New Imp player trying to use carriers

By Sobonis01, in Star Wars: Armada Fleet Builds

This is my list so far it, I am still working on learning objective cards. I have played about 4 games, and I wanted to see if anyone could give me advise. Thank you

Assault:
Defense:
Navigation:

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• H9 Turbolasers (8)
• Warlord (8)
= 111 Points

Quasar Fire I (54)
• Admiral Sloane (24)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Pursuant (2)
= 95 Points

Victory II (85)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Quad Battery Turrets (5)
= 100 Points

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

Total Points: 398

For a Sloane list only 92 points of squadrons is a little light (unless you are playing the sector rules as part of a multiplayer game when 25% max applies).

I would drop H9 and Warlord and put Leading shots on both VSDs. It gets you another TIE fighter and you still haven't used up all your eleven squadron control value. I would also suggest SFOs on the VSDs. as your TIEs start to die the SFO can allow a VSD to quickly cancel squadron commands into something else like repair or navigate.

Missions could be Station Assault, Contested Outpost and Solar Corona (or Dangerous Territiory).

You could change one VSD into GSD-I with Demolisher, ACMs & OE. Get Demolisher to do a squadron command on turn two but aftert that the others can cope (possibly Ex-hangar on the remaining VSD). It would free up 20-25 points for more squadrons but in this case I would suggest fewer better squadrons like TIE Interceptors and a few aces like Mauler, Valen, Steele or Ciena etc to put less pressure on your squad control capacity.