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Star Wars: Armada» Forums » Strategy

Subject: Imperial Sinergy Build rss

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Stefano Magi
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Hi everyone, I'm here to ask opinions about this 300 points build I have made for the Italian National Tournament :

-EMPIRE FLEET [299]

OBJs:

-Advanced Gunnery
-Hyperspace Assault
-Minefields

-Victory II Star Destroyer (85) [126]
Grand Moff Tarkin (38)
Weapons Liaison (3)

-Victory II Star Destroyer (85) [88]
Weapons Liaison (3)

-Howlrunner (16)

-Mauler Mithel (15)

-TIE Interceptor Squadron (11)

-TIE Interceptor Squadron (11)

-TIE Fighter Squadron (8)

-TIE Fighter Squadron (8)

-TIE Fighter Squadron (8)

-TIE Fighter Squadron (8)


I deploy both destroyers with speed 1 one more backward than the other to cover more space. The fighters are deployed at sides of the VSD's in two groups of 4 squadrons each :

-Howl
-Interceptors
-TIE
-TIE

-Mauler
-Interceptors
-TIE
-TIE

In the command dial, I only choose "Navigate" and "Repair" in sequence, because of the Weapons Liasons that can give me the other two when I want. With Tarkin's ability, i have a lot of tokens to spend for this combo and, when I want, i can use a "Squadron" command and spend a "Squadron" token with both ships to move and shot with 8 fighters during the ship phase.
I can also easily use a "Concentrate Fire" command and a "Concentrate Fire" token to shoot 3 Red and 4 Blue dice (1 repeatable) at medium range with both ships in the same turn.

So, what do you think about it ? Thanks for answers !

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Chris Montgomery
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Joliet
Illinois
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A sound strategy . . . beware the Rebel player that doesn't bring a lot of fighters to the table, though. With 84 points tied up in squadrons, they should have something to do once they clear out the enemy fighters (besides being easy MoV points for your opponent).

Your TIEs won't be very useful for anti-ship duty unless they coordinate their attacks with the VSD. Also consider your set-up carefully. Having the VSDs' arcs overlapping can set you up for a double volley from the front or side arcs if your opponent makes a mistake.

It sounds like you plan on using the fighters mainly as escort duty for your VSDs, to jump and engage once the VSDs enter into a general action, which isn't a bad thing. I think that the Rebels' higher maneuverability will cause you some problems, especially a Neb-B spam with no (or low) fighters.

If you end up facing a list like that, and having a point-build of 299 points, your opponent will likely get to choose who is second and first player. To game the game, pick objectives that will mitigate this type of build - if you are facing this build and you win the initiative, you will almost certainly want your opponent picking from your objectives, unless he has objectives that benefit your build (which won't be likely). If your opponent wins init (more likley with this 299 point fleet), you want objectives that will force a contest and not rely on maneuverability. This will likely force your opponent to give you the First Player position and pick from his objectives.

Your objective choices seem to be good ones, but have a plan for that Neb-B spam fleet who gives you first player and then asks you to choose between Opening Salvo, Fleet Ambush and Intel Sweep. Your fighters might be able to grab some objectives, but they are also easy points for a low-fighter-cheap-ship Rebel build.

Enjoy the tourney and let us know how it turns out!
 
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