Rocmistro 1,090 Posted November 11, 2016 Ok, so, I cannot seem to find an Imperial Fleet build that I'm happy with. I have gone about 90% playing Rebels over the last 4 months or so. I prefer their playstyle more than Imperials. But I want to like Imperials, I really do. With the wifey visiting her folks in Florida, I'm going to be able to get in some Armada games this weekend. I want to play Imperials. Can someone come up with an exciting Imperial List? It doesn't have to be World's list imperial, but neither a goofy gimmick list. Resources: ISD x2 'dictor x2 Vic x3 Glad x3 Raider x4 Gozanti x3 Tie Fighters: 16 Advanceds: 4 Interceptors: 4 Bombers: 4 Firespray: 2 Jumpies: 2 Aggros: 2 Dump Trucks: 2 Quote Share this post Link to post Share on other sites
modise 87 Posted November 11, 2016 (edited) Not sure what you mean by gimicky but this is definitely not a worlds list but it does bring back VSDs and two of their titles. it probably is gimicky cause you can use the dominator to get 2 more blue dice and use the interdictor to regenerate the shields, warlord is guaranteed a double red hit with Quad Turbo Laser cannons. Faction: Galactic Empire Points: 400/400 Commander: Admiral Motti Assault Objective: Opening Salvo Defense Objective: Contested Outpost Navigation Objective: Minefields Victory II-Class Star Destroyer (85 points)- Dominator ( 12 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 107 total ship cost [ flagship ] Interdictor-class Combat Refit (93 points)- Admiral Motti ( 24 points) - Interdictor ( 3 points) - Commandant Aresko ( 7 points) - Projection Experts ( 6 points) - Targeting Scrambler ( 5 points) = 138 total ship cost Victory I-Class Star Destroyer (73 points)- Warlord ( 8 points) - Intel Officer ( 7 points) - Sensor Team ( 5 points) - Quad Turbolaser Cannons ( 10 points) - Assault Proton Torpedoes ( 5 points) = 108 total ship cost 1 "Mauler" Mithel ( 15 points) 2 TIE Fighter Squadrons ( 16 points) 1 "Howlrunner" ( 16 points) Edited November 11, 2016 by modise Quote Share this post Link to post Share on other sites
Rocmistro 1,090 Posted November 11, 2016 Not sure what you mean by gimicky but this is definitely not a worlds list but it does bring back VSDs and two of their titles. it probably is gimicky cause you can use the dominator to get 2 more blue dice and use the interdictor to regenerate the shields, warlord is guaranteed a double red hit with Quad Turbo Laser cannons. Faction: Galactic Empire Points: 400/400 Commander: Admiral Motti Assault Objective: Opening Salvo Defense Objective: Contested Outpost Navigation Objective: Minefields Victory II-Class Star Destroyer (85 points) - Dominator ( 12 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 107 total ship cost [ flagship ] Interdictor-class Combat Refit (93 points) - Admiral Motti ( 24 points) - Interdictor ( 3 points) - Commandant Aresko ( 7 points) - Projection Experts ( 6 points) - Targeting Scrambler ( 5 points) = 138 total ship cost Victory I-Class Star Destroyer (73 points) - Warlord ( 8 points) - Intel Officer ( 7 points) - Sensor Team ( 5 points) - Quad Turbolaser Cannons ( 10 points) - Assault Proton Torpedoes ( 5 points) = 108 total ship cost 1 "Mauler" Mithel ( 15 points) 2 TIE Fighter Squadrons ( 16 points) 1 "Howlrunner" ( 16 points) i like it! But no, by Gimmicky, I mean for example...8 gozanti lists...things like that. Quote Share this post Link to post Share on other sites
Moore1980 233 Posted November 11, 2016 I play only Imperial, and here is the list I run.. that I have yet to lose with Commander: Motti ISD-II (120) Avenger (5) SW-7 Ion batteries (5) Electronic counter-Measures (7) Gunnery Team (7) ISD-II (120) Relentless (3) Electronic counter-measures (7) Overload Pulse (8) Gunnery team (7) Squadrons: (Your left with about 92 points for this section, but this is my selection) Tie Advanced (12) Tie Advanced (12) Soontir Fel (18) Tie Interceptor (11) Howlrunner (16) Tie Fighter (8) Tie Fighter (8) Total: 393 points. Leaving a nice bid. I know that a lot of people will tell you that more ships for more activations, perhaps even you as a Rebel player will agree with that, I do not. I feel that my two ISD's can out tank, most of what you'll see. Again I have yet to lose with this list. Anyway, I use the Relentless to be the anvil hence the overload pulse. Having two command dials with the title helps with command flexibility, where Avenger AKA: "The Hammer" comes in and finishes off the overload pulsed enemy. Gunnery teams helps some with allowing a potential double strike depending of course on dice rolling.. always the dice. Your fighter component Is I feel enough to deal with moderate amount of enemy fighter support. It wont stop a heavy fighter build, but it will in the very least delay those pesky fighters a turn, maybe two. In a moderate fighter list.. say A-wings, or X-wings and a handful of B-wings You'll have more than enough fighters to deal with that. I don't typically deal with Imperial vs Imperial in my meta, But I'm sure you'll just tie up their fighters just as well. Quote Share this post Link to post Share on other sites
tenchi2a 438 Posted November 13, 2016 (edited) I play only Imperial, and here is the list I run.. that I have yet to lose with Commander: Motti ISD-II (120) Avenger (5) SW-7 Ion batteries (5) Electronic counter-Measures (7) Gunnery Team (7) ISD-II (120) Relentless (3) Electronic counter-measures (7) Overload Pulse (8) Gunnery team (7) Squadrons: (Your left with about 92 points for this section, but this is my selection) Tie Advanced (12) Tie Advanced (12) Soontir Fel (18) Tie Interceptor (11) Howlrunner (16) Tie Fighter (8) Tie Fighter (8) Total: 393 points. Leaving a nice bid. I know that a lot of people will tell you that more ships for more activations, perhaps even you as a Rebel player will agree with that, I do not. I feel that my two ISD's can out tank, most of what you'll see. Again I have yet to lose with this list. Anyway, I use the Relentless to be the anvil hence the overload pulse. Having two command dials with the title helps with command flexibility, where Avenger AKA: "The Hammer" comes in and finishes off the overload pulsed enemy. Gunnery teams helps some with allowing a potential double strike depending of course on dice rolling.. always the dice. Your fighter component Is I feel enough to deal with moderate amount of enemy fighter support. It wont stop a heavy fighter build, but it will in the very least delay those pesky fighters a turn, maybe two. In a moderate fighter list.. say A-wings, or X-wings and a handful of B-wings You'll have more than enough fighters to deal with that. I don't typically deal with Imperial vs Imperial in my meta, But I'm sure you'll just tie up their fighters just as well. Mines simaler to Moore's ISD fleet Author: tenchi2a Faction: Galactic Empire Points: 385/400 Commander: Admiral Motti Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Minefields [ flagship ] Imperial II-Class Star Destroyer (120 points) - Admiral Motti ( 24 points) - Avenger ( 5 points) - Skilled First Officer ( 1 points) - Quad Laser Turrets ( 5 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 165 total ship cost Imperial II-Class Star Destroyer (120 points) - Relentless ( 3 points) - Veteran Captain ( 3 points) - Quad Laser Turrets ( 5 points) - X17 Turbolasers ( 6 points) - Leading Shots ( 4 points) = 141 total ship cost 1 "Howlrunner" ( 16 points) 6 TIE Fighter Squadrons ( 48 points) 1 "Mauler" Mithel ( 15 points) gives a nice bid and can tie up fighters till till i can take out there ships Edited November 13, 2016 by tenchi2a Quote Share this post Link to post Share on other sites
Moore1980 233 Posted November 13, 2016 I used to live by Xi-7's as well. but again, It's not really an Imperial vs Imperial meta for me locally, and in the age of Liberty class cruisers for the Rebs, Xi-7's lose a lot of the draw from me. Quote Share this post Link to post Share on other sites
Nostromoid 862 Posted November 14, 2016 (edited) I play only Imperial, and here is the list I run.. that I have yet to lose with Commander: Motti ISD-II (120) Avenger (5) SW-7 Ion batteries (5) Electronic counter-Measures (7) Gunnery Team (7) ISD-II (120) Relentless (3) Electronic counter-measures (7) Overload Pulse (8) Gunnery team (7) Squadrons: (Your left with about 92 points for this section, but this is my selection) Tie Advanced (12) Tie Advanced (12) Soontir Fel (18) Tie Interceptor (11) Howlrunner (16) Tie Fighter (8) Tie Fighter (8) Total: 393 points. Leaving a nice bid. I know that a lot of people will tell you that more ships for more activations, perhaps even you as a Rebel player will agree with that, I do not. I feel that my two ISD's can out tank, most of what you'll see. Again I have yet to lose with this list. Anyway, I use the Relentless to be the anvil hence the overload pulse. Having two command dials with the title helps with command flexibility, where Avenger AKA: "The Hammer" comes in and finishes off the overload pulsed enemy. Gunnery teams helps some with allowing a potential double strike depending of course on dice rolling.. always the dice. Your fighter component Is I feel enough to deal with moderate amount of enemy fighter support. It wont stop a heavy fighter build, but it will in the very least delay those pesky fighters a turn, maybe two. In a moderate fighter list.. say A-wings, or X-wings and a handful of B-wings You'll have more than enough fighters to deal with that. I don't typically deal with Imperial vs Imperial in my meta, But I'm sure you'll just tie up their fighters just as well. Interesting list, but it looks like that comes to 398 points, not 393. What objectives would you run with this? Edited November 14, 2016 by pasewi Quote Share this post Link to post Share on other sites
Moore1980 233 Posted November 14, 2016 Oh I got this confused with my Soontir LESS list.. where soontir would be a normal Squint The objectives I would choose are Opening salvo, Contested outpost, and Superior positions. most likely. Quote Share this post Link to post Share on other sites
thecactusman17 3,170 Posted November 14, 2016 A good starting Imperial list right now?Try this:ISD-2 Screed or Motti Avenger title Gunnery Teams Electronic Countermeasures SW-7 Ion Cannons Gladiator-1 Star Destroyer Demolisher title Ordnance Experts Assault Proton Torpedoes Engine Techs Gozanti Cruiser Vector Gozanti Cruiser Bossk Major Rhymer Firespray Firespray TIE Bomber TIE Bomber If you have any points left, go for another bomber or upgrade a Firespray to Boba Fett. If you can't do either, give both Gozanti cruisers Comms Net.This list helps teach a lot of core mechanics for Imperials. You get the Rhymer Ball, which is useful for exploring the pros and cons of your squadrons. You also get Demolisher sans bid, so you get a very powerful ship but can also be used to punch through damage to finish a ship off. And Avenger gets to stay back a little. Avenger uses the squadrons to punch through damage on bigger ships, and Bossk (and potentially Boba) are a great pair for handling bigger squadron balls. Vector can push them both forward to engage squadrons beyond range 3. Quote Share this post Link to post Share on other sites
Rocmistro 1,090 Posted November 14, 2016 I think i'm going to try screwing around with the double ISD lists. It's completely counter to my normal preference for doing things which is multiple small ships, so this should be interesting. Quote Share this post Link to post Share on other sites
jpersons73 81 Posted November 14, 2016 This is my Favorite Bomber buildFlight DeckAuthor: jpersons73 Faction: Galactic Empire Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Precision Strike Defense Objective: Contested Outpost Navigation Objective: Superior Positions Imperial I-Class Star Destroyer (110 points)- Expanded Hangar Bay ( 5 points)- Boosted Comms ( 4 points)- X17 Turbolasers ( 6 points)= 125 total ship cost [ flagship ] Gozanti-class Cruisers (23 points)- Grand Moff Tarkin ( 38 points)- Boosted Comms ( 4 points)- Bomber Command Center ( 8 points)= 73 total ship cost Victory I-Class Star Destroyer (73 points)- Boosted Comms ( 4 points)= 77 total ship cost 8 TIE Bomber Squadrons ( 72 points)2 TIE Advanced Squadrons ( 24 points)1 Major Rhymer ( 16 points)1 JumpMaster 5000 ( 12 points) Quote Share this post Link to post Share on other sites
Rocmistro 1,090 Posted November 15, 2016 This is my Favorite Bomber build Flight Deck Author: jpersons73 Faction: Galactic Empire Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Precision Strike Defense Objective: Contested Outpost Navigation Objective: Superior Positions Imperial I-Class Star Destroyer (110 points) - Expanded Hangar Bay ( 5 points) - Boosted Comms ( 4 points) - X17 Turbolasers ( 6 points) = 125 total ship cost [ flagship ] Gozanti-class Cruisers (23 points) - Grand Moff Tarkin ( 38 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 73 total ship cost Victory I-Class Star Destroyer (73 points) - Boosted Comms ( 4 points) = 77 total ship cost 8 TIE Bomber Squadrons ( 72 points) 2 TIE Advanced Squadrons ( 24 points) 1 Major Rhymer ( 16 points) 1 JumpMaster 5000 ( 12 points) Interesting. I might try it, but I only have 4 bombers and 4 advanced, so I might switch it to that, that leaves me 12 points which I could use for another jumpmaster and ensure the maximum time shooting. Quote Share this post Link to post Share on other sites
Moore1980 233 Posted November 15, 2016 I can't stand Imperial-I's ... without E.C.M. they just get burned down two fast like Victories. Even if you attempt to keep them back some. Reb ships are fast enough to close that distance, and will light it up. Home one will Auto accuracy the brace.. and Rebs love them some XI-7's. Liberties will just Shoot you to pieces with Quad turbo laser cannons (The one that adds an accuracy if you roll a natural red accuracy) and Spinal armaments. I know people love the carrier builds with Imp-I's. But I'm sorry. There just isn't enough bombers in the Imperial navy to get me to convert to Imp-I's. Just my thoughts on the Imp-I's. I'm sure a rebuttal is coming. Quote Share this post Link to post Share on other sites
jpersons73 81 Posted November 16, 2016 I can't stand Imperial-I's ... without E.C.M. they just get burned down two fast like Victories. Even if you attempt to keep them back some. Reb ships are fast enough to close that distance, and will light it up. Home one will Auto accuracy the brace.. and Rebs love them some XI-7's. Liberties will just Shoot you to pieces with Quad turbo laser cannons (The one that adds an accuracy if you roll a natural red accuracy) and Spinal armaments. I know people love the carrier builds with Imp-I's. But I'm sorry. There just isn't enough bombers in the Imperial navy to get me to convert to Imp-I's. Just my thoughts on the Imp-I's. I'm sure a rebuttal is coming. Activating 6 bombers in one activation (with A Tarkin Token) makes it well worth the risk. 6-12 dmg before the ISD-I even fires a shot is huge. The addition of the Bomber command pretty much helps with the dmg output of those 6 bombers activated. But that is what makes this game great. Not all ships are right for everyone or loved by everyone. I use to do the 3 VSD-I for my flight deck, then I tried the ISD-I with its 6 activation and will never go back to 3 VSD. Quote Share this post Link to post Share on other sites
jpersons73 81 Posted November 16, 2016 (edited) Interesting. I might try it, but I only have 4 bombers and 4 advanced, so I might switch it to that, that leaves me 12 points which I could use for another jumpmaster and ensure the maximum time shooting. You can swap 4 Tie Bombers for 2 Firespray Flight Deck Author: jpersons73 Faction: Galactic Empire Points: 399/400 Commander: Grand Moff Tarkin Assault Objective: Precision Strike Defense Objective: Contested Outpost Navigation Objective: Superior Positions [ flagship ] Gozanti-class Cruisers (23 points) - Grand Moff Tarkin ( 38 points) - Boosted Comms ( 4 points) - Bomber Command Center ( 8 points) = 73 total ship cost Imperial I-Class Star Destroyer (110 points) - Expanded Hangar Bay ( 5 points) - Boosted Comms ( 4 points) - X17 Turbolasers ( 6 points) = 125 total ship cost Victory I-Class Star Destroyer (73 points) - Boosted Comms ( 4 points) = 77 total ship cost 1 JumpMaster 5000 ( 12 points) 4 TIE Bomber Squadrons ( 36 points) 1 Major Rhymer ( 16 points) 2 TIE Advanced Squadrons ( 24 points) 2 Firespray-31s ( 36 points) = 124 Edited November 16, 2016 by jpersons73 Quote Share this post Link to post Share on other sites
jp82729 161 Posted November 16, 2016 Simple point-and-shoot list with dual ISDs Faction: Galactic EmpirePoints: 395/400Commander: General Tagge Assault Objective: Most WantedDefense Objective: Contested OutpostNavigation Objective: Minefields Imperial II-Class Star Destroyer (120 points)- Gunnery Team ( 7 points)- Electronic Countermeasures ( 7 points)- Leading Shots ( 4 points)= 138 total ship cost Imperial II-Class Star Destroyer (120 points)- Gunnery Team ( 7 points)- Electronic Countermeasures ( 7 points)- Leading Shots ( 4 points)= 138 total ship cost [ flagship ] Gozanti-class Cruisers (23 points)- General Tagge ( 25 points)- Comms Net ( 2 points)= 50 total ship cost Gozanti-class Cruisers (23 points)- Comms Net ( 2 points)= 25 total ship cost 4 TIE Interceptor Squadrons ( 44 points) Quote Share this post Link to post Share on other sites