Toughing it out with Motti and the Quasar

By Englishpete, in Star Wars: Armada Fleet Builds

The following list is my attempt to balance out an Imperial force to deal with most situations and lists it might face whilst using the new Quasar. I could use Sloane instead of Motti and Ties instead of Defenders if I did, but I really do not like Sloane's lack of versatility.

Planetary Suppression
Author: Englishpete

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Motti

Assault Objective: Blockade Run
Defense Objective: Capture the VIP
Navigation Objective: Dangerous Territory

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Motti ( 24 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 169 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- External Racks ( 3 points)
= 82 total ship cost

Quasar Fire II-class Cruiser-Carrier (61 points)
- Minister Tua ( 2 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
= 80 total ship cost

1 Maarek Steele ( 21 points)
3 TIE Defender Squadrons ( 48 points)

3 ships and 4 squads...i just cant imagine it not getting swarmed :( that said, under motti it's still a fairly large amount of hull.

The biggest weakness however is that as soon as you lose a couple of those tokenless generic defenders your pretty 80 point carrier is going to be more of a liability then a benefit as it cant activate anything.

That is the major concern. I was really just wanting to see if a Quasar could be used effectively in a fleet that did not involve Sloane spam :-)

I absolutely think it can (my current tournament fleet is a Motti Quasar for instace). For this fleet, if you gave your quasar a bit more of a roll by increasing your squadrons I think it would start to sing. My compromise was turning the ISD into 130 pts of squads and 3 Gozantis. I have enough activations to give all my squads a command, but as Gozantis and squads die I can shift activation priority to the quasar, so I am almost guaranteed to benefit from having it and it's unique upgrade suite around every turn the entire game (or until it gets blown up).

Why do you need a carrier if you're only bringing four squadrons? I don't think the Quasar is for Sloane-spam as much as being dedicated to winning the squadron game or bombing the stuffing out of things. It doesn't care about your commander as much as how many squads you bring. You want to be pushing five or six squads every time Quasar activates don't you?

I was actually wondering about the External Racks on the GSD - wouldn't the standard APT be better?

44 minutes ago, Hawkwing said:

I was actually wondering about the External Racks on the GSD - wouldn't the standard APT be better?

Especially with the Demo title

Needs more fighters

I've had some great success utilizing a Motti Quasar and a large multipurpose bomber ball. I think it definitely has a place in the Imperial Navy without Sloan's ability.

Q_Fire Bombers v3
Author: Sgt Durandal

Faction: Galactic Empire
Points: 386/400

Commander: Admiral Motti

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 75 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 65 total ship cost

Gozanti-class Cruisers (23 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

[ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points)
- Admiral Motti ( 24 points)
- Pursuant ( 2 points)
- Minister Tua ( 2 points)
- Expanded Hangar Bay ( 5 points)
- Reinforced Blast Doors ( 5 points)
= 92 total ship cost

1 Maarek Steele ( 21 points)
1 TIE Defender Squadron ( 16 points)
1 Major Rhymer ( 16 points)
1 TIE Advanced Squadron ( 12 points)
1 JumpMaster 5000 ( 12 points)
3 TIE Bomber Squadrons ( 27 points)
1 Zertik Strom ( 15 points)

You can watch a tactics video on how I usually like to fly it here:

And you can see how it fared during our last match on The Durandal Initiative here: