Ling's 300pt Squadron Support Sector Fleet build.

By Ling27, in Star Wars: Armada Fleet Builds

With the launch of Sector Fleet rules, I've been playing around with specialized 300 pt lists. Nothing that I feel is 100% optimized, but more designed to just fill a role in a 8 player game.

Quasar Fire I (54)
• Admiral Sloane (24)
• Instructor Goran (7)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Stronghold (5)
= 105 Points

Arquitens Command Cruiser (59)
• Flight Commander (3)
• Fighter Coordination Team (3)
• Reinforced Blast Doors (5)
• Heavy Turbolaser Turrets (6)
• Centicore (3)
= 79 Points

Gozanti Cruisers (23)
= 23 Points

Squadrons:
• Dengar (20)
• Howlrunner (16)
• 7 x TIE Fighter Squadron (56)
= 92 Points

Total Points: 299

The Centicore can be used to push 2 squadrons from each player due to its wording, so it would be good at pushing some squadrons around the side or something. The Stronghold Quasar can be used to get TIEs into the combat area relatively safely. The Quasar and Gozanti's arnt ment to be on the front line, but more just assist from supporting the second line and helping escort more valueable squadrons to their targets.

When you have sloane, It is almost always that you want max points in squadrons, especially with only 100 points in squadrons. Your build is alright I think, but it has too many upgrades. I would suggest something like this:

Gozanti Cruisers (23)
• Suppressor (4) (helps annihilate those tokens even faster!)
= 27 Points

Quasar Fire I (54) (keep the upgrades to a minimum and help your squads hit those star destroyers!)
• Admiral Sloane (24)
• Taskmaster Grint (5) (6 squads!)
• Flight Controllers (6) (more blue dice!)
• Boosted Comms (4) (I think the range helps you)
• Expanded Hangar Bay (5) (5 squads!)
• Squall (3) (Attack those star destroyers!)
= 101 Points

Arquitens Light Cruiser (54) (cheap and efficient damage. I didn't put it in here, but you could put on HOJ to keep your Quasar's brace active!)
• Intel Officer (7) (or Krennic when he comes out)
• Turbolaser Reroute Circuits (7) (maybe something else when Krennic comes out)
= 68 Points

Squadrons: (This squad build fully takes advantage of sloane... you might have to switch your TIE fighters to a jumpmaster to get some intel, but that is your call...)
• Colonel Jendon (20) (brutal wombo combo)
• Maarek Stele (21) (other side of the said wombo combo)
• Mauler Mithel (15) (expect a lot of non ace fighters, so mauler can tear through large groups at once... he also is brutal against aces)
• 2 x TIE Phantom Squadron (28) (Sloane red dice are the most fantastic thing on this planet!)
• 2 x TIE Fighter Squadron (16) (more sloane dice or a jumpmaster)
= 100 Points

Total Points: 296

Edited by Cleto0
1 hour ago, Ling27 said:

The Centicore can be used to push 2 squadrons from each player due to its wording,

Centicore doesn't get to push squadrons, it acts as a relay from your ships

1 hour ago, Cleto0 said:

Centicore doesn't get to push squadrons, it acts as a relay from your ships

Yeah, thats the point. Other players can have their squadrons hang out near it and move them through Centicore.

16 minutes ago, Ling27 said:

Yeah, thats the point. Other players can have their squadrons hang out near it and move them through Centicore.

Cool! I just wanted to make sure you understood what it did. Idk the wording kinda tricked me up. What do you think about my list?

Edited by Cleto0

I think it would work very well. Your build has a different idea than mine. Your's is more designed to push squadrons into attack range. Mine is to keep squadrons around and protect nearby squadrons. They are both effective and work on their own level.

In an eight-player game, isn't each player limited to only 75 pt. of squadrons?

I was brainstorming along similar lines, but for a six-player game, and came up with the following thoughts;

- If each of the three players takes 100 pts of squadrons:
• JumpMaster 5000 (12)
• 2 x TIE Advanced Squadron (24)
• 4 x TIE Defender Squadron (64)
= 100 Points

(I used non-uniques for this thought-exercise for ease really)

And the surmise is that letting one player command them would be beneficial because that player would be able to tailor their entire force (the other 300 pts of ships, upgrade & commander) to commanding squadrons (I reckon this as about the same assumption everyone her is working with)....

So, why not simply:

Quasar Fire I (54)
• Admiral Sloane (24)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
= 93 Points

3x Quasar Fire I (54)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
= 69 Points

This makes 300 pts. of ships & commander, gives 20 squadron orders (out of 21 squadrons in the 1200 pt fleet) before tokens.

It's a little squishy if the opposing team catches you out, but you're relying on your team to cover you....

Grint (or an empty officer slot) needs a very good reason to be on a Quasar when it could be Pryce/Squall. Unless Pryce is on an ISD somewhere else, the power of ten consecutive squad activations changes games before the first ship-to-ship fire has even begun.

@Benmartin Sloane only affects your squadrons, not those of your allies. But you could do this with Palpatine and an insane number of generic TIE Bombers, as he affects a target enemy instead.

I guess that's probably true for Sloane - I was thinking that she affects your ships, and your ships are the ones giving squadron commands (though to team-mates squadrons)....

I suppose that breaks the intent of that rule, though...

9 hours ago, Benmartin said:

In an eight-player game, isn't each player limited to only 75 pt. of squadrons?

Yes 25% only leaves you just over half of what a normal 400 point 134 Sloane list could take. Makes you think if Sloane is really worth it in 300 point battle groups?

I suppose you have to trim the fighters down to just including those that benefit most from Sloane. Either attacking ships with red/blue dice to apply damage/remove defence tokens, or to strip enemy aces of their tokens faster than usual and achieve squadron superiority. Get a fellow teammate to supply some intel and some escort capable fighters to keep your characters alive. Your ships can control them occasionally though you loose the Sloane benefit for that activation.

So here is my suggestion

Arquitens CL, DTT, RBD, Sloane 88.
Arquitens CL, TRC, Needa 63.
Quasar-I, Flight Controllers, Expanded Hangar, Boosted Comms, Grint 74.
Anti-ship option: 4 TIE-P, Tie-I, TIE-F 75.
Space Superiority option: 4 TIE-I, Howlrunner, Mauler 75.

4 minutes ago, Benmartin said:

I guess that's probably true for Sloane - I was thinking that she affects your ships, and your ships are the ones giving squadron commands (though to team-mates squadrons)....

I suppose that breaks the intent of that rule, though...

Not just intent: the letter of the rule is very specifically worded. Nowhere does she do anything involving your ships in any way, but rather your non-rogue squadrons (and their targets.) Those squadrons are the only beneficiaries of Sloane, whether they’re commanded or not (though of course they usually should be,) regardless of whether you’re commanding them or an ally. This “teammates’ stuff isn’t friendly” limitation only applies to commanders, though; a teammate’s squadrons can all benefit from your Norra’s crit, Dengar’s counter, Howlrunner’s extra die, etc. so long as they meet the usual requirements.