Best cheap Imperial anti-squad fighters?

By Kendraam, in Star Wars: Armada Fleet Builds

Ok - you have 48 pts to maximise you anti-squad Imperisl fighters. Possibly 55 if I lose an Intel Officer.

So - 6 TIEs is good deployment but very fragile. Currently going with Darth, Mauler and a Jumpmaster but it's only 3 squads. Torn between two TIEs, a TIE Adv & Soontir or losing the Intel Officer and running Darth instead of the TIE Adv.

Thoughts?

4 Tie Interceptors is always a favourite.

As long as you protect them from ship mounted Flak they do well.

You get a good sized initial punch with 16 dice and swarm rerolls and their speed 5 means you should get the first strike.

If enemy fighters are retaliating then counter and swarm rerolls also damage them.

High speed means you can sometimes fly past enemy escort fighters to shoot valuable targets like Intel providers or Rhymer.

What about :

Jump master

Mauler

Advanced

Tie fighter

For 47 points

4 Tie Interceptors is always a favourite.

What about :

Jump master

Mauler

Advanced

Tie fighter

For 47 points

Edited by Kendraam

Soontir, Mauler, Dengar? Bit pricey, but three scatters

TIEs in multitudes can be effective between swarm rerolls and sheer number of anti squadron dice.

TIEs in multitudes can be effective between swarm rerolls and sheer number of anti squadron dice.

Indeed, 18 dice attaching anc 18 hull over 6 units is not to be sniffed at. As a compromise I'm thinking 4 TIEs and Mauler. I don't really have the squad commands to get them all activated properly though.

If you're not taking Dengar or a Jumpmaster, I'd recommend Howlrunner instead. Mauler shines if he's continually able to move, if he can't play movement shenanigans, he's only going to get his potent ability off once, maybe twice if the opponent moves out of engagement range.

Edited by Destraa

48 points in squads I'm not sure is worth it. .. you might not be able to tale out Intel or remove enough bombers from the board before either losing your squads or your ships to bombers to make it worth it. .. might be better to just take another ship at that point... 4 tie interceptors will do on average say 10 damage... well a raider with oe or a title should be able to keep up with that. .me personally I would use the points for more bid to allow demo to triple tap the carrier and just deal with squads that way. .. otherwise I would think the meaningful anti squadron build you start in the 80s

48 points in squads I'm not sure is worth it. .. you might not be able to tale out Intel or remove enough bombers from the board before either losing your squads or your ships to bombers to make it worth it. .. might be better to just take another ship at that point... 4 tie interceptors will do on average say 10 damage... well a raider with oe or a title should be able to keep up with that. .me personally I would use the points for more bid to allow demo to triple tap the carrier and just deal with squads that way. .. otherwise I would think the meaningful anti squadron build you start in the 80s

Although mauler, Dengar and advanced, can be nasty, but again you need to link them to good AAA ships to really hit bombers and make them back off. I always work that if you can get a bomber ball down to having mainly one or two hull after the first round of shooting you give your opponent a nasty choice.

So any of the above could be ok depending on the fleet they are supporting.

Edited by Jondavies72

48 points in squads I'm not sure is worth it. .. you might not be able to tale out Intel or remove enough bombers from the board before either losing your squads or your ships to bombers to make it worth it. .. might be better to just take another ship at that point... 4 tie interceptors will do on average say 10 damage... well a raider with oe or a title should be able to keep up with that. .me personally I would use the points for more bid to allow demo to triple tap the carrier and just deal with squads that way. .. otherwise I would think the meaningful anti squadron build you start in the 80s

It depends, 2-4 ties linked to instigator as a unit can do wonders blocking a bomber list, 48 points of completely un supported ties/interceptors I know what you mean, may be better spent on offensive units.

Although mauler, Dengar and advanced, can be nasty, but again you need to link them to good AAA ships to really hit bombers and make them back off. I always work that if you can get a bomber ball down to having mainly one or two hull after the first round of shooting you give your opponent a nasty choice.

So any of the above could be ok depending on the fleet they are supporting.

Yeah - I had Instigator with OE, QLT and Kallus as an AAA ship. Still, having the tools is one thing, being able to fly them properly is another!

I ran with Soontir, a TIE Adv and two base TIEs for my squads - worked ok (when I flew them correctly). Soontir is nice helping defend ships since his ability works then too.

48 points in squads I'm not sure is worth it. .. you might not be able to tale out Intel or remove enough bombers from the board before either losing your squads or your ships to bombers to make it worth it. .. might be better to just take another ship at that point... 4 tie interceptors will do on average say 10 damage... well a raider with oe or a title should be able to keep up with that. .me personally I would use the points for more bid to allow demo to triple tap the carrier and just deal with squads that way. .. otherwise I would think the meaningful anti squadron build you start in the 80s

It depends, 2-4 ties linked to instigator as a unit can do wonders blocking a bomber list, 48 points of completely un supported ties/interceptors I know what you mean, may be better spent on offensive units.

Although mauler, Dengar and advanced, can be nasty, but again you need to link them to good AAA ships to really hit bombers and make them back off. I always work that if you can get a bomber ball down to having mainly one or two hull after the first round of shooting you give your opponent a nasty choice.

So any of the above could be ok depending on the fleet they are supporting.

Yeah - I had Instigator with OE, QLT and Kallus as an AAA ship. Still, having the tools is one thing, being able to fly them properly is another!

I ran with Soontir, a TIE Adv and two base TIEs for my squads - worked ok (when I flew them correctly). Soontir is nice helping defend ships since his ability works then too.

He does. Many players forget this after they've Intel'ed Soontir.

Same with Tycho really - he can shoot at ships regardless of engagement, but if engaged with Fel he takes 1 dmg.

And IG-88. He can get around Escort, but not Soontir.

48 points in squads I'm not sure is worth it. .. you might not be able to tale out Intel or remove enough bombers from the board before either losing your squads or your ships to bombers to make it worth it. .. might be better to just take another ship at that point... 4 tie interceptors will do on average say 10 damage... well a raider with oe or a title should be able to keep up with that. .me personally I would use the points for more bid to allow demo to triple tap the carrier and just deal with squads that way. .. otherwise I would think the meaningful anti squadron build you start in the 80s

It depends, 2-4 ties linked to instigator as a unit can do wonders blocking a bomber list, 48 points of completely un supported ties/interceptors I know what you mean, may be better spent on offensive units.

Although mauler, Dengar and advanced, can be nasty, but again you need to link them to good AAA ships to really hit bombers and make them back off. I always work that if you can get a bomber ball down to having mainly one or two hull after the first round of shooting you give your opponent a nasty choice.

So any of the above could be ok depending on the fleet they are supporting.

Yeah - I had Instigator with OE, QLT and Kallus as an AAA ship. Still, having the tools is one thing, being able to fly them properly is another!

I ran with Soontir, a TIE Adv and two base TIEs for my squads - worked ok (when I flew them correctly). Soontir is nice helping defend ships since his ability works then too.

The instigator set up works particularly well in an Ozzel fleet, start speed one store your nav token you now have the choice of speed 1-4 next round, always aim for the Intel ship, you lock him down with instigator and jobs a good one. Things that can be a problem include players who keep their Intel ship covered by a big dice arc, this is a bigger problem if your not player one or can't offer up a bad choice. If you are player two try to set a a threat that forces an activation that does not include vaporising instigator.