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Imperial Bucket

My first fleet build 300pt Imps

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This is my first attempt at building an Imperial fleet at 300pts please be gentle.

 

Flagship: (133 pts)

Victory II-Class Star Destroyer(85 pts)

Admiral Screed (26 pts)

Corrupter (5 pts)

Gunnery Team (7 pts)

XX-9 Turbolasers (5 pts)

Expanded Hangar Bay (5 pts)

 

Fleet Ship 1: (92 pts) 

Gladiator II-Class Star Destroyer(62 pts)

Gunnery Team (7 pts)

Demolisher (10 pts)

Expanded Launchers (13 pts)

 

Squadrons (72 of 99 pts):

4x Tie Fighter Squadron (32 pts)

2x Tie Interceptor Squadron (22 pts)

2x Tie Bomber Squadron (18 pts)

 

Total - 297 pts

 

Objectives:

Most Wanted

Hyperspace Assault

Superior Positions

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Looks good, but I would suggest a few tweaks.

On Demolisher I would drop expanded launchers for assault concussion missiles. With Screeds ability this will always nab you 2 damage and it can be used out of any arc. Plus it is 6 points cheaper than EL. I would also drop gunnery team. You should be focusing your fire on one ship with Demolisher, shooting with your front arc if you are not in close range then closing in and broadsiding with a side arc. I would replace them with an engine team to give you more maneuverability.

As for the VSD, Warlord or Dominator(if you can find the points) would probably be a better choice since you are only running 2 bombers. Gunnery team is good if you can keep two ships in your front arc.

Your squadrons look good. I would maybe see if you could get howlrunner in there for your fighter alpha strike but otherwise it looks solid.

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personally speaking, gunnery team has been horribly underwhelming even on ships that make good use of it (like Afmk2-As, that can broadside and then follow with an anti-squadron barrage). I'd drop the two of them immediately. (14)

 

I would recommend fielding the advanced gunnery objective if you want the gunnery team effect without the massive cost and drawback of not being able to hit the same target

 

echoing EOD for ACM > EL. They're cheaper, more reliable, and fire out of every arc. (20)

 

That's a free Major Rhymer, who is absolutely, hilariously effective and gives imps their only true source of long range firepower--albeit with squadrons instead of projectiles. I havn't tried h9 turbolasers + warlord, but they cost exactly the same as rhymer and serve a similar purpose of improving your ranged damage output [you can change a red die to the double hit face, because the title only specifies that you turn the die to a face with a hit icon, not one hit icon :)] (4)

 

I also agree with EOD that corrupter is a bit overkill at this point. It has a  lot of potential, but currently I don't think it's quite there yet since rhymer already provides more than enough increased threat range against ships and bombers are **** against squadrons. When we get more general use bombers (like the wave 2 fire-spray) the value of the title will increase dramatically. (9)

 

so now you can hold onto a 9 point bid (important for GSDs, who love initiative), upgrade a tie squadron to Howlrunner, get flight controllers on your VSD - 2...

Edited by ficklegreendice

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I tweaked it a little bit with the advice you guys gave me.

Name: (293 of 300 pts)
Faction: The Empire
Flagship: (135 pts)
Victory II-Class Star Destroyer(85 pts)
Admiral Screed (26 pts)
Warlord (8 pts)
Expanded Hangar Bay (5 pts)
Flight Controllers (6 pts)
XX-9 Turbolasers (5 pts)
Fleet Ship 1: (87 pts)
Gladiator II-Class Star Destroyer(62 pts)
Engine Techs (8 pts)
Assault Concussion Missiles (7 pts)
Demolisher (10 pts)
Squadrons (71 of 98 pts):
3x Tie Fighter Squadron (24 pts)
2x Tie Interceptor Squadron (22 pts)
1x Tie Bomber Squadron (9 pts)
1x Major Rhymer Tie Bomber Squadron (16 pts)
Objectives:
Advanced Gunnery
Hyperspace Assault
Superior Positions

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so now you can hold onto a 9 point bid (important for GSDs, who love initiative), upgrade a tie squadron to Howlrunner, get flight controllers on your VSD - 2...

Thank you. I was going to recommend flight controllers but ran out of time on my lunch

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