My first squadron fleet

By Sobonis01, in Star Wars: Armada Fleet Builds

Hello, I have been playing Onager 5 ship for over 7 months and I want a break. I went in the opposite direction. The arqs are there to add fire support while the squadrons win air superiority than move onto the ships.

any advice?

Fighter List Mk1 (400/400)
Empire

Commander: Admiral Sloane

Objectives: Fighter Ambush, Superior Positions, Most Wanted

[flagship] Quasar Fire I-class Cruiser-Carrier (54)
- Admiral Sloane (24)
- Pursuant (2)
- Boosted Comms (4)
- Expanded Hangar Bay (5)
- Taskmaster Grint (5)
- Flight Controllers (6)
= 100 total points

Gozanti-class Cruisers (23)
- Comms Net (2)
- Reserve Hangar Deck (3)
= 28 total points

Arquitens-class Command Cruiser (59)
- Advanced Projectors (6)
- Linked Turbolaser Towers (7)
= 72 total points

Arquitens-class Command Cruiser (59)
- Advanced Projectors (6)
- Linked Turbolaser Towers (7)
= 72 total points

Squadrons (128/134):
1x Darth Vader Tie Advanced Squadron (21)
1x Tie Advanced Squadron (12)
1x Howlrunner Tie Fighter Squadron (16)
1x Mauler Mithel Tie Fighter Squadron (15)
1x Punishing One - Dengar (20)
4x Tie Interceptor Squadron (44)

The Arquitens look expensive, almost a naked VSD-I cost. Advanced projectors isn't good with only 8 shields when you can access 6 of them anyway using your two redirects. Also CC versions are more expensive than CLs for a bit more squadron value.

Take an Arquitens CL with Needa & TRC, add RBD if you fancy staying power but I usually go without. This frees up 4 or 9 points which can get you an ACM OE Demolisher and maybe Brunson in place of the other kitten. Demolisher is a whole other threat the enemy have to deal with and it can easily get in the way of enemy attempts to burst through to get at the flagship.

Squads are ok. Watch out for massed interlocking flak with those fragile interceptors. Marek would be good in place of Vader. He hits hard and bombs well. Jendon and a jump master could replace Dengar & Tie-A and the jumpy can resurrect through the reserve hangar. You should only need the Intel once to get a second ramming attack from mauler, by then the fighter battle should be going your way. Jendon also gives the flotilla the equivalent of boosted comms using relay and the Arquitens/demo could even plot a squad command turn 2-3 or bank a squad token turn one and use it through the relay. If you can find a spare point upgrade an interceptor to Sabre squadron, if used twice a turn via Jendon with Howlrunner close by and flight controllers on one of those attacks is great fun. 11 dice with 2 swarm rerolls can really ruin Jan Oors' day no matter how many X-Wings she is sat in the midst of. Mauler can ram off her last point of damage if she manages to brace twice or you roll bad.

10 hours ago, Mad Cat said:

The Arquitens look expensive, almost a naked VSD-I cost. Advanced projectors isn't good with only 8 shields when you can access 6 of them anyway using your two redirects. Also CC versions are more expensive than CLs for a bit more squadron value.

Take an Arquitens CL with Needa & TRC, add RBD if you fancy staying power but I usually go without. This frees up 4 or 9 points which can get you an ACM OE Demolisher and maybe Brunson in place of the other kitten. Demolisher is a whole other threat the enemy have to deal with and it can easily get in the way of enemy attempts to burst through to get at the flagship.

Squads are ok. Watch out for massed interlocking flak with those fragile interceptors. Marek would be good in place of Vader. He hits hard and bombs well. Jendon and a jump master could replace Dengar & Tie-A and the jumpy can resurrect through the reserve hangar. You should only need the Intel once to get a second ramming attack from mauler, by then the fighter battle should be going your way. Jendon also gives the flotilla the equivalent of boosted comms using relay and the Arquitens/demo could even plot a squad command turn 2-3 or bank a squad token turn one and use it through the relay. If you can find a spare point upgrade an interceptor to Sabre squadron, if used twice a turn via Jendon with Howlrunner close by and flight controllers on one of those attacks is great fun. 11 dice with 2 swarm rerolls can really ruin Jan Oors' day no matter how many X-Wings she is sat in the midst of. Mauler can ram off her last point of damage if she manages to brace twice or you roll bad.

I started off using marek steel and his friend. But the cost of the two and the fact that I would use of two ace squadrons caps for them. I prefer Vader as he allows me to keep the other aces alive and does good damage. I was thinking of switching to fel in place or mauler. The tie-a is a redundant escort to keep the other guys alive. I will try the demo suggestion out though , and trc arq.

On 11/13/2020 at 9:49 PM, Sobonis01 said:

Hello, I have been playing Onager 5 ship for over 7 months and I want a break. I went in the opposite direction. The arqs are there to add fire support while the squadrons win air superiority than move onto the ships.

any advice?

Fighter List Mk1 (400/400)
Empire

Commander: Admiral Sloane

Objectives: Fighter Ambush, Superior Positions, Most Wanted

[flagship] Quasar Fire I-class Cruiser-Carrier (54)
- Admiral Sloane (24)
- Pursuant (2)
- Boosted Comms (4)
- Expanded Hangar Bay (5)
- Taskmaster Grint (5)
- Flight Controllers (6)
= 100 total points

Gozanti-class Cruisers (23)
- Comms Net (2)
- Reserve Hangar Deck (3)
= 28 total points

Arquitens-class Command Cruiser (59)
- Advanced Projectors (6)
- Linked Turbolaser Towers (7)
= 72 total points

Arquitens-class Command Cruiser (59)
- Advanced Projectors (6)
- Linked Turbolaser Towers (7)
= 72 total points

Squadrons (128/134):
1x Darth Vader Tie Advanced Squadron (21)
1x Tie Advanced Squadron (12)
1x Howlrunner Tie Fighter Squadron (16)
1x Mauler Mithel Tie Fighter Squadron (15)
1x Punishing One - Dengar (20)
4x Tie Interceptor Squadron (44)

There are two places you never want your Commander. The first is on a Nebulon-B. The second is on a Quasar Fire.

Quasars are one of the Empire’s most fragile ships, and they’re not fast or maneuverable enough to escape when pressured. Any kind of pressure, and this thing will just evaporate. Unfortunately, putting Sloane aboard an Arquitens isn’t much safer. This is why the so-called “Imperial Two-Ship” list is so popular: it basically has a Quasar (Empire’s best carrier) and one exceptionally powerful and well protected warship (typically an ISD or an Onager). You put the Commander and anything else that doesn’t need to be on the Quasar on the warship, and you put as little as possible on the Quasar, and you try and smash through your opponent’s biggest, most expensive target (or a bunch of his smaller ones) FAST, and hopefully escape with one or the other of your two ships and win.

Take those Kittens and smash them together and build a 140-point behemoth. Put Sloane on THAT. And find the points to get Maarek Stele and Colonel Jendon in there. I haven’t built any lists since the 4 Ace Limit, but I know they’re worth it. Jendon basically clones the best squadron in your fleet, and Stele usually IS the best squadron in your fleet. Jendon’s Relay is also really good. Start with them. Everything else is secondary.

I thought of Marrke, but I felt that Vader with his escort could keep the other aces alive would be better. If I could find away to get both of in a list that would be sweet. Anyone have thoughts on the usefulness of reserve hanger bays?

Fighter List Mk3 (400/400)
Empire

Commander: Admiral Sloane

Objectives: Fighter Ambush, Solar Corona, Most Wanted

[flagship] Imperial II-class Star Destroyer (120)
- Admiral Sloane (24)
- Electronic Counter Measures (7)
- Leading Shots (4)
- Reserve Hangar Deck (3)
- Strategic Adviser (4)
- XI7 Turbolasers (6)
- Gunnery Team (7)
= 175 total points

Quasar Fire I-class Cruiser-Carrier (54)
- Expanded Hangar Bay (5)
- Boosted Comms (4)
- Flight Controllers (6)
= 69 total points

Gozanti-class Cruisers (23)
- Comms Net (2)
- Reserve Hangar Deck (3)
= 28 total points

Squadrons (128/134):
1x Darth Vader Tie Advanced Squadron (21)
1x Tie Advanced Squadron (12)
1x Punishing One - Dengar (20)
4x Tie Interceptor Squadron (44)
1x Mauler Mithel Tie Fighter Squadron (15)
1x Howlrunner Tie Fighter Squadron (16)

I like reserve hangar decks and I think they're good. They're very annoying for your opponent. It can be worth throwing a couple of interceptors forward very early to do damage and get killed fast so that you can replace them.