Blunt and Scalpel w/ Sloane

By Karneck, in Star Wars: Armada Fleet Builds

I still haven't found a Sloane list I'm really satisfied with that has the ability to use two Quasars, due to wanting to use full squadron points, having those squadrons be survivable, and also having the ability to smash large ships. But this is something I drafted up to day that I think would at least be a blast to try once.


I present the Blunt, being the squadron ball with Quasar support. Attempt to smash apart opponents squadron ball, or tie it up and get Dengar and some squadrons to a targeted ship to start stripping tokens. Dcaps allow those to fire and accomplish the same goal. Those Quasars will only survive MAYBE one round, two at the very most in the thick of it. I mean, don't just toss them straight at the front arc of stuff, but the Quasars have got to do the softening up.

I present the Scalpel, the two raiders have External racks with OE. Once those defensive tokens are stripped or nearly stripped, jump in with those front arcs and blast it apart. No large ship can withstand that amount of firepower unless the rolls are bad. But them's the breaks.

This fleet requires timing, and choosing the exact moment to place those raiders on target. If the opponent is running 3 or 4 flotillas, send one hunting.
Otherwise, thoughts?


Blunt and Scalpel
Author: Karneck

Faction: Galactic Empire
Points: 392/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

Quasar Fire I-class Cruiser-Carrier (54 points)
- Stronghold ( 5 points)
- Flight Controllers ( 6 points)
- Disposable Capacitors ( 3 points)
= 68 total ship cost

[ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points)
- Admiral Sloane ( 24 points)
- Flight Controllers ( 6 points)
- Disposable Capacitors ( 3 points)
- Boosted Comms ( 4 points)
= 91 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 51 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 51 total ship cost

1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)
1 "Howlrunner" ( 16 points)
1 Soontir Fel ( 18 points)
1 Zertik Strom ( 15 points)
1 Saber Squadron ( 12 points)
1 Dengar ( 20 points)
1 Whisper ( 20 points)

= 131 Squadron points

Edited by Karneck

This fleet will be very hard to play as second. An 8pt bid is normally good, but the fleets that will bid deeper are the ones that counter this the hardest. (Black dice msu)

Also, if you bring over 100 pts on squadrons, i think some bombers are essential. Its just a lot of points devoted to killing squadrons, and if you opponent shows up with nothing but Tycho and Shara its going to be a struggle for you to kill something like 2 mc30s, even with Sloane.

I feel like this fleet could do ok as 1st or 2nd, but likely would want to be 1st.

I debated on bringing bombers, and I likely will try and switch that up for that. Greatest fear is a rebel bomber ball, since that will absolutely wreck any of these ships, that or MC30s as you've stated.

But like I said, mainly just trying to find a list where you can bring two Q's and squadrons. Likely means dropping the squadron points down to below 100 and seeing if I can do two Q's, a VSD and a raider.

Bombers, Zertik, Dengar/generic, and generic interceptors. With flight controllers, your generic 11 point interceptors, barring bad rolls or Jan Ors, can one shot all but the heartiest of Rebel squadrons. Those that do survive, are likely dead if they fire back. And you can fit quite a number of them with bombers. Keep the bomber force withdrawn until you've tied up the anti bomber screen, then let them advance past since Dengar will have made whatever has survived the interceptor strike heavy.

I really really want to like the Quasar. One of my favorite from the old Rebellion game. Once you fit them out to do some nasty stuff with squadrons, you have no points left, cept for a raider or two. You've already lost the activation game and the Quasar is anything but a tank. There just isn't enough in that list to kill anything. Oddly, I feel this could counter the rebel bomber ball, if only there was some way to kill the rebel ships commanding them.

11 hours ago, Mep said:

I really really want to like the Quasar. One of my favorite from the old Rebellion game. Once you fit them out to do some nasty stuff with squadrons, you have no points left, cept for a raider or two. You've already lost the activation game and the Quasar is anything but a tank. There just isn't enough in that list to kill anything. Oddly, I feel this could counter the rebel bomber ball, if only there was some way to kill the rebel ships commanding them.

Not too difficult to do. Standard imperial policy: keep them slim. Flight controllers and expanded hangar bays only on a Quasar 1. Fill out with Gozantis for squadron activations, and pack a big punch like Demolisher. That's why I suggested TIE/INT for anti squadron. 11 points per, could ace one or two for bigger investment and keeping the ball manageable. Firespray bombers instead of TIE/Bs, or TIE/Ds (which also work with Sloane as they aren't rogue), which can defend Rhymer if necessary. You don't need a lot of squadrons, you can keep the ball manageable (and strong) with a Quasar and 2-3 flotillas with a smaller number of quality fighters over a larger number of them forcing you to spend on copious amounts of squadron command.

Quasar with EH and a squadron token can handle six by itself.

My current thinking is Quasar with expanded bays, flight controllers and Wulf (for never ending squadron tokens), and nothing else.

@Destraa Yeah, I don't think you can do two Quasars. The question is, Is the Quasar worth the points over 3 Gozantis? It dies in two shots and then your squads aren't so deadly anymore. That is a lot of points. The Quasar does have more options, like popping out 5 decimators after a move. It is a creative ship. Just needed something to help it survive a bit more.

8 minutes ago, Mep said:

@Destraa Yeah, I don't think you can do two Quasars. The question is, Is the Quasar worth the points over 3 Gozantis? It dies in two shots and then your squads aren't so deadly anymore. That is a lot of points. The Quasar does have more options, like popping out 5 decimators after a move. It is a creative ship. Just needed something to help it survive a bit more.

You can easily do dual quasars, or be a madman and run three. A Quasar is less expensive than a Gladiator, just have to be careful in how much you spend in upgrades.

That's my issue I've been finding, as much as I'd love to run 2 Quasars, you have to have a very clear battle plan for what it is your are doing with them.
Something has to be out there providing blockage for them, I just haven't quite figured out what it could be. I feel like decimators or a bomber ball *could* be good bubble for that. But in the end it's either a sizeable bomber ball or it's a starship like a Victory or a Gladiator.

As I've said, I do not feel a 2 Quasar list is very competitive. Fun to play though? Hell yeah.