Squadrons Squadrons Squadrons

By sunny ravencourt, in Star Wars: Armada Fleet Builds

So I think Squadrons are my favorite part of Armada so far. I fly imperial. With the new additional ships being sold today, I think it opens up squadrons even more. I'm looking for some suggestions on a viable tournament-style (flexible) build that utilizes squadrons as the primary focus.

Any suggestions?

All the Imp. Squads are good, and each have a very clearly defined niche. Mix them up, use them well, and you really can't go wrong.

The archetypal Imp squadron ball is something like Rhymer (included in every Imp squadron list with even 1 other bomber), couple of Firesprays or T.Bombers, Dengar (cause he is on rhymer levels of awesome), a Tie advanced or two, Mauler (Cause paired with Dengar he destroys fighters like no ones business), and Soontir Fel. (Rhymer, 5x Bombers, Dengar, Tie Adv, Mauler, and Soontir is 126 points. That is a good starting point to tweak as you see fit.)

If you aren't taking bombers then as far as what I've seen that usually means you are taking IG-88 for his ability to ruin squadron balls all by himself. Paired with a few aggressor fighter buddies, and/or Mauler, and/or Howlrunner, and some Ties, this is a kind of a meta-counter Imp squad list. (Mauler, IG, 2x Aggressors, and Dengar is 88 points but will cause serious problems for the above archetype list, while costing much less points)

From there, mix it up and see what works for you. You might find out that you want to spread out, and so taking out dengar and replacing it with 2 jumps works best. Or that you really really really can get extra mileage out of Tie Adv Vader rather than IG. What works best for you, is ultimately what is best overall.

I tried this out. Its amusing as nothing dies with Tagge. The ISD front arc scares your opponent away.

Getting out of Tagge

Author: Ginkapo

Faction: Galactic Empire

Points: 395/400

Commander: General Tagge

Assault Objective: Most Wanted

Defense Objective: Contested Outpost

Navigation Objective: Dangerous Territory

Gozanti-class Assault Carriers (28 points)

- Suppressor ( 4 points)

- Boosted Comms ( 4 points)

- Comms Net ( 2 points)

= 38 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)

- General Tagge ( 25 points)

- Boosted Comms ( 4 points)

- Bomber Command Center ( 8 points)

= 60 total ship cost

Gozanti-class Assault Carriers (28 points)

- Expanded Hangar Bay ( 5 points)

= 33 total ship cost

Imperial I-Class Star Destroyer (110 points)

- Devastator ( 10 points)

- X17 Turbolasers ( 6 points)

- Leading Shots ( 4 points)

= 130 total ship cost

1 Major Rhymer ( 16 points)

4 TIE Bomber Squadrons ( 36 points)

1 Ciena Ree ( 17 points)

1 Black Squadron ( 9 points)

1 IG-88 ( 21 points)

1 Dengar ( 20 points)

1 "Mauler" Mithel ( 15 points)

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Fleet created with Armada Warlords

Well that's an interesting build. Why the 3 goz? Is it all about getting that squadron command out of them as much as possible? Just keep they swarming around?

Well that's an interesting build. Why the 3 goz? Is it all about getting that squadron command out of them as much as possible? Just keep they swarming around?

Yup, all about squad commands. And also giving Devestator 3 spare activations to help it line up big shots.

See, this is something like what I'm looking for. My fear with my other builds is that I'm too "Jack of All Trades" and not focusing on something enough. This is clearly Squadron heavy with that focus.

How did it perform?

See, this is something like what I'm looking for. My fear with my other builds is that I'm too "Jack of All Trades" and not focusing on something enough. This is clearly Squadron heavy with that focus.

How did it perform?

If I recall correctly, its was against a cracken list. Dominated the squad game, struggled to keep up with the ships.

However, despite being completely outmaneuvered I only lost one Gozanti. I won the game.