Squadron Carrier Based Imperial I-Class Star Destroyer

By grunnax93, in Star Wars: Armada Fleet Builds

I was thinking about the Imperial I-Class Star Destroyer as a carrier with a pair of Raider I-Class Corvettes for Anti-squadron platform.

I was just wondering if I could please get some input and advice on the build.

Ship: Imperial I-Class Star Destroyer (110)
Commander: Admiral Sloane (24)
Officer: Admiral Chiraneau (10)
Weapons Team: Flight Controllers (6)
Offensive Retrofit: Boosted Comms (4)
Offensive Retrofit: Expanded Hanger Bay (5)
Ion Cannons: Nothing
Turbolasers: Nothing
Title: Relentless (3)
Total = 162

Ship: Raider I-Class Corvette (44)
Officer: Nothing
Weapons Team: Gunnery Team (7)
Offensive Retrofit: Point-Defense Reroute (5)
Ordnance: Flechette Torpedoes (3)
Title: Impetuous (4)
Total = 63

Ship: Raider I-Class Corvette (44)
Officer: Nothing
Weapons Team: Gunnery Team (7)
Offensive Retrofit: Point-Defense Reroute (5)
Ordnance: Flechette Torpedoes (3)
Title: Instigator (4)
Total = 63

1 Squadron: TIE Bomber Squadron "Major Rhymer" (16)
6 Squadrons: TIE Defender Squadron (16ea)
Total = 112

Fleet Total = 400


The idea is to use the raiders to run interference with enemy squadrons, using the Instigator and Impetuous to lock up, disrupt and destroy squadrons allowing the TIE Defenders and Major Rhymer to get into striking range of enemy ships.
Admiral Chiraneau to get squadrons out of combat with enemy squadrons so they may focus on Ships, and Admiral Sloane to prevent use of defense tokens.
TIE Defenders will stay in range of Major Rhymer to receive his buff that does the following: Friendly squadrons at distance 1 can attack enemy ships at close range using all dice in their battery armament. Meaning 4 attacks per squadron or 5 when Flight Controllers is in effect against ships instead of 1, and because the TIE Defenders have "Bomber" all those attacks are able to crit as well.

Let me know what you guys think of this idea for a 400 Point Fleet.

Edited by grunnax93

Seems like a solid start. The point defense reroute does nothing, because you want your crits most of all. The gunnery team could technically let you shoot squads and a ship out the same arc, but ordnance experts will do way more for you in pretty much every situation. I’d also consider ditching Chiraneau; if your flight controllers Defenders can’t kill it quickly, it probably warrants your attention anyway. That frees up 24 points for a flotilla. A fourth activation is a big deal. Be aware that the Defender’s battery armament is one blue die. Lastly, Instigator could go if you want a bid, but that’s a matter of personal preference. This looks like fun, good luck!:)

You are confusing battery armament with anti-squadron armament. Rhymes does not allow the defenders to attack ships with their anti-squadron armament but allows them to use their single die battery armament at close range

1 hour ago, The Jabbawookie said:

Seems like a solid start. The point defense reroute does nothing, because you want your crits most of all. The gunnery team could technically let you shoot squads and a ship out the same arc, but ordnance experts will do way more for you in pretty much every situation. I’d also consider ditching Chiraneau; if your flight controllers Defenders can’t kill it quickly, it probably warrants your attention anyway. That frees up 24 points for a flotilla. A fourth activation is a big deal. Be aware that the Defender’s battery armament is one blue die. Lastly, Instigator could go if you want a bid, but that’s a matter of personal preference. This looks like fun, good luck!:)

What would you recommend for Squadron compossition? At 400 points i have access to 132 points of squadrons.

Here is the revised fleet so far.

Name: ISD Carrier and Squadrons
Faction: Imperial
Commander: Admiral Sloane

Assault: Precision Strike
Defense: Hyperspace Assault
Navigation: Superior Positions

Imperial I (110)
• Admiral Sloane (24)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Relentless (3)
= 152 Points

Raider I (44)
• Ordnance Experts (4)
• Flechette Torpedoes (3)
• Impetuous (4)
= 55 Points

Raider I (44)
• Ordnance Experts (4)
• Flechette Torpedoes (3)
• Instigator (4)
= 55 Points

Gozanti Cruisers (23)
• Bomber Command Center (8)
= 31 Points

Squadrons:
• Major Rhymer (16)
= 16 Points

Total Points: 309

The points cap on squads is 134. Your defender complement is definitely solid, and would work well with your low overall squadron command value (you don’t want your Raiders pushing squads, after all. ;)) Bomber command center would be smart with another admiral, but Sloane doesn’t want it because accuracies are why you’re bringing her. There’s no one right fighter wing to run, but with Sloane, don’t do rogues or bombers (except Defenders, sometimes Rhymer.) A conventional Sloane ace complement is Ciena Ree, Valen Rudor, Colonel Jendon, Maarek Stele, Howlrunner, Saber Squadron, Dengar and Mauler Mithel, for 134 points. I like to go a little riskier with Howlrunner, Dengar, 8 TIEs and 2 Lambdas for strong objective play and fighter superiority but fragile squads. The blog Cannot Get Your Ship Out has good breakdowns of every squadron, and Sloane herself.

I'd replace Point Defence Reroute with Quad Laser Turrets for the Counter 1. In my experience it can finish off a squadron at 1 or or set one to eliminate next Raider activation. Giving Rhymer a TIE Advanced gives it some protection with escort.

5 minutes ago, Qualitypunk said:

I'd replace Point Defence Reroute with Quad Laser Turrets for the Counter 1. In my experience it can finish off a squadron at 1 or or set one to eliminate next Raider activation. Giving Rhymer a TIE Advanced gives it some protection with escort.

I’m not convinced QLT is needed with a full wing of Sloane squadrons and two fleshtorp Raiders... If anything switching one to External Racks might be smart. The advanced could work, but it doesn’t benefit as much from Sloane or swarm. I’ve found Rhymer is often a low-priority target compared to crucial squads like Maarek, Jendon or Dengar; if you kill their squads or intel them, you’ll catch their ships Rhymer or not. That can be a similar argument for escort though, depending on what he’s running.

Within 112, you can do:

Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20)
• 2 x TIE Defender Squadron (32)
• Dengar (20)
• Major Rhymer (16)
= 109 Points

Total Points: 109

@The Jabbawookie and I agree on a powerful 134:

Squadrons:
• Ciena Ree (17)
• Valen Rudor (13)
• Colonel Jendon (20)
• Maarek Stele (21)
• Howlrunner (16)
• Mauler Mithel (15)
• Dengar (20)
• Saber Squadron (12)
= 134 Points

Total Points: 134