TIES TIES TIES AND MOAR TIES.

By Packerman29, in Star Wars: Armada Fleet Builds

TIES!!! (383/400)
Empire

Commander: Admiral Sloane

[flagship] Imperial II-class Star Destroyer (120)
- Admiral Sloane (24)
- Electronic Counter Measures (7)
- Leading Shots (4)
- Boosted Comms (4)
- Governor Pryce (7)
- Quad Battery Turrets (5)
- Gunnery Team (7)
= 178 total points

Quasar Fire I-class Cruiser-Carrier (54)
- Squall (3)
- Expanded Hangar Bay (5)
- Boosted Comms (4)
- Taskmaster Grint (5)
- Flight Controllers (6)
= 77 total points

Squadrons (128/134):
1x Howlrunner Tie Fighter Squadron (16)
1x Valen Rudor TIE Fighter Squadron (13)
1x Mauler Mithel Tie Fighter Squadron (15)
8x Tie Fighter Squadron (64)
1x Punishing One - Dengar (20)

Edited by Packerman29

Avenger > Relentless, Pryce > Strategic Adviser. 2 activations to 3 isn’t a big change, going last is. Also you have an illegal wing (139 points.) Dropping a TIE will boost your bid, and you couldn’t command all of those anyway. In fact, I’d still fuse 4 of the generics into 2 aces. Looks good!

11 minutes ago, The Jabbawookie said:

Avenger > Relentless, Pryce > Strategic Adviser. 2 activations to 3 isn’t a big change, going last is. Also you have an illegal wing (139 points.) Dropping a TIE will boost your bid, and you couldn’t command all of those anyway. In fact, I’d still fuse 4 of the generics into 2 aces. Looks good!

Fixed. And thanks!

Consider Thrawn, because he can really help you out, and I wouldn't expect too much from that fighter wing with Sloane, which almost feels unnecessary here. a dedicated squad ball (anything over 70 points) can prob hold it off. I do like it with thrawn against a raddus or another thrawn two ship... Just watch out for another mauler and intel :) .

59 minutes ago, Cleto0 said:

Consider Thrawn, because he can really help you out, and I wouldn't expect too much from that fighter wing with Sloane, which almost feels unnecessary here. a dedicated squad ball (anything over 70 points) can prob hold it off. I do like it with thrawn against a raddus or another thrawn two ship... Just watch out for another mauler and intel :) .

Sloane makes those ties actually do something, it would be bad against ships otherwise. Squalled 5 blue dice ties will eat aces alive and trade up; they used to be my go-to.

Edited by The Jabbawookie
6 hours ago, The Jabbawookie said:

Sloane makes those ties actually do something, it would be bad against ships otherwise. Squalled 5 blue dice ties will eat aces alive and trade up; they used to be my go-to.

good against aces, but are you paying for sloane to take out aces (152 points when you could just hold them off and go for more ships or something to get a 400 by ignoring squads (not 100% :) ))? potentially, you could pop 2 aces in one turn using just Howl+mauler and FC... I just don't see your ISD living long when it can't navigate and you get stuck in a killbox

Squall 6* TIEs (4+grint+EHB)

Edited by Cleto0
last bit :)
8 minutes ago, Cleto0 said:

good against aces, but are you paying for sloane to take out aces (152 points when you could just hold them off and go for more ships or something to get a 400 by ignoring squads (not 100% :) ))? potentially, you could pop 2 aces in one turn using just Howl+mauler and FC... I just don't see your ISD living long when it can't navigate and you get stuck in a killbox

Squall 6* TIEs (4+grint+EHB)

Good against everything but heavy flak. And Sloane’s there at least as much for fighting ships as squads. For their cost, generic TIEs are the best source of blue dice and hull the Empire has (YV-666 aside for obvious reasons.)