Trying my hand at Imperials

By EbonHawk, in Star Wars: Armada Fleet Builds

Commander: Admiral Sloane

Assault Objective: Surprise Attack
Defense Objective: Asteroid Tactics
Navigation Objective: Solar Corona


[ flagship ] Quasar Fire I-class Cruiser-Carrier (54 points)
- Admiral Sloane ( 24 points)
- Pursuant ( 2 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Expanded Hangar Bay ( 5 points)
= 95 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Iden Versio ( 6 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- External Racks ( 3 points)
= 87 total ship cost

Raider I-Class Corvette (44 points)
- Instigator ( 4 points)
- Commander Gherant ( 2 points)
- Ordnance Experts ( 4 points)
- Flechette Torpedoes ( 3 points)
= 57 total ship cost

Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
- Emperor Palpatine (off) ( 3 points)
= 30 total ship cost

Gozanti-class Cruisers (23 points)
- Hondo Ohnaka ( 2 points)
- Comms Net ( 2 points)
= 27 total ship cost

3 TIE Defender Squadrons ( 48 points)
1 Maarek Stele ( 21 points)
1 Valen Rudor ( 13 points)
1 Colonel Jendon ( 20 points)
= 102 total squadron cost

Pure theory idea

Instigator locks down squads with title and flechettes, due to sqaud focus Gherant removes most advantages from bombers making their crits/hits. Also stops apts/hie etc. It activates valen or leaves him to sqaud phase

Hondo sqaud to Demo, nav to raider.

Basic demo, with versio for added survivability, plus raid token after using racks.

Palp/suppressor token abuse.

Qauser activates sqauds with FC for slone boost, slone also makes defenders 100% anti ship profit. Pursuant for slicer protection

I’d swap Gherant for Kallus. Gherant stops the crit resolving not the hit going through. Kallus adds an extra die for named squads (black if looking for crit to activate FT’s, although you aren’t guaranteed as you have Sloane and not Screed).

This fleet has potential, but I have 2 major issues with it: it's fragile, and it's reliant on flak to win a squadron game despite being very invested into squadrons. It becomes very hard to be proactive against fleets with a squadron presence, but that doesn't always work both ways.

For instance, a Starhawk with a large rogue wing creates problems here: you can't kill the Starhawk with your ships, you can't bomb it with your squadrons (no Intel, and not a full wing to win a fight) and the Rogues have zero obligation to strike first in range of that Raider. Similar for an SSD: yes, the squads can bomb. But your offensive presence consists of Demo and 6 squads, versus Ravager, who can nullify half the fighters' efforts through repair commands. Or if 134 points of Sloane fighters don't go near the Raider, they can bomb something else back to back with Pryce and leave if they somehow didn't do crippling damage.

Because Ravager exists there's a better case for Defenders now, but remember non-bombers will do something 15 times out of 16, so it's not like the Defenders are amazing against ships by comparison. It's more about dealing with extensive flak.

It's probably worth thinking about dropping the Comms Net Gozanti or the Raider in favor of more squads (because 2/3 of the fleet is committed to them.) You have the ability to command 8 squads with Suppressor + the Quasar, if you slap an EHB on it. If you're worried about flak support, consider upgrading to flak Demo.

If you keep the Raider, I'd run Iden on it for better survivability against bombers, then take Brunson on Demo for the same effect (but better at medium/long/extreme range since you can evade normally.)

Pursuant is... good? It's still not Squall, and the officer slot is empty. Throw in SFO, keep the higher damage against squadless fleets Squall offers. This list needs damage. If you don't do that, Pryce. An empty Quasar officer slot is a sin.

Asteroid Tactics can be used against you on a key turn. The list doesn't have Avenger, and the carriers aren't the damage sources (unlike an ISD), so if an opponent lands on a rock and gets their brace back, there's not a lot Demo can do about it. Fighter Ambush is alright, or Planetary Ion Cannon can really turn the screws to defense tokens. Superior Positions offers the same deployment bonus and wins games on its own with a full squadron wing. Also unlikely to be turned against you.

Edited by The Jabbawookie

I agree with @The Jabbawookie , the OP's fleet lacks a heavy hitter or enough squadrons to kill an enemy large ship.

My Sloane builds usually consist of a TIE Swarm to discard ships' defense tokens and overwhelm/occupy enemy squadrons; then I use an ISD to destroy the enemy's primary ship.

Another reason I use an ISD with Sloane is the Avenger title, because you can't guarantee that squadrons will discard all of a ship's defense tokens in a single round; it could take multiple rounds to get them all, depending on how many squadrons your have and how badly you roll. The Avenger title mitigates unlucky rolls because you just need to exhaust all of the target ship's defense tokens and then they're useless when Avenger attacks.

As much as I like the TIE Defender, I rarely ever use them with Sloane because you want as many squadrons as possible for attacking ships to discard their defense tokens, but a Defender is twice the point cost of a TIE Fighter, which means fewer chances to use Sloane's ability. Also, Defenders have Bomber, so you'll want to use their Crits to inflict face-up damage to ships, not reroll them to try for Accuracy's; whereas TIEs whiff on Crits, so there's every reason to reroll them.

Demolisher can inflict heavy damage and kill small ships in one activation, but virtually any large ship (Rebel or Empire) can endure it. If you had a heavy hitter to weaken the enemy ship first, Demolisher would have a much better chance to swoop in and finish it off. The total points for this build is 398, so it's unlikely the OP will be 1st player and be able to last-first so Demo can escape the ship's front and side arcs. That means the opponent will activate that ship first the next round and probably one-shot Demolisher -- even with Iden Versio. It's better to drop Iden Versio for a higher Initiative Bid so Demo can last-first and escape.

The Gozanti with Suppressor and Palpatine is triple redundant and unnecessary because you chose Sloane as your Commander. With another Commander, Suppressor and Palpatine is a crafty combination because shooting a Goz is risky thanks to Scatter and Palpatine punishes the attacker for the attempt, so they probably won't attack, which allows Suppressor to keep doing its thing. But after Sloane discards all of the enemy's defense tokens, both Suppressor and Palpatine become useless.

I'd only use the Gozanti with Comms Net, let it linger in the rear, and not bother with an Officer; it's only other purpose is a ship activation.

I've used the Raider-I with Instigator, Flechette Torpedoes, and OE, but I always equip Kallus. I only use this Raider config if I'm light on squadrons -- usually my TIE Trio (Ree, Rudor, and Howl), so I can trap enemy squadrons, tap them with Flechettes, and kill them with my Howl-boosted TIEs. However, it would be smarter to drop the Raider and take Dengar and more TIEs instead, because Dengar will allow the TIEs to attack ships (unless the enemy has the rarely equipped Transponder Net upgrade).