toyship 8 Posted July 28, 2016 Howdy, I'm a sucker for themed lists in any game, and I don't quite understand Armada list building yet. How does this look? Experimental Fleet Faction: Galactic Empire Points: 388/400 Commander: Admiral Motti Assault Objective: Opening Salvo Defense Objective: Fleet Ambush Navigation Objective: Superior Positions [ flagship ] Interdictor-class Suppression Refit (90 points) - Admiral Motti ( 24 points) - Interdictor ( 3 points) - Commandant Aresko ( 7 points) - Projection Experts ( 6 points) - Phylon Q7 Tractor Beams ( 6 points) - SW 7 Ion Batteries ( 5 points) - Targeting Scrambler ( 5 points) - G-8 Experiemental Projector ( 8 points) = 154 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Expanded Launchers ( 13 points) = 61 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Expanded Launchers ( 13 points) = 61 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Expanded Launchers ( 13 points) = 61 total ship cost 3 TIE Interceptor Squadrons ( 33 points) 1 Soontir Fel ( 18 points) The idea is an "Experimental" Battlegroup testing new ships for the Empire. I really like the aesthetic of an Interdictor supported by Raiders. I figure Motti will help increase the survivability of everyone, especially the Raiders, plus the Interdictor can help out with shields if need be. Other than that, it seems like the Raiders will be doing the most damage output, that is if they don't die to a stiff breeze. I'm building for fun games, but I'd like to be semi competitive. Thoughts? Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted July 28, 2016 I feel putting your Commander onto the primary target ship might be named issue. I also am not a fan of Opening Salvo but that may change with Repair Crews. Quote Share this post Link to post Share on other sites
toyship 8 Posted July 28, 2016 What would you suggest I take over Opening Salvos? I can understand the concerns about making the Interdictor the flagship, I just find it worrisome to put Motti on a Raider. Although, with the speed of the little guys, I might be able to keep him out of harms way. I thought about dropping the Interceptors, Commander Aresko, and the Interdictor title to add in a 4th Raider, should be 100pts on the dot. It'd increase the firepower of the list at the cost of shenanigans with the title and Aresko. Thoughts? Quote Share this post Link to post Share on other sites
Jondavies72 575 Posted July 28, 2016 I would, lose motti, the gain in small base ships is marginal at best and go with ozzel as raiders love him, if you have a banked navigate token and a command you can take a raider from speed 0 to 4, that ability is amazing. Or go with scree and arm all you raiders with advanced portion torpedoes I would find the points for a 4th raider as five activations will allow you to jump a raider in savage with two arcs and jump to safety. This is easy if you go with the scree and APT option. And your interdictor is to points heavy, there are very few ship builds that you want to invest so many points in. Projection experts is a classic, you will never use it on this fleet, as the raiders will need to manouver independently to survive and you are not likely to get much chance to repair one ( they die to quick and will be scattered). With the fighters, fell is better if you can force them to fire on something else first, like a tie advanced or a higher priority target 1 Mad Cat reacted to this Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted July 28, 2016 What would you suggest I take over Opening Salvos? I can understand the concerns about making the Interdictor the flagship, I just find it worrisome to put Motti on a Raider. Although, with the speed of the little guys, I might be able to keep him out of harms way. I thought about dropping the Interceptors, Commander Aresko, and the Interdictor title to add in a 4th Raider, should be 100pts on the dot. It'd increase the firepower of the list at the cost of shenanigans with the title and Aresko. Thoughts? Most Wanted. You can consider a Gozanti as well. Quote Share this post Link to post Share on other sites
Mad Cat 2,250 Posted July 28, 2016 I agree with Jondavies. The Interdoctor design you have is good for supporting and repairing bigger ships who get in the enemy's face and slug it out such as VSDs and ISDs. Your raiders will die if they go too slow and stay near the flagship or will need to speed up, out of repair and Scrambler range. If you keep the Interdictor then go for maybe 2 VSD-Is and some bombers. Wulff is probably better on it than Arseo and it is still a little expensive so drop SW7. If you like to keep the raiders then swap out the Interdictor for an ISD-I or ISD-II which can keep up with the fast attack tactics of the raiders and control the fighters for you. Raiders with APTs and Ordnance experts are cheaper and I think better than expanded launchers especially if you have Screed. Quote Share this post Link to post Share on other sites
MoffZen 760 Posted July 28, 2016 I would, lose motti, the gain in small base ships is marginal at best and go with ozzel as raiders love him, if you have a banked navigate token and a command you can take a raider from speed 0 to 4, that ability is amazing. Or go with scree and arm all you raiders with advanced portion torpedoes When you think about it with Motti : - Raider 1 : 44 points per extra hull - Gladiator 1 : 56 points per extra hull - VSD 1 : 36.5 points per extra hull - ISD 1 : 36.67 per extra hull So, obviously the larger ships are a tad more points efficient per hull gained than Motti, but a Raider is only 20% more expensive per hull gained. It's not too bad ___ @the Op for the objectives : Superior positions is good, I would go with Most Wanted and Hyperspace Assault. Opening Savlo highly favours red dice based ships with small points values (Corvettes, Nebs) and I would argue the same for Fleet Ambush. Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 28, 2016 (edited) I would, lose motti, the gain in small base ships is marginal at best and go with ozzel as raiders love him, if you have a banked navigate token and a command you can take a raider from speed 0 to 4, that ability is amazing. Or go with scree and arm all you raiders with advanced portion torpedoes When you think about it with Motti : - Raider 1 : 44 points per extra hull - Gladiator 1 : 56 points per extra hull - VSD 1 : 36.5 points per extra hull - ISD 1 : 36.67 per extra hull So, obviously the larger ships are a tad more points efficient per hull gained than Motti, but a Raider is only 20% more expensive per hull gained. It's not too bad ___ @the Op for the objectives : Superior positions is good, I would go with Most Wanted and Hyperspace Assault. Opening Savlo highly favours red dice based ships with small points values (Corvettes, Nebs) and I would argue the same for Fleet Ambush. Actually Motti is fantastic with raiders as that 1 extra hull prevents raider from being one shot a lot (7 damage with accuracy is much harder to do then 6) As far as Interdictors go, Vader is pretty good with them (as well as Tarkin for the right type of build). I'm myself experimenting with Vader-led 2xCombat Interdictor, 2xRaider, Gozanti build and it looks promising. Edited July 28, 2016 by pt106 Quote Share this post Link to post Share on other sites
toyship 8 Posted July 28, 2016 I would, lose motti, the gain in small base ships is marginal at best and go with ozzel as raiders love him, if you have a banked navigate token and a command you can take a raider from speed 0 to 4, that ability is amazing. Or go with scree and arm all you raiders with advanced portion torpedoes When you think about it with Motti : - Raider 1 : 44 points per extra hull - Gladiator 1 : 56 points per extra hull - VSD 1 : 36.5 points per extra hull - ISD 1 : 36.67 per extra hull So, obviously the larger ships are a tad more points efficient per hull gained than Motti, but a Raider is only 20% more expensive per hull gained. It's not too bad ___ @the Op for the objectives : Superior positions is good, I would go with Most Wanted and Hyperspace Assault. Opening Savlo highly favours red dice based ships with small points values (Corvettes, Nebs) and I would argue the same for Fleet Ambush. Actually Motti is fantastic with raiders as that 1 extra hull prevents raider from being one shot a lot (7 damage with accuracy is much harder to do then 6) As far as Interdictors go, Vader is pretty good with them (as well as Tarkin for the right type of build). I'm myself experimenting with Vader-led 2xCombat Interdictor, 2xRaider, Gozanti build and it looks promising. I'd be interested to see your list if you care to share. Seems like something that could be sweet. In regards to my list, I'll have to take a look at the various options presented when I get off of work, but perhaps instead of the interdoctor, I could go with the combat refit and engine techs to keep it moving with the Raiders. I'm looking at going up to 4 of the little guys. Failing that, I'll just go with an Imperial class and never look back. My main reasoning for Motti was the fact that he makes Raiders with expanded launchers basically Gladiator-lites. That all said I appreciate the feedback and I will be doing some major work on the list in a few hours. Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 28, 2016 I'd be interested to see your list if you care to share. Seems like something that could be sweet. In regards to my list, I'll have to take a look at the various options presented when I get off of work, but perhaps instead of the interdoctor, I could go with the combat refit and engine techs to keep it moving with the Raiders. I'm looking at going up to 4 of the little guys. Failing that, I'll just go with an Imperial class and never look back. My main reasoning for Motti was the fact that he makes Raiders with expanded launchers basically Gladiator-lites. That all said I appreciate the feedback and I will be doing some major work on the list in a few hours. The last version of the list is: Vaderictorian Author: PT106 Faction: Galactic Empire Points: 397/400 Commander: Darth Vader Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Dangerous Territory [ flagship ] Interdictor-class Combat Refit (93 points) - Darth Vader ( 36 points) - Interdictor ( 3 points) - Intel Officer ( 7 points) - Projection Experts ( 6 points) - Ion Cannon Batteries ( 5 points) - Targeting Scrambler ( 5 points) = 155 total ship cost Interdictor-class Combat Refit (93 points) - Intel Officer ( 7 points) - Projection Experts ( 6 points) - Ion Cannon Batteries ( 5 points) - Grav Shift Reroute ( 2 points) = 113 total ship cost Raider-I Class Corvette (44 points) = 44 total ship cost Raider-I Class Corvette (44 points) = 44 total ship cost Gozanti-class Cruisers (23 points) - Comms Net ( 2 points) = 25 total ship cost 2 TIE Fighter Squadrons ( 16 points) Card view link Fleet created with Armada Warlords Quote Share this post Link to post Share on other sites
Nickvr628 91 Posted July 28, 2016 You think you would be able to change one of your ships to a Suppression Refit, and get G-7 Projectors on it? It seems like that would really help you control the board and force your opponent to deploy where you want him to, which would be a good advantage. Would you be willing to sacrifice some firepower for that? Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 28, 2016 You think you would be able to change one of your ships to a Suppression Refit, and get G-7 Projectors on it? It seems like that would really help you control the board and force your opponent to deploy where you want him to, which would be a good advantage. Would you be willing to sacrifice some firepower for that? This list is more about firepower and less about board control, so in my mind dropping that red die (and black AS die!) to get G7 sounds sub-optimal to me. Also the second combat interdictor is good for Advanced Gunnery objective. I found that Combat Interdictors with Intel provide just enough firepower for the list to be viable, so dropping firepower even more may make it not threatening enough. Quote Share this post Link to post Share on other sites
toyship 8 Posted July 28, 2016 Looks cool to me! I think the Combat Refit is the way to go for a more aggressive list, and you have definitely given me some ideas. May eventually do a Tarkin build, as he is one of my favorite Imperials after reading his book. But here's an updated list for everyone to chew on, I think it looks better from almost every angle, especially firepower and activations: Ozzel's Raiders Faction: Galactic Empire Points: 394/400 Commander: Admiral Ozzel Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions [ flagship ] Interdictor-class Combat Refit (93 points) - Admiral Ozzel ( 20 points) - Wulff Yularen ( 7 points) - Engine Techs ( 8 points) - Ion Cannon Batteries ( 5 points) - Targeting Scrambler ( 5 points) = 138 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost 4 TIE Interceptor Squadrons ( 44 points) I do have a question on Ozzel. If a ship has a maximum printed speed of 2 like the Interdictor, can he make it go faster? If so that with Engine Techs is nuts, and I might try to fit in Admiral Monteferrat. The standard Interceptors have stayed for now as I like their speed. I can't bring myself to add Gozantis just yet, I find them incredibly ugly and Im not quite sold on the Flotilla shtick just yet. I'm willing to have my mind changed. Quote Share this post Link to post Share on other sites
PT106 2,316 Posted July 28, 2016 (edited) Nope, Interdictor is still limited at speed 2. With so many Raiders I would think about Motti (or Vader) as an Admiral and go with projection experts as they synergize well with the lack of redirect on Raiders (oh, you made a hole in my Raider's shield? Let me patch it back) The reason I prefer to use Gozanti over Wulff to get that repair token every turn is that I think that Intel officer should be a default on a Combat Interdictor, otherwise it's damage output at long range drops way too much. Edited July 28, 2016 by pt106 Quote Share this post Link to post Share on other sites
toyship 8 Posted July 29, 2016 I think this will be the final iteration of the list before i start making purchases! I like how it has shaped up, and the core idea hasnt changed all too much. What say you? Mottimottimotti Faction: Galactic Empire Points: 399/400 Commander: Admiral Motti Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions [ flagship ] Interdictor-class Combat Refit (93 points) - Admiral Motti ( 24 points) - Interdictor ( 3 points) - Intel Officer ( 7 points) - Projection Experts ( 6 points) - Ion Cannon Batteries ( 5 points) - Targeting Scrambler ( 5 points) = 143 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost Raider-I Class Corvette (44 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 53 total ship cost 4 TIE Interceptor Squadrons ( 44 points) 1 PT106 reacted to this Quote Share this post Link to post Share on other sites
Vergilius 2,118 Posted July 29, 2016 I'd say give your latest iteration a try. I'm going to second PT's comment about Motti and Raiders. Adding one hull makes them much harder to kill, and a ship that has one hull left that gets to activate in another round is extremely valuable. Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted July 29, 2016 I like the list. I am quite confused as to why Konstantine came with the interdictor. I see this ship as the protect of its smaller friends, and the raider as its perfect running partner. The greatest flaw with the raider is its lack of redirect making it so easy to concentrate fire on one hull zone. Projection experts and targeting scrambler go a long way to correcting this. The greatest flaw with the interdictor is the low damage output, a swarm of raiders covers this. Synergy. Quote Share this post Link to post Share on other sites
54NCH32 1,613 Posted July 29, 2016 Motti on a raider (this pretty much takes the raider out of the game as he flys around the back of the line and far flank giving the enemy a smug "you can't catch me" face, but keeps him out of harms way.) Then swap Opening Salvo for Most Wanted and stick it on Motti's raider as he legs it to a safe distance (you could even add Montferrat on there to negate the extra die). Quote Share this post Link to post Share on other sites
Ginkapo 9,321 Posted July 29, 2016 Motti on a raider (this pretty much takes the raider out of the game as he flys around the back of the line and far flank giving the enemy a smug "you can't catch me" face, but keeps him out of harms way.) Then swap Opening Salvo for Most Wanted and stick it on Motti's raider as he legs it to a safe distance (you could even add Montferrat on there to negate the extra die). If you really want to get into it, the objective for this list should be Station Assault! Quote Share this post Link to post Share on other sites
MoffZen 760 Posted July 29, 2016 Motti on a raider (this pretty much takes the raider out of the game as he flys around the back of the line and far flank giving the enemy a smug "you can't catch me" face, but keeps him out of harms way.) Then swap Opening Salvo for Most Wanted and stick it on Motti's raider as he legs it to a safe distance (you could even add Montferrat on there to negate the extra die). The issue is, you pay 44 points for a bulletproof limo, and if you keep it out of the game, you're essentially playing with 44 points less on the main field Quote Share this post Link to post Share on other sites
Mad Cat 2,250 Posted July 29, 2016 Motti on a raider (this pretty much takes the raider out of the game as he flys around the back of the line and far flank giving the enemy a smug "you can't catch me" face, but keeps him out of harms way.) Then swap Opening Salvo for Most Wanted and stick it on Motti's raider as he legs it to a safe distance (you could even add Montferrat on there to negate the extra die). The issue is, you pay 44 points for a bulletproof limo, and if you keep it out of the game, you're essentially playing with 44 points less on the main field Might as well use a Gozanti instead. Half the cost and you still have the scatter token just in case you ever get cornered. 2 54NCH32 and MoffZen reacted to this Quote Share this post Link to post Share on other sites
54NCH32 1,613 Posted July 29, 2016 Motti on a raider (this pretty much takes the raider out of the game as he flys around the back of the line and far flank giving the enemy a smug "you can't catch me" face, but keeps him out of harms way.) Then swap Opening Salvo for Most Wanted and stick it on Motti's raider as he legs it to a safe distance (you could even add Montferrat on there to negate the extra die). The issue is, you pay 44 points for a bulletproof limo, and if you keep it out of the game, you're essentially playing with 44 points less on the main field A fast bulletproof limo But yes, that is the big drawback (although it has tempted people into going after him before, pulling out of the line or committing resources that led to their awesome destruction muhahahahHAHAHAHAHA *lightning strikes*) Quote Share this post Link to post Share on other sites
54NCH32 1,613 Posted July 29, 2016 Motti on a raider (this pretty much takes the raider out of the game as he flys around the back of the line and far flank giving the enemy a smug "you can't catch me" face, but keeps him out of harms way.) Then swap Opening Salvo for Most Wanted and stick it on Motti's raider as he legs it to a safe distance (you could even add Montferrat on there to negate the extra die). The issue is, you pay 44 points for a bulletproof limo, and if you keep it out of the game, you're essentially playing with 44 points less on the main field Might as well use a Gozanti instead. Half the cost and you still have the scatter token just in case you ever get cornered. Yep. I am tempted to try it out once I've got my hands on one Quote Share this post Link to post Share on other sites
Jondavies72 575 Posted July 29, 2016 Remember the 44 points for you leaders taxi is not wasted, it can be used as: 1) bait for the foolish 2) an end game threat 3) an easy activation to use for trap setting or getting out of trouble. Raiders by their nature need to be nurtured and give the right environment to perform or they die without purpose, so using one as a taxi does not nessarly go against how you would be flying it anyway. 1 54NCH32 reacted to this Quote Share this post Link to post Share on other sites
toyship 8 Posted July 29, 2016 I'm really happy this has ignited so much conversation! Must be on to something here! I plan on trying it a couple different ways, with Motti on the Interdictor, a Raider, and possibly dropping the Interceptors for a brace of Gozantis, one as Motti's Admiralmobile. Once I get my hands on all the pieces that is. I'm picking up a couple of Raiders today to begin the build. I'll be playing mainly against my buddy's Rebels, but I'll try and give some post battle analysis when that happens. August can't come soon enough! Quote Share this post Link to post Share on other sites