A small Sloane of one million ties

By Darth Sanguis, in Star Wars: Armada Fleet Builds

A Small Sloane of One Million Ties
Author: Darth Sanguis

Faction: Galactic Empire
Points: 388/400

Commander: Admiral Sloane

Assault Objective: Station Assault
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Sloane ( 24 points)
- Avenger ( 5 points)
- Captain Needa ( 2 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
- SW 7 Ion Batteries ( 5 points)
= 181 total ship cost

Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
- Jamming Field ( 2 points)
= 29 total ship cost

Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
- Jamming Field ( 2 points)
= 29 total ship cost

Gozanti-class Cruisers (23 points)
- Boosted Comms ( 4 points)
- Comms Net ( 2 points)
= 29 total ship cost

15 TIE Fighter Squadrons ( 120 points)

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Who else can't wait for Sloane powered tie swarms? Wave 6 cannot arrive soon enough lol

Shame the title of the Vigilance isn't out..

If you are going to add avenger take boarding troops

7 minutes ago, chr335 said:

If you are going to add avenger take boarding troops

And give up gunnery teams? No way.... I'm confident 15 fighters with free crit rerolls will either do enough damage to compliment the ISD just fine or give me the accuracy necessary to hit them without defenses...

How are you activating 15 ties?

10 through the 3 gozantis and the isd then 5 to either run screen or add damage during squad phase [3(2)+4]+5=15 <--- i think? lol

12 minutes ago, Darth Sanguis said:

10 through the 3 gozantis and the isd then 5 to either run screen or add damage during squad phase [3(2)+4]+5=15 <--- i think? lol

The Gozanties if I am reading right can only activate 6 as equipped 9 if all 3 have tokens and the ISD can only active 5 if it has a token.

11 minutes ago, chr335 said:

The Gozanties if I am reading right can only activate 6 as equipped 9 if all 3 have tokens and the ISD can only active 5 if it has a token.

The gozantis will each activate 2 for a total of 6, the ISD will activate 4 bringing the total to 10. The remaining 5 squads will be an antifighter screen or extra bombers activated during the squadron phase.

Not every fighter must be activated by a ship, I've finished off plenty of ships with a a well placed squad during squad phase.

What about swapping in EHBs on the two jamming field Goz? They want to be more up in the mix anyhow

You issue is those tie's you're not using...they are worthless.

The swarm only works if you can wield it in full waves, and any fighters not activated to support your main thrust are dead weight.

ALPHA ALPHA ALPHA ALPHA ALPHA period.

This is why Sloane pairs well with the high squadron ships, those gonzo's push 3....4 with a token and expanded hangars.

1 hour ago, Gottmituns205 said:

You issue is those tie's you're not using...they are worthless.

The swarm only works if you can wield it in full waves, and any fighters not activated to support your main thrust are dead weight.

ALPHA ALPHA ALPHA ALPHA ALPHA period.

This is why Sloane pairs well with the high squadron ships, those gonzo's push 3....4 with a token and expanded hangars.

I disagree. Completely. I've played some 120+ games and having flexibility in fighter activation has NEVER been a fault. Waves 3-5 have spoiled players into that line of thinking. Alpha strikes are great... not required. Squadrons can do wonders in squadron phase, and having up to 5 extras to choose between during ship activation adds flexibility.

there are improvements this fleet could make.... switching out ties for a Jendon/Stele combo and/or adding Rhymer for medium range tie attacks... but I do not believe every fighter MUST be activated by ship. It hasn't been a must in the past and I doubt it ever will be.

15 hours ago, Darth Sanguis said:

I disagree. Completely. I've played some 120+ games and having flexibility in fighter activation has NEVER been a fault. Waves 3-5 have spoiled players into that line of thinking. Alpha strikes are great... not required. Squadrons can do wonders in squadron phase, and having up to 5 extras to choose between during ship activation adds flexibility.

there are improvements this fleet could make.... switching out ties for a Jendon/Stele combo and/or adding Rhymer for medium range tie attacks... but I do not believe every fighter MUST be activated by ship. It hasn't been a must in the past and I doubt it ever will be.

Agreed. Worst case scenario, you still have ten TIEs throwing a total of 30 blue dice at the enemy while five more TIEs show up to help in the next round. And let's be real, you never have to worry about enemy bombers unless they do something with Rapid Launch Bays and you somehow don't see it coming.

2 minutes ago, Hockeyzombie said:

you still have ten TIEs throwing a total of 30 blue dice at the enemy while five more TIEs show up to help in the next round

and they get swarm rerolls...

20 hours ago, Alzer said:

What about swapping in EHBs on the two jamming field Goz? They want to be more up in the mix anyhow

I could, it would get me an extra two tie activations during ship phase, but it also means my point total goes up to 398, which pretty much ensures I will lose the bid.

With an ISD fleet, it's been my experience that, a low bid and objectives can be very important. Could mean the difference between having that 1 extra activation over the enemy to make Avenger work perfect or maybe even force me into a disadvantage in deployment.