Just another nonsensical idea from identifying a possible fun combo. Squall can fling unengaged squadrons while phantoms can disengage themselves every end of round with cloak. So in theory: squadrons get into the Ball of Bedlam(Squadron fight) and 3 phantoms disengage from the chaos at end of round. Squall flings them 2 then flings them their normal 4 to go bomb another ship. That's distance 6 from the squad fight, meaning enemy squads that can disengage from the other friendly squadrons would take a while to reach them. The phantoms can freely bomb for a while and the cloak can help them reposition for next turn without carrier assist. This can be both a surprise move as well as huge threat radius so if opponent sees it coming might spread his squad ball out.
How to make this work: I think there are some compulsory components needed for this build. Firstly Sloane to give phantoms more bombing power. Escorts like advanced in the squad ball might be good to stop the enemy alpha from chewing the phantoms first. Also good maneuvering skillz as Squall needs to be at medium to fling them 2
So what other things would be good to fill out this list? Here's my current scratch build:
The Phantom Squall (111/399/400)
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Imperial II-class Star Destroyer (120 + 52: 172)
+ Admiral Sloane (24)
+ Gunnery Team (7)
+ Electronic Countermeasures (7)
+ Leading Shots (4)
+ XX-9 Turbolasers (5)
+ Avenger (5)
Quasar Fire I-class Cruiser-Carrier (54 + 12: 66)
+ Expanded Hangar Bay (5)
+ Boosted Comms (4)
+ Squall (3)
Gozanti-class Cruisers (23 + 2: 25)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2: 25)
+ Comms Net (2)
Dengar (20)
3 x TIE Phantom Squadron (3 x 14)
2 x Tie Advanced Squadron (2 x 12)
Black Squadron (9)
2 x Tie Fighter Squadron (2 x 8 )
Most Wanted
Hyperspace assault
Superior Positions