Deathmatch, non tournament legal Fleet

By CinnWolf, in Star Wars: Armada Fleet Builds

Name: Untitled Fleet
Faction: Imperial
Commander: Admiral Sloane

Assault:
Defense:
Navigation:

Quasar Fire II (61)
• Flight Controllers (6)
• Boarding Troopers (3)
= 70 Points

Arquitens Command Cruiser (59)
• Admiral Sloane (24)
• Damage Control Officer (5)
• Engineering Team (5)
• Redundant Shields (8)
= 101 Points

Squadrons:
• Darth Vader (21)
• TIE Advanced Squadron (12)
• Soontir Fel (18)
• TIE Interceptor Squadron (11)
• Major Rhymer (16)
• TIE Bomber Squadron (9)
• 12 x TIE Fighter Squadron (96)
• 2 x Mandalorian Gauntlet Fighter (40)
= 223 Points

Total Points: 394

The arqu will be running around, doing nothing but repair dials, going at speed 3, avoiding enemies.

All the while, the Quasar will be guiding the fighters to tEAR THE ENEMIES APART. Using TIE Advanced/ Vader to protect my bombers.
This is just for fun, not meant to be super good.

There doesn't seem to be much need for the boarding troopers or Sloan's token shedding ability if the only thing you are then going to hit the enemy with is 2 blue or 3 red dice without so much as a reroll or turbolaser upgrade. Also with 6 activations (assuming the flagship does a squadron command - which you said it probably won't) you will have trouble getting use out of your 18 non rogue fighters.

You will need a boosted Comms to stop the Quasar dying as soon as the lasers start flying. Flagship could find Engine techs is a better way to stay alive. Fighters could look to swap out a little quantity for quality such as TIE-Ds or a collection of ACEs like Howlrunner, Mauler, Dengar, Valen, Fel, Cienna etc. You could instead ditch Sloane and take a load of rogues to act independently like Bossk, Mona, IG88, Several Decimators/firesprays and a few non rogues like some Intel, an Escort & Mauler.

For a fun legal force how about

3 Quasars with EH, BC & flight controllers with 12 TIE-F, 2 TIE-I & Howlrunner.

Leaves you 35 points for officers, ship titles and a Supressor Gozanti. Or spend the 35 upgrading one Quasar to a VSD with a few gun upgrades.

4 hours ago, CinnWolf said:

Name: Untitled Fleet
Faction: Imperial
Commander: Admiral Sloane

Assault:
Defense:
Navigation:

Quasar Fire II (61)
• Flight Controllers (6)
• Boarding Troopers (3)
= 70 Points

Arquitens Command Cruiser (59)
• Admiral Sloane (24)
• Damage Control Officer (5)
• Engineering Team (5)
• Redundant Shields (8)
= 101 Points

Squadrons:
• Darth Vader (21)
• TIE Advanced Squadron (12)
• Soontir Fel (18)
• TIE Interceptor Squadron (11)
• Major Rhymer (16)
• TIE Bomber Squadron (9)
• 12 x TIE Fighter Squadron (96)
• 2 x Mandalorian Gauntlet Fighter (40)
= 223 Points

Total Points: 394

The arqu will be running around, doing nothing but repair dials, going at speed 3, avoiding enemies.

All the while, the Quasar will be guiding the fighters to tEAR THE ENEMIES APART. Using TIE Advanced/ Vader to protect my bombers.
This is just for fun, not meant to be super good.

And good it is not, but would you like some help making sense of this list and making it logical? For instance... Repairing on an Arq isnt something that great, and you are sinking a lot of points into "defensive capabilities". Redundant Shields is not good for the arq, but Advanced projectors would do better... Do you want more activations? do you want better squadrons? Do you have CC? I can tell you are just playing with 1 copy of each set, and would hazard a guess that you do not own the CC campaign.

Edited by Cleto0