[RitR] Help with Imperial Squadron Focus

By grunnax93, in Star Wars: Armada Fleet Builds

So i need a hand with suggestions on building Imperial Squadron focus for RitR, this is what I have come up with, but not so sure.

Name: Task Force Squall
Faction: Imperial

Trait I: Repair Expert

Quasar Fire I (54)
• Boosted Comms (4)
= 58 Points

Quasar Fire I (54)
• Boosted Comms (4)
= 58 Points

Squadrons:
• JumpMaster 5000 (12)
• 2 x TIE Defender Squadron (32)
• 4 x TIE Bomber Squadron (36)
= 80 Points

Total Points: 196
________________________________________

Name: Task Fore Squall
Faction: Imperial

Trait I: Repair Expert
Trait I: Fighter Group Leader
Trait I: Rapid Deployment

Quasar Fire I (54)
• Taskmaster Grint (5)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Squall (3)
= 71 Points

Quasar Fire I (54)
• Flight Controllers (6)
• Boosted Comms (4)
= 64 Points

Squadrons:
• JumpMaster 5000 (12)
• 3 x TIE Defender Squadron (48)
• 6 x TIE Bomber Squadron (54)
= 114 Points

Total Points: 249

I don’t have great confidence in massed TIE Bombers in this format; you’re gonna do fine unless you hit an opponent who’s got like, Biggs, Jan, and four X-Wings, or a bunch of YT-2400s or something, and then you’re gonna get smeared. You need to have a more threatening anti-squadron presence than two TIE Defenders.

I also feel strongly that you should always, always take two aces to start an RitR campaign. It’s one of the most affordable and potentially impactful improvements you can make to a starting task force, and aces aren’t always easy to get once things get rolling. Even if all you do is drop two TIE Bombers for Gamma Squadron and Tempest Squadron, you’ve made a meaningful improvement to your fighter wing, and spent what, four points (though for the record, I think you can do better than that)?

I’m also pretty sure you’re gonna regret having two Quasar Fires. That amount of Squadron-pushing power is barely useful in 400-point; here it’s overkill. If you meet an opponent who’s somehow able to delay or defeat your bombers (and you will, ‘cause they suck at fighting) those Quasars are a big, fat, juicy pot of gold at the end of the rainbow. They’re awful at fighting on their own, and one of them should probably become something more resilient.

Finally, just a tip: it’s nice to imagine what you may want to build your fleet into at the 250 mark, but you should wad that up and throw it away. You’re gonna change your mind almost immediately after you see what your opponents bring to the table, which bases you were able to secure, and what upgrades end up being available after round one. You will be forced to take what’s in front of you.

I agree with basically all of the above, except the part where the Quasars get saved for last. They'll be targeted before then. A VSD-1 might be a good way to get cheap hull on the table, or even an Arq/GSD. Just something that can flank/run away in 3x3 confines without being a sitting duck.

Regarding the squads, you already know Maarek + Jendon is the meta combo. Ace Vader might be a fun option, because fewer squads on the table means fewer things to kill him while he goes on a rampage. Or maybe Valen to hide behind the bombers, or Mauler to make Biggs sad, or Ciena to be a pretty self-sufficient dogfighter. So many fun choices.

Edit: If you do pick Jendon, it kind of allows you to drop Boosted Comms for Squall (thanks relay) without needing to go on a specific mission to get the title.

Edited by The Jabbawookie