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Posts posted by Messi22
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7 hours ago, GiledPallaeon said:I'm going to assume you've read my thesis on the subject and try to keep this reply narrow in scope. I don't like BTA independent of the platform for two reasons. For one, I honestly think it's a bit cheap. I don't like mechanics that remove counterplay like that. Second reason is that it creates a schwerpunkt (lit. "central/critical point") for your list. You are essentially reducing the ISD's role to a single shot, and you are telegraphing that change loud and clear. Particularly in double ISD lists, BTA's lack deployments and will generally struggle to not be outdeployed and therefore counterdeployed. On the Kuat specifically, the point of that ship is to carry Ordnance into battle on an ISD chassis. Removing the Weapons Team slot (and by extension Ordnance Experts or Gunnery Team on a EL Devastator) badly hampers your ability consistently generate crits and good damage in general. Where the Kuat shines compared to the Imperial-1 it has largely superseded is the Defensive Retrofit slot. Prior to my own use of the ship, they were generally considered inferior on that basis alone, and that Minister Tua was a mandatory upgrade. In general that remains the conventional wisdom, and for what it's worth, I happen to think said wisdom is probably correct. For a ship intending to be in the thick of the fighting, improved durability is an enormous plus (especially when it also saves the officer chair).
Re: Ciena and Valen, I've been cold on them for a while and generally, but it comes back to cost effectiveness. It's not exceedingly difficult to outfly the pair and nuke one or both of them with heavy squad wing without reply. The most powerful of such lists can generally do it with relatively little lost efficiency, only needing two to four shots to seal the deal. Such lists almost always have excess capability where they are still more than capable of mowing down the battleships before they present a meaningful tabling threat to the carrier fleet. Dual ISD lists need to be lean, efficient machines, and C&V in my experience just isn't. There are other ways to handle squad-heavy lists that drag down fewer points when you hit a squad light/no squad list. By contrast, Chimaera and Fleet Commands can be enormously impactful at much lower costs.
Nice use of Clausewitz!
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Haha yeah I hear that very often when I play the Quasar

I have used the quaser a lot, also in another version with a GSD and 2 flots + squadron wing. However, in my expereince it has worked as the perfect bait. When people see such a ship deployed they tend to get reckless and try rush it because it is such an easy target (which it is!). I tend to get this to work to my advantage and let them chase it, I fly it like it was part of an Ackbar fleet, sideways across the field. I rarely ever lose the quasar when I play. Yet, this is not to say it is a good idea, just my personally experience and I totally get your concerns.
Regarding the VSD, I tend to lose that ship more often than out, due to the speed 2. I use it as an anchor. I have some trouble when flying it, because I feel it can get blocked very easy. And I to am very keen on making a bomber fleet without an ISD, which is a ship I use for almost all my fleets. Nonetheless, I have become used to have the possibility of going speed 3 if I get in a tough spot.
How do you guys fly the VSD?
I usually have SP, I just wanted to test Minefields since I have a VSD so it could help making its jounary more comtabfbel. xD The last 4-5 times I played SP I got over 130-150 points so I agree that it is so much better to farm points.
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This is the current list that I use for my dual ISD fleet:
Author: Messi22
Faction: Galactic Empire
Points: 389/400Commander: Moff Jerjerrod
Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Moff Jerjerrod ( 23 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
= 148 total ship costImperial Star Destroyer Kuat Refit (112 points)
- Avenger ( 5 points)
- Governor Pryce ( 7 points)
- Boarding Troopers ( 3 points)
- Reinforced Blast Doors ( 5 points)
- Leading Shots ( 4 points)
- External Racks ( 3 points)
= 139 total ship cost1 Morna Kee ( 27 points)
1 Soontir Fel ( 18 points)
1 Maarek Steele ( 21 points)
1 Darth Vader ( 21 points)
1 Zertik Strom ( 15 points)
= 102 total squadron costBefore wave 7 I used two ISD 1 with Jerry. As I am going speed 3 with both of them and play very aggressiv I never go navigation command due to Jerry. 90% of the time Pryce does her trick on turn 2 where you can last/first hit given you are 1st player. Otherwise it is turn 3. Pryce for me is my favourite EMP office atm and I actaully have a hard time making a ISD fleet without her. However, as you point out she can backfire and it has taken a lot of pratice for me at least to get her right in my fleets. In my first 10 games with her I tried so many times where I didn't get much or none value. However, it is important to learn your playstyle and then adjust your fleet to that. I think if you like to play more defensivly then Strategic advisor might be a better option.
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I made a Thrawn version:
Author: Messi22
Faction: Galactic Empire
Points: 395/400Commander: Grand Admiral Thrawn
Assault Objective: Blockade Run
Defense Objective: Fighter Ambush
Navigation Objective: MinefieldsGozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 35 total ship costGozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost[ flagship ] Quasar Fire II-class Cruiser-Carrier (61 points)
- Grand Admiral Thrawn ( 32 points)
- Squall ( 3 points)
- Admiral Chiraneau ( 10 points)
- Ruthless Strategists ( 4 points)
- Boosted Comms ( 4 points)
= 114 total ship costVictory I-Class Star Destroyer (73 points)
- Agent Kallus ( 3 points)
- Ruthless Strategists ( 4 points)
- Boosted Comms ( 4 points)
- Ordnance Pods ( 3 points)
= 87 total ship cost1 Major Rhymer ( 16 points)
7 TIE Bomber Squadrons ( 63 points)
1 Tempest Squadron ( 13 points)
1 Black Squadron ( 9 points)
1 Valen Rudor ( 13 points)
1 Dengar ( 20 points)
= 134 total squadron cost
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Well in my community we sometimes behind agree on who goes first and second and what objective we want to play, if we want to test our fleet out in a spefic objetive or some combo that requires one either going first or second xD
I might consider another ship combination with an ISD and GSD for some classic hammer and anvil action. Howver, no matter what I will take a good look at the squadrons again!

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Thank you so much for the construtive input Tokra! I really have a lot to think about now. I get your scepticisme regarding the GSD's acting as the main damage source, however my kill count is really high where I tend to destroy ISD's in 3 attacks. Furthermore, Engine techs have proven for me to be the difference between ending your movement in a ISD's front arc or just managing to get on the side. I would be to afraid to play without it.
Thanks so much for the squadron input I will have to make some changes there! Is the raider in your opinion a silly ship to bring along or?
Concering the objetives I do not expect to go as second, however my objetives are picked to trick my opponent. In intel sweep I pick one of my Gonzantis as objetive ship and then I use them as bait. Tried it four times now and worked everytime. I lost my objetive ship, however it was worth the cost since I destroyed most of my opponents fleet!

In regards to Contestet outpost, the same logic applies. I merely fly a Gonzanti to the station, whereas in my experience, people with big ships pick it due to them thinking, that idiot can't win this objetive. My idea is not to win any points on it, it is to direct their ships to the station so it makes my job a 1000 times easier to flank them with my GSD and boom. So far, my experience has been pretty good. -
The idea with this fleet is to pack some serious punch with the dual GSD and then get out. I have used it a lot lately and it has proven to be viable. However, this fleet (For me anyway) ONLY works if I go as player 1. My bid before was at 25, but I was at a local store championship where everyone had aces so I gave my raider Agent Kallus and a titel upgrade. The squadron combo follows the raider around which makes them even harder to kill meanwhile the Gonzantis rely from random positions. Everything is deployed around the entire play area.
What do you guys think of this field? I would really like some input concerning the squadrons!
When yaw is life
Author: Messi22Faction: Galactic Empire
Points: 381/400Commander: Moff Jerjerrod
Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel SweepRaider-I Class Corvette (44 points)
- Instigator ( 4 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 58 total ship costGozanti-class Cruisers (23 points)
= 23 total ship cost[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Moff Jerjerrod ( 23 points)
- Insidious ( 3 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 106 total ship costGozanti-class Cruisers (23 points)
= 23 total ship costGladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 90 total ship cost1 "Mauler" Mithel ( 15 points)
1 JumpMaster 5000 ( 12 points)
1 Soontir Fel ( 18 points)
1 Lambda-class Shuttle ( 15 points)
1 Maarek Steele ( 21 points) -
Thanks for all the awesome feedback guys!
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I love Konstatine! And I am always trying different builds with him - but in order to use him we need at least two medium ships - and with The Empire that is a bit costy.
I usally combine the interdictor with a VSD and typically use a gladiator for some hammer and anvil action.
But I would like to hear your guys thoughts on him. How do you use him and what kind of builds do you manage?
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I love Konstatine! And I am always trying different builds with him - but in order to use him we need at least two medium ships - and with The Empire that is a bit costy.
I usally combine the interdictor with a VSD and typically use a gladiator for some hammer and anvil action.
But I would like to hear your guys thoughts on him. How do you use him and what kind of builds do you manage?
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For list 2
Drop Darth Vader for another Tie Avd.
Drop wing commander for skilled first officer (possibly put another SFO on the other VSD) they make great slicer tool insurance.
This saves you 13 points so spend 7 of those to upgrade Insidious to Demolisher and then improve your initiative bid with the rest.
Just to be sure how first officer works, at the start of your activation you remove your top dial and then just go and active number two and play with two dials for the rest of the game?
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How much can you manage to repair a other ship with one gozanti in a game?
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Okay please come with critic on everything from pick of objectives, commander, upgrades.
Ship heavy list:
Faction: Galactic Empire
Points: 394/400Commander: Admiral Screed
Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Relentless ( 3 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 173 total ship costGladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 77 total ship costVictory I-Class Star Destroyer (73 points)
- Boosted Comms ( 4 points)
= 77 total ship cost1 Major Rhymer ( 16 points)
3 TIE Bomber Squadrons ( 27 points)
2 TIE Advanced Squadrons ( 24 points)Squadron heavy list:
Faction: Galactic Empire
Points: 395/400Commander: Admiral Motti
Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Minefields[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Motti ( 24 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
= 108 total ship costVictory I-Class Star Destroyer (73 points)
- Wing Commander ( 6 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
= 90 total ship costGladiator I-Class Star Destroyer (56 points)
- Insidious ( 3 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 68 total ship cost1 "Mauler" Mithel ( 15 points)
1 Dengar ( 20 points)
1 TIE Advanced Squadron ( 12 points)
1 Darth Vader ( 21 points)
3 TIE Bomber Squadrons ( 27 points)
1 Soontir Fel ( 18 points)
1 Major Rhymer ( 16 points) -
I ran this monday:
Mauler, Soontir, 3 x Tie Advanced, Dengar, Rhymer, 3x Tie Bomber
Basically I used the advanced to deal damage, and soak it up whilst mauler and fel nickle a dime...throw in flight controllers and you're pretty solid. Run it with two gonzos and 2 vic one's and you're set.
The ideal move, is Mauler jumps in, with an advanced behind him, Dengar within close range, and Fel follows up....this requires a squadron command of 4.
Basically the return fire all falls on the advanced...meanwhile fel is nickle and diming people...sure the advanced wont live long but tbh it's not there to kill, it's there to escort. Dengar keeps the ball-o-fun running and you rinse and repeat. You'll find enemy squadrons will hug their carriers when they see the ball of fun....
Oh and whilst they are either A.) hiding from the death ball, or B.) attempting to engage it....Rhymer and his boys are having fun.
I flirted with Vader, but 21 points is too much for a double brace yahoo with asthma who just rolls and black and crits count as hits...too fickle.
Never used IG 88....tempted.
Which commandoer did you go with? And what ship upgrades did you pick for you vics?
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That is a strong play!
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But what ships would go well with a empire squadron build? Should all focus just be on having enough activation or is there a meta for upgrade cards here?
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Hi
This weekend there was the world championship and the top four were rebels who all went squadron heavy. I only play empire and I strongly believe in a squadron vs squadron fight empires will always win due to their superiority in that area - but its like all rebel squads are strong against ships.
Even from the standard setup X-wings have bomber...
The top four in the WC all went squadron heavy and their squads crushed enemy ships very easy.
Do you guys know any viable empire squadron heavy builds - a typical one is of course rhymerball and then some advance to protect it.
But is it possible to go squadron heavy with empire where you are really strong against ships and other squadrons? Which commander would be best then and what ships would work best? A typical dobble ISD build could activate them all at once.
What do you guys think?
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Thanks for all the comments guys!
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You make a lot of good points Ardaedhel. Thanks for the comments guys it is making me feel more confident in this list.
But one finale thought though - Would it be worth it to throw 1 or 2 upgrades away and go with Tarkin instead of Screed? Or is that merely a choice a style?
I have seen a lot of discussion on which one is better of those two and people do sure make a lot a great points.
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What about objectives - are there others there are more suited for my build?
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Sorrry for the long delay on reply: would this work better then?
Faction: Galactic Empire
Points: 398/400Commander: Admiral Screed
Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Relentless ( 3 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 173 total ship costVictory I-Class Star Destroyer (73 points)
= 73 total ship costGladiator 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 cost3 TIE Bomber Squadrons ( 27 points)
1 Major Rhymer ( 16 points)
2 TIE Advanced Squadrons ( 24 points)Would it be a smart move to just ditch the naked VSD and get Tarkin (even though there will only be two ships) and a lot more squadrons?
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Hi,
Some time ago I wrote a thread about tournament advice for a tournament I was going to. You guys gave me great advice despite I only owned the Core-set and a extra VSD. For those that remember I got a 8th place out of 8

I am going to participate in yet another tournament only I own a bit more this time:
Core-set
1 VSD
1 ISD
1 Gladiator
2 squadron packs.
So what I wanna discuss is what would be the strongest build in my position. I play almost every weekend against my brother (Rebel Scum) - lately I have had some wins by going Ship heavy using mostly Screed.One of my builds looked like this:
Faction: Galactic Empire
Points: 400/400Commander: Admiral Screed
Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Screed ( 26 points)
- Avenger ( 5 points)
- Navigation Officer ( 6 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- SW 7 Ion Batteries ( 5 points)
= 176 total ship costGladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
= 66 total ship costVictory II-Class Star Destroyer (85 points)
- Warlord ( 8 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Overload Pulse ( 8 points)
= 115 total ship cost1 Major Rhymer ( 16 points)
3 TIE Bomber Squadrons ( 27 points)Here I end up losing my squads but they still get to deal quite the damage. I sometime lose my Gladiator but my combo where I use the VSD's OVerload Pulse where my crit is guarantied due to Screed and then hit that same ship with the ISD that has Avenger enables me to destroy a lot of ships very fast.
At the moment I am trying to make som squadron heavy lists because I love playing with tons of squads - but I am starting to feel that it is more safe to go ship heavy.
When I play with squadron builds I always want to use the ISD 1 as carrier due to two offensive upgrades that can make me active 7 squads with token but this ends up with me only having two ships that will then be either a VSD or Gladiator. And I could go with two VSD and a 13-14 squads but when I own the ISD it feels a bit foolish not to use it.
For those who managed to read through all this text my question is: What kind of experience do you have when playing empire on this issue of ship heavy vs squadron heavy. One thing that annoys me greatly is that empire squads are better than rebels when going 10 vs 10 due to their massive synergy - but when I have crushed the rebel squads my own tend not to pack much damage on ships whereas x-wings have bomber.
Owning what I do how would you build a fleet - please feel free to comment on the example above and state what you would do different/upgrade.
For the Empire.
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Thanks for all the advice guys it was really good!!
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Thanks for all the advice guys! It is really helpful!


Tweaking Konstantine for casual play balance
in Star Wars: Armada Fleet Builds
Posted
I can so much relate to your post. I have played with Konstantine a lot and always felt he was kinda of lackluster - this is both when I tried to both increase or decrease speed of my opponents ship. I feel that if they just spam navigate or have nav tokens it K does not have much of an effect.
However, I felt it was necessary to stack him up with everything that can alter speed to make him somewhat effective like tractor beam and G8.
It is a shame that FFG has not included him in a errata. It sometimes seem like FFG only makes changes to upgrades that people complain about being too OP and not change upgrades that people actually ever use (like that should be a hint, I might be wrong).
I like your opition 3.