good. If you need to shave points, maybe take Brunson off and drop to APT or External Racks?

On list 2, I can see what you are trying to do with the Raiders but overload pulse is hard to pull off, so possibly drop them both to DC/HIE’s with Corvus on Screeds ship to save points for your bid. An example is below: -

Raider II (48)
• Admiral Screed (26)
• Disposable Capacitors (3)
• Heavy Ion Emplacements (9)
• Corvus (2)
= 88 Points

Raider II (48)
• Disposable Capacitors (3)
• Heavy Ion Emplacements (9)
= 60 Points

Gladiator I (56)
• Ordnance Experts (4)
• Engine Techs (8)
• Assault Concussion Missiles (7)
• Demolisher (10)
= 85 Points

Gladiator I (56)
• Ordnance Experts (4)
• Assault Concussion Missiles (7)
= 67 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
= 23 Points

Squadrons:
• 4 x TIE Fighter Squadron (32)
= 32 Points

Total Points: 380

To get more Ties, you would need to swap ACM’s for Ex Racks, which might be better unless you think you can pull off multiple attacks for each GSD during the game, and possibly drop Corvus down to a Raider 1? The Tie fighters are there purely to go down in flames to tie (excuse the pun) up any enemy squadrons for at best two turns, but probably one. Six is a good MSU number as some big ships have Strategic Advisor. Hope that helps. Not defacto, and others may have better advise.