Can a 3 ship no squadron fleet work?

By nermal, in Star Wars: Armada Fleet Builds

Admiral* - Motti/Jerjerrod

ISD II - Relentless, Agent Kallus/Damage Control Team, Gunnery Team, Quad Laser Turrets, ECM, Leading Shots, XI 7

Interdictor Combat Refit* - Interdictor, Wulf Yularen/Damage Control Team, Engine Techs/Projection Experts, Quad Laser Turrets, Leading Shots, Targeting Scramblers

Gladiator I - Demollisher, Ordnance Experts, Engine Techs, Assault Concussion Missiles, Minister Tua, ECM

Missions: Station Assault, Contested Outpost, Salvage Run

I've been on a "make squadronless fleets" kick lately just to see if I can make something viable. Above is a somewhat refined attempt which I played in a recent regional. It did not do overly well but what do you expect from a fleet you make that day. Anyway, what would you suggest as changes and what would you take for a squadronless fleet?

I think that trying to run squadronless fleet with only 3 ships is asking too much, as you're guaranteed to be outdeployed AND outactivated. I wouldn't bring Demolisher to that fleet unless it has at least 5 activations (Both of the squadronless fleets that I can see myself running in Wave 5 have 6 activations)

As a side note, I think that Leading Shots on Interdictor is a losing proposition.

Edited by pt106

Motti is ideal, u need those extra hull points, although I think gladiator may be shot down really easily if you running low activations and squadronless. Because you have no squadrons, you will need resistant ships with large firepower and more than likely some flotillas to provide some support, I tried to keep the main things u wanted, but I think this might be slightly less dangerous

Squadronless?
Author: Visovics

Faction: Galactic Empire
Points: 388/400

Commander: Admiral Motti

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Salvage Run

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Relentless ( 3 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 178 total ship cost

Interdictor-class Combat Refit (93 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Engine Techs ( 8 points)
- Quad Laser Turrets ( 5 points)
- Leading Shots ( 4 points)
- Targeting Scrambler ( 5 points)
= 125 total ship cost

Gozanti-class Assault Carriers (28 points)
- Suppressor ( 4 points)
- Minister Tua ( 2 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- Repair Crews ( 4 points)
= 50 total ship cost

Gozanti-class Assault Carriers (28 points)
- Quad Laser Turrets ( 5 points)
- Comms Net ( 2 points)
= 35 total ship cost

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Fleet created with Armada Warlords

27 minutes ago, Visovics said:

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Relentless ( 3 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 178 total ship cost

Interdictor-class Combat Refit (93 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Engine Techs ( 8 points)
- Quad Laser Turrets ( 5 points)
- Leading Shots ( 4 points)
- Targeting Scrambler ( 5 points)
= 125 total ship cost

Gozanti-class Assault Carriers (28 points)
- Suppressor ( 4 points)
- Minister Tua ( 2 points)
- Quad Laser Turrets ( 5 points)
- Electronic Countermeasures ( 7 points)
- Repair Crews ( 4 points)
= 50 total ship cost

Gozanti-class Assault Carriers (28 points)
- Quad Laser Turrets ( 5 points)
- Comms Net ( 2 points)
= 35 total ship cost

Drop QLT from both Gozantis, Tua/ECM and downgrade them to regular Goz with Comms Net and now there are points to add a Raider to a fleet (which will make it much stronger). I would also strongly recommend to move QLT from Interdictor to ISD (unless there are points to equip both)

I think getting the GSD2 Demolisher going as squadron threat is almost mandatory if you do low activation squadronless. The Demo double attack together with the two dice from the ISD yield 6 attack dice against the enemy squads, if you set it up correctly. This will get most squads at least to the edge of destruction, QLT can do the rest then...

If you want to go squadron free try this out. It can tank like there is no tomorrow with Tarkin and at least has a chance of taking out squadrons.

Tanking the Tanks
Author: Englishpete

Faction: Galactic Empire
Points: 395/400

Commander: Grand Moff Tarkin

Assault Objective: Close-Range Intel Scan
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Interdictor-class Combat Refit (93 points)
- Grand Moff Tarkin ( 38 points)
- Interdictor ( 3 points)
- Damage Control Officer ( 5 points)
- Engineering Team ( 5 points)
- Quad Laser Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
= 159 total ship cost

Interdictor-class Combat Refit (93 points)
- Damage Control Officer ( 5 points)
- Engineering Team ( 5 points)
- Quad Laser Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
= 118 total ship cost

Interdictor-class Combat Refit (93 points)
- Damage Control Officer ( 5 points)
- Engineering Team ( 5 points)
- Quad Laser Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
= 118 total ship cost

OK, so I adjusted the fleet above based on feedback:

ISD II - Relentless, Agent Kallus, Gunnery Team, QLT, ECM, XI 7, Leading Shots = 155 pts

Interdictor Combat Refit - Motti, Interdictor, Damage Control Officer, Projection Experts, QLT, Leading Shots, Targeting Scrambler = 145 pts

Gladiator II - Demo, Tua, ECM, Ord Exps, Engine Techs, ACM = 100 pts

Missions: Station Assault, Contested Outpost, Salvage Run

Total = 400 pts

So, my thinking about Demo is that most people will see it and opt to go first meaning (since I am at 400 pts and will likely lose the bid) they will be picking my missions. The Demo II, as mentioned above, can yield decent AA fire in addition to everything else. As for Leading Shots on the Interdictor, that is for AA rerolls and the occasional med/close range reroll. You will note that the missions I selected are all such that my opponent really cannot sit back and avoid engagement.

The 3 Interdictor Fleet is very interesting. I would probably tweak it myself and replace the engineering teams with engine techs. I also do not like the missions since anyone with Strategic who goes first will have fun with those. I would replace them with what I have listed above for the same reasons .. unless running with Engine Techs ... then I would use other missions. Last, you could probably drop one targeting scrambler for Grav Shift ... especially if you fly the ships closely together.

From the rebel side I came up with the following:

MC 80 Assault Cruiser - Admiral Ackbar, Home One, Leading Shots, XI 7, ECM, RBD, Toryn Farr = 188

AFA - Gunnery Team, ECM, Quad Turbolaser Cannons, Skilled First Officer = 106

AFA - Gunnery Team, ECM, Quad Turbolaser Cannons, Skilled First Officer = 106

Missions: Close-Range Intel Scan, Fleet Ambush, Solar Corona

I think Toryn Farr an on the MC 80 adds a lot to the AA game and the Home One + QTC AFAs are good to threaten floatillas (to even up activation advantage) and negate opposing redundant defense tokens. I'm not so sure on the missions, Close Range Intel Scan is a good fit, Fleet Ambush is to get the opposing ships in red range more quickly, and Solar Corona is a bir boring and likely to be chosen.

Toryn doesn't help the ship she's on, plus range restriction. It makes for low return and limited movement options.

3 Imperial fleets on the Winner tab for regional data. Two have Demolishers and the Third has 2 ISDs.

Winners.