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Made in us
Corporal





NC

I finally have enough ships/squadrons to field a 300 point Fleet for Armada, As this is my first list at this point level any comments, criticism or questions are gladly welcomed.

VSD II - Dominator
(Admiral Screed)
(Overload Pulse)
(Gunnery Team)

GSD II - Demolisher
(Expanded Launchers)

Squadrons
(Tie Advance)
(Tie Fighter) x2
(Howlrunner)
(Mauler Mither)
(Soontir Fel)

OBJ
(Adv Gunnery)
(Hyper Space Assault)
(Intel Sweep)

The overall plan would be for the VSD-II to sit back in medium range and hit rebel ships with blue dice/overload pulse and hopefully exhausting their defense tokens, while the Gladiator moves in to close range to blasts the hell out of them with black dice as long as she can last.

The squadrons would be broken into to two different groups with the main goal of screen/anti squadron. The first would be a Tie Advance, Mauler and Soontir this would allow for auto damage as well as a decent tar pit for fighters . The second would be Howlrunner with the two ties serving as a screen to tie (no pun attended) up enemy squadrons in order to grant freedom of maneuver for my two capital ships.

I was a bit hesitant on choosing objectives so any assistance there would be appreciated.

For STUFFFING!!!!! 
   
Made in gb
Water-Caste Negotiator




Stratford on avon

I run a close enoupgh list but i have the engine upgrade on Glad for the extra mobility with his Shoot move shoot where i dont need to worry about which face i present as left right and front are all shooting 4 black dice.

Careful I have CDO it’s like OCD but in alphabetical order LIKE IT SHOULD BE!!!!!!

Make it idiot proof and someone will make a better idiot.

4000Pts
3000Pts
1000Pts
2000Pts
1500Pts 
   
Made in us
Regular Dakkanaut




Intel Sweep is a loss for Imps (until the Raider comes out). Your using your GSD to pick up tokens and losing its massive short range fire power.
In the meantime, a fast and nimble CR90 will pick up most of the tokens then run away to a far corner.

I would trade out Howlrunner for a second Advanced. It's pretty nasty when you push Mauler in for an immediate damage on all squads in R1, then you force them to take more damage from Soontir as they have to shoot the Advanced (hence, a second one so they have to work through 2 of them). TIEs usually die to suicide before they are ever shot and beefier squads (X-Wings)get cut to pieces enough that your TIEs can kill them easily on the next round.
Real squadron skill is when you can setup Mauler so an enemy ship just hits him...allowing you to set Mauler on the opposite side of the base and disengage him from the fight. Then you re-engage Mauler and give everyone another damage.

Demolisher on a GSD2 makes an interesting anti-squadron ship. Throw 2 blues at a bunch of squads, move to a different arc, then throw 2 more blues at the same squads. If your dice are hot you can clean up all of his squadrons in one round.

   
 
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