Mogrok here, host of the Galactic Conflict Podcast, the podcasting hiatus continues but I have been mulling over the great game that we all love for the past month or so while I was on vacation. Specifically, I want to talk about Imperial list building post Worlds!

Both Worlds and Euros have come and gone, and what do we know? That Armada is pretty balanced right now, with perhaps a lean to Rebel Aces (or at least the best players in the world have a lean towards them). I’d like to make a side note here: I personally don’t feel the hard cap on flotillas was required – I would always prefer that players are allowed to make a choice of risk vs. reward. I thought the tabling rule was perfect, but it is what it is for now and within these confines I’d like to offer my thoughts.

So what is the “Meta” right now? Well with only 2 major events to go by it’s anyone’s guess. However, there are certain recurring archetypes that do occur, such as:

Rebel Aces – Either Rieekan or Dodonna version backed up by Yavaris. This list is a workhorse and it doesn’t seem to matter what form it takes, it can take a tonne of punishment and dish it right back. When you see Yavaris double tapping last/first an ISD from full health to dead you realize its power. Thank you Roquax for teaching me that lesson on Vassal.

– Either Rieekan or Dodonna version backed up by Yavaris. This list is a workhorse and it doesn’t seem to matter what form it takes, it can take a tonne of punishment and dish it right back. When you see Yavaris double tapping last/first an ISD from full health to dead you realize its power. Thank you for teaching me that lesson on Vassal. Sloane Aces – Usually an ISD or Dictor with a Quasar and a Goz with about 8 mixed aces or whatever amount of squadrons you can reliably push. The bigger the alpha strike the better and since it is usually low activations Pryce is often included.

– Usually an ISD or Dictor with a Quasar and a Goz with about 8 mixed aces or whatever amount of squadrons you can reliably push. The bigger the alpha strike the better and since it is usually low activations Pryce is often included. Rebel MSU – (Usually Rieekan, but Ardaedhel likes Madine) this can get upwards of 7 activations (I faced Snipafist’s MSU round 1 at worlds and 3 more MSUs after that and it was pretty rough). The MSU lists rely on activations, are hopefully first player but realistically they can handle second player by presenting multiple threats (forking) especially if they’re Rieekan.

– (Usually Rieekan, but likes Madine) this can get upwards of 7 activations (I faced MSU round 1 at worlds and 3 more MSUs after that and it was pretty rough). The MSU lists rely on activations, are hopefully first player but realistically they can handle second player by presenting multiple threats (forking) especially if they’re Rieekan. Double Big Ship – This can be both factions and it is usually light on squadrons but can hit 4 activations (5 with Strategic Advisor) so can be quite strong. Usually Vader/Motti/JJ for Imps and Raddus/Ackbar/Dodonna for Rebels.

– This can be both factions and it is usually light on squadrons but can hit 4 activations (5 with Strategic Advisor) so can be quite strong. Usually Vader/Motti/JJ for Imps and Raddus/Ackbar/Dodonna for Rebels. Raddus – Almost always dropping a big ship, and almost always including the Profundity title to drop a rammer/blocker. May or may not come with Rogues. Can play either first or second player effectively.

– Almost always dropping a big ship, and almost always including the Profundity title to drop a rammer/blocker. May or may not come with Rogues. Can play either first or second player effectively. Defender Lists – These lists vary a lot but usually involve token manipulation shenanigans, YT1300/Biggs/X-wings, possibly Rieekan, or healing of some sort, such as double Interdictor or MC80 with projection experts and repair flotilla. These lists tend to be a tough nut to crack but unless you are foolish enough to let them token manipulate, they generally can’t score big points.

So with all this in mind, “what is missing?”. I am a counter Meta player. I enjoy ruining net listers’ days. Right now though, I find it is almost impossible to truly counter the Meta as nothing has really risen to the top. Go ahead and try and run Rieekan aces without a ton of practice. It definitely isn’t auto win.

My main conclusion though, is that the Imperials don’t have a truly viable MSU list right now. After years of Demo ruling the roost and last/firsting with a 30 point title (because you needed to bid) this has become much harder to do following the flotilla nerf. I feel the nerf hurt Imperial lists more than Rebels as they have cheap alternatives such as the Hammerhead and Corvettes in order to still have activation padding. Plus, their flotillas are still 5 points cheaper (for the cheapest vs. cheapest) so right away that is a free 10 points over any Imperial MSU list. With the Raider (44/48) being the next rung up the ladder for Imperials and the Hammerhead coming in at 36/41 and the Corvette at 39/44; pretty quickly there is a sizeable points deficit.

With this in mind, and since it is just store champs season, I am putting my money where my mouth is and developing an Imperial (somewhat) MSU list. My starting concept is to maximise my activations while still having at least 2 finisher ships.

First off, the Gozanti – I’m going to take 2 cheap ones. Then I think what are their roles? Purely as padding? As Blockers? As Support? The biggest weakness an Imp MSU would have is squadrons. How do you counter squadrons? Ok, admittedly the best way is with squadrons, but I am not taking any of them so then you need to counter the Carrier (the pusher). Slicer tools is excellent at this even if several strong counters exist. In any event, I figure at least 1 Slicer will work on Sloane lists while it’s alive. I consider whether I want to make it the jerk version (Minister Tua, ECM and Suppressor title) but decide that I probably don’t as it just makes it more expensive and this is all about getting the maximum amount of ships in this list. So the 2nd Goz will probably be a comms net and hell Hondo at least for now as he is so useful and cheap (and can always be cut later).

You might have noticed I have not started with an admiral choice. The reason is that I didn’t want to be hemmed in with tailoring to a specific admiral’s ability. While I have a couple in mind that I feel would probably be good, I will let the list flesh out first before I start tweaking it.

So the next option for cheap ships is the Raider. I would only take the Raider II version if I was going with Admiral Screed so I will stick with two of the Raider I’s instead. I’m going to take Vader crew on the 1st, Ord experts on the 2nd and ext. racks on both. 50 and 51 points each. Vader crew is so good to remove a title or targeting scramblers from a ship.

Next up surprise, surprise – Demolisher. GSD I with Title, Ord Experts, Skilled First Officer (SFO), and Assault Concussion Missiles (ACM). 78 points. Not too pricey, and can be a throw away to take out something more expensive and also isn’t as big a magnet as my usual 98 point version can be.

Last, but certainly not least, an ISD Kuat Refit. Yes, it isn’t a small base, but another Gladiator wouldn’t be of much use. Although I could fit in 2 more I suppose. Hitting more than 6 activations I feel won’t offer any benefit to a black dice rolling fleet because if you are first player you won’t want to be committing more than one ship at a time into the brawl, as something will die. The game is only 6 rounds and realistically Turn 1 isn’t a combat round. So that leaves you with 5 last/first options. Plus, too many ships also complicates navigating, which over the course of a tournament can cause you a real brain drain.

Thus I have chosen the Kuat. With that out of the way, I now have to decide to Boarding Team (BT) or not to BT (that is the eternal question!). Gunnery team is great against other MSU fleets, however I am running an MSU fleet myself so being out activated for me won’t be as much of a problem. So BT it is. This leads me to Avenger, which leads me to Leading Shots (LS) and ECM and a missile of some sort.

I’m getting close to 400 now and I still have not chosen an Admiral. At this point without cutting the basics or downgrading the Kuat, it leaves me at the sub 30 admirals so no Thrawn or Vader for this fleet (although I don’t think they would fit the fleet anyway). Let’s look at the options:

Ozzel – Speed manipulation. I am going to be spamming Navs anyways and will likely have a token on all of them so not sure if needed except for his price. (He was my go to for a year when he came out. Won 2 store champs with him.)

Jerjerrod – I love JJ, the admiral not the Juggernaut (although Josiah is pretty good too). His ability to turn at the first joint regardless of your command is crazy. Makes Demo and an ISD dance around the table and get into and out of crazy positions. Speed 4 raiders with double click at 1 can drastically change direction. He has been my go to for 3 Nationals and Worlds.

(although Josiah is pretty good too). His ability to turn at the first joint regardless of your command is crazy. Makes Demo and an ISD dance around the table and get into and out of crazy positions. Speed 4 raiders with double click at 1 can drastically change direction. He has been my go to for 3 Nationals and Worlds. Tagge – I would love to make him good. I ran him in one tournament and in 3 games I used his ability once. Admittedly with no practice I still placed high in the tournament but it was no thanks to him. Really, except against a Sloane list I don’t think my list would gain any benefit from him. Prove me wrong someone at a regional or higher event!

Konstantine and Sloane are out as I can’t proc their abilities.

Motti – Is always an option. I’ll put him on the side burner for now. Ran him all last year before Regionals. Won very consistently at tournaments.

Screed – Definitely makes the list strong. Makes the likely single passes by the raiders hit even harder. But I am not sure about him. He was my go to before Ozzel. Haven’t played him much since.

Vader, Tarkin and Thrawn are all too expensive now.

So with all that in mind I think I am leaning towards JJ and realistically it was either him or Screed. JJ will allow me to switch to Concentrate Fire commands or Repairs commands when I need to and still be manoeuvrable, which I personally believe is the most important aspect to this game. This gives me a little room to spare so I can slap on ACM and a SFO (for counter slicing) onto the Kuat as well to take me to 398 for the whole list.

6 Activations. 6 Deployments. Objectives for Red and Yellow don’t really matter as you will likely play your Blue if you end up being second player. For me this is Dangerous Territory, which I’ve found amplifies the ability to just turn wherever I want. I did think about Solar Corona to win the deployment but I have played enough now that I pretty well know where my opponent will deploy most of his stuff. I love guessing in my head before any ship hits the table based on rock deployments and I find I am right more often than not.

So now I usually do post list building analysis. What is my list strong at?

Activations – 6

Brawling – black dice galore with rerolls

Demo/BT Avenger – to counter that one big expensive ship. The 2 Hitters.

Slicer – for counter Sloane lists

Speed/turning – JJ and everyone is minimum speed 3.

Ultimately I should be able to pick the turn of engagement regardless of if I am first or second player. First player is great for me. 2nd Player I am fine with as well, and I will assume that based on 398 bid I will be 2nd more often than not. 6 Ships allows me to set up Forks (the concept of threatening two ships if you are second player knowing that only one will get away). It also allows me to probably out activate most lists as well. Making sure I can’t be double threatened by any ship that my opponent wants to last/first with is also more doable as I can stay quite spread out.

What is my list weak against?

Heavy squadron lists, especially Rogues – These are common enough that I have to have a game plan for it. Slicer won’t be enough but it makes people think and if they don’t have Leia as an officer or some other counter then it will be the best 7 points ever spent! Against Rogues, well, delay, delay, delay, is the name of the game. The longer you can prevent them from starting to chew on you the better. Turn 5 going in for a kill to get something can nab you a 7 and realistically they will have to commit to trying to kill something (probably the ISD). JJ lets you get the targeted ship out, and if you are repairing and they are the only thing hitting you then you should be able to survive.

– These are common enough that I have to have a game plan for it. Slicer won’t be enough but it makes people think and if they don’t have Leia as an officer or some other counter then it will be the best 7 points ever spent! Against Rogues, well, delay, delay, delay, is the name of the game. The longer you can prevent them from starting to chew on you the better. Turn 5 going in for a kill to get something can nab you a 7 and realistically they will have to commit to trying to kill something (probably the ISD). JJ lets you get the targeted ship out, and if you are repairing and they are the only thing hitting you then you should be able to survive. Bigger MSU with bigger bid!!!! – This will be frustrating but not unbearable. JJ with nav commands makes all my ships unpredictable. Plus all my ships except the goz are quite dangerous. Forking will be key here but most MSU lists have certain ships that are obviously going last. Mine is Demo and the Kuat; for Rebels it is usually a MC30 or some other heavy hitter like that. A lot of the match-up will be decided on how well I can guess where they’re going. Rieekan makes it more annoying as they can stick around after death so keeping my speed up so I can jump away after shooting is key. The mirror list is unlikely as it isn’t very prevalent right now and is considerably weak to squadrons. See the first bullet.

– This will be frustrating but not unbearable. JJ with nav commands makes all my ships unpredictable. Plus all my ships except the goz are quite dangerous. Forking will be key here but most MSU lists have certain ships that are obviously going last. Mine is Demo and the Kuat; for Rebels it is usually a MC30 or some other heavy hitter like that. A lot of the match-up will be decided on how well I can guess where they’re going. Rieekan makes it more annoying as they can stick around after death so keeping my speed up so I can jump away after shooting is key. The mirror list is unlikely as it isn’t very prevalent right now and is considerably weak to squadrons. See the first bullet. Raddus – I am not that scared of him. Most times when people fail against it they have bunched up so that the drop can threaten 2 ships or they are going at such a slow speed that they can’t get away even with a nav command. Max Speed, avoiding bunching is the name of the game against that list archetype.

– I am not that scared of him. Most times when people fail against it they have bunched up so that the drop can threaten 2 ships or they are going at such a slow speed that they can’t get away even with a nav command. Max Speed, avoiding bunching is the name of the game against that list archetype. Double Big – Odds are I out activate them, and I can probably out turn them. Raiders and Demo can get into weak hull zones and survive (MC75 makes this harder as there aren’t really any weak hull zones). Demo’s ability lets you do some damage even as 2nd and this is the reason why I went with ACM over APT or ext. racks. If I can get the Kuat on a flank then it is pretty well safe. As the double Bigs (unless JJ) tend to block each other on hard turns, this will be the nibble approach and hopefully trading up when losing a ship. The Kuat is also strong enough to commit as a blocker late game to kill something.

So there you have it. My version of an Imperial (somewhat) MSU. Could fit in Strategic Advisor if you really wanted it as well and drop a Gozanti for bid points. I’ll be running this at store champs (at least my first one) and I will report back on how it goes and what I would change (if anything!). I’ll probably miss having my H9 ISD 1 with gunnery teams to kill flotillas and small ships but we shall see! It might make an appearance in the final version. The overall list will stay the same though. Now to get trounced a bunch on Vassal before then, as I learn best from losing.

– Mogrok

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