New Imp Fleet Varieties?

By Xrosstalk, in Star Wars: Armada

9 I've been trying to build out some good campaign fleets to build towards. Now with the Quasar it adds a dimension that the Imperials had a hard time matching which is a squadron pushing MSU fleet. I came up with something I'm going to toy with and see how it stacks up against the vaunted Biggs Ball. I'd like some input as it isn't a hard hitting ship to ship fleet; but I think with Sloane you can do a conservative play til turn 4, then pounce and trade up on the attack to hopefully out point.

So the flagship is...

Quasar I (54 pts)

Sloane (24 pts)

Flight controllers (6 pts)

Total: 84 pts

Arquitens Light Cruiser x2 (108 pts)

TRC x2 (14 pts)

Total: 122

Gladiator I (56 pts)

Ordinance Experts (4 pts)

Medical Team (1 pt)

ACM's (7 pts)

Demolisher (10 pts)

Total: 78

Raider I (44 pts)

Ordinance Experts (4 pts)

ACM's (7 pts)

Total: 55

Gozanti (23 pts)

Comm's Net (2)

Here is where it gets tricky in order to do the Sloane shenanigans you have to use non-Rogue blue ship dice fighters. I explain why I like certain fighters here but totally open to suggestions.

Fighters:

Zertik Strom (15 pts) For the points I'm not sure why anyone wouldn't take him as he is worth 2 regular Escorts for less points in soaking damage. If alone for than I think he's worth it.

Howlrunner (16 pts) I generally don't like using her but it does add some anti squadron punch on a list like this to hopefully turn the tide in the fighter battle.

Valen Rudor (13 pts) Again I'm not sure why you wouldn't use him he is fantastic for his points, especially with howlrunner or FC with swarm/veterancy. And he has built in pseudo escorts around him.

Black Squadron (9 pts) Not huge on using this figher but it does absorb at least a shot (or two if it's lucky) that might nix someone else.

Lambda Shuttles x2 (30 pts) you get to keep sloane out of the fight for the most part while benefiting from across the table fighter commands.

Interceptors x3 (33 pts) Good anti squadron punching for fairly cheap and at least with counter 2 you might do some retaliatory damage.

Jumpmaster (15 pts) Just in case you need to pile shots on a ship or move out of engagement to peel tokens with Sloane off a ship.

TIE Fighter (8 pts) Cause...I had 8 points left? Plus it rolls blue ship for token peeling.

I am aware there are glaring weaknesses here like AA with thrash your fighters which means you actually need to keep them near your own ships for a while to have your opponent commit and then answer with death or at least until you can get your last/first activation working for you as you do have 6 activations. Also other than some middling damage with the Aquitens and the nut punch of Demolisher there isn't much for ship to ship damage. You are relying on fighters peeling tokens off ships you can trade up on.

Anyway let me know what you all think! Cheers!

Firstly a jumpmaster costs 12 not 15 but I still make your squadron total 136 points.

Valen Rudor changed to another Tie-I would bring it nicely to 134.

Edit: I just realised this is a 500 not a 400 point fleet so go for it.

Edited by Mad Cat

As the Jumpmaster is 12 points, you free up 3 points from your calculations. I suggest you use those to change the TIE Fighter into another Interceptor.

And welcome to the forum!

If you are taking Sloane in CC, talk to your teammates and take more relevant aces. Veteran status is super potent and Sloane will get gross with it. Get Mauler, Get Cienna, get Saber.

Also, due to odd amounts of damage rolled (1, 3, 5) and accuracies, Zertik has a function health of around 8, not 10. Not relevant to your build, just making a point.

Thanks for the suggestions guys, I was doing that fleet without much sleep last night so my points were off. I have been playing for a while just a lurker here so this was my first post sorry for any formatting issues. Yes with the 3 points I would drop the regular TIE for another Interceptor then however zertik although not adding anything with sloane is basically there to just protect some aces like Howlrunner for a turn or two that's his real only function. For his points I have played enough with him to find him useful either for locking down other fighters for a turn to get the jump or at least to protect someone else. For his points I just kinda like using him. Saber is a good pick too as it's a little more versatile for only 1 point more. I'm trying to use lists without the Mauler/Chiraneau thing. Cienna is not bad choice either instead of Zertik I suppose.

I would echo the opinion that if this is for a CC campaign that some of the items on this list may be put to better use in other fleets, and you should coordinate with other players on your team. Zertik, for example, might be good for your list but be more useful in a bomber list where escorts are more important. Demolisher, too, is good in general but in a campaign should be the focus of the fleet its in.