Dispatch all TIE Fighters! "Sloane"

By samsunggg, in Star Wars: Armada Fleet Builds

Hey guys, I just received today my Quasar Fire ship & admiral Sloane.
Obviously she is really strong with only TIE F/I, cause she makes them like bombers. I tried to build around a heavy squadron fleet, with 4 activations. If you're wondering why there are no 2 gozanti cruisers = I only owe one gozanti, thats why ;)
Versus which fleet does this setup perform well/weak?

Sloane TIE Swarm

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Minefields

Quasar Fire I-class Cruiser-Carrier (54 points)
- Squall ( 3 points)
- Flight Commander ( 3 points)
- Expanded Hangar Bay ( 5 points)
= 65 total ship cost

Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
- Flight Commander ( 3 points)
- Comms Net ( 2 points)
= 30 total ship cost

[ flagship ] Victory II-Class Star Destroyer (85 points)
- Admiral Sloane ( 24 points)
- Warlord ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Disposable Capacitors ( 3 points)
- Leading Shots ( 4 points)
= 132 total ship cost

Arquitens-class Command Cruiser (59 points)
- Hand of Justice ( 4 points)
= 63 total ship cost

4 TIE Fighter Squadrons ( 32 points)
1 "Howlrunner" ( 16 points)
2 TIE Bomber Squadrons ( 18 points)
4 TIE Interceptor Squadrons ( 44 points)

Edited by samsunggg

I'd drop the bombers for more ties, after all they don't benefit from Sloane at all.

Those bombers are just fine in my opinion. Either that or more ships... I say no more than 80p of pure Anti-Fighter in the fleet if even that, it just make you vulnerable. The extra hull on the bombers and their more consistent damage with potential for crits are important in a Carrier focused fleet, no matter if you run Sloane or not.

I have run Sloane now a couple of times and used exactly these four ships in a 400p battle the other day. Had four bombers (Gamma Squadron and three Ties) and a bomber command center and about 6 Tie-fighters/interceptors a Lambda and a Jump Maser.

I like Flight Controllers on the Quasar for that hard hitting strike on turn two and three against enemy squadrons, The quicker they go the more time and room you have with attacking enemy ships with your squadrons.

All of the following is my own opinion, I rarely "win" games but I often go 6-5 and 5-6 more often than not due to my terrible decisions to always toss ships at ships and squadrons at squadrons because I enjoy things exploding.

I feel the bombers are just fine, you're giving a double threat to someone who has a pure fighter screen, no matter WHAT he chooses to chase and lock down, he has to pick either Sloanes fighters, or the bombers. He cannot commit to blocking both.

Locks down your fighters? No sweat, you spend (some or all) your squadron activations on your bombers if ships are posing a bigger threat and you need to get pure damage on target. Activate and use your fighters in the squadron phase.
Locks down your bombers? Cool, you send (some or all) your squadron activations on your fighters and they go nuke the fighter screen or go single out a ship and strip tokens / deal damage.

No matter what the other player is using, unless it's max squadron fighter screen, he'll have to choose which he feels is the greatest threat to his fleet.
This is one of those cases where a rebel or Imperial cannot bring 2 or 3 fighter aces and feel like it's enough to stop that amount of squadrons unless he has a dedicated AA ship or having to choose his ships to shoot AA at squadrons instead of your ships.

I feel like your objectives could work out better for you. Can you explain to me your choices?

Assault Objective: Most Wanted
Understandable pick for what fleet you are running.

Defense Objective: Fighter Ambush
I understand why you feel like you should pick this objective, but I don't feel like it's one that's going to be all that helpful to you. Your setting aside your entire squadron force from being unable to be deployed, which, against a MSU, could come back to bite you.
I feel there are other Defense objectives that could greater benefit your fleet.


Navigation Objective: Minefields
I'd prefer Superior Positions myself, if anyone brings strategic, your mines could get tossed right back at you.

Thanks for the replies. You might see, I've never played a focused based squadron fleet, so this is just a theory crafted here. About the Objectives: Which would you recommend for Defense & Nagivation?
About the bombers: I might drop them, to add more TIE Fighters, just to overwhelm the opponent with the mass.
Another build, to this one would be an Interdictor with the ability to slow down twice a ship, and with 5 engineering he repairs himself (with Wulf Yularen) 4 shields per round. The Interdictor could be very tanky and he got nice arcs in every direction.

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: ???
Navigation Objective: ???

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Sloane ( 24 points)
- Interdictor ( 3 points)
- Wulff Yularen ( 7 points)
- Engine Techs ( 8 points)
- Phylon Q7 Tractor Beams ( 6 points)
- G-8 Experiemental Projector ( 8 points)
- Targeting Scrambler ( 5 points)
= 151 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Squall ( 3 points)
- Skilled First Officer ( 1 points)
- Expanded Hangar Bay ( 5 points)
- Disposable Capacitors ( 3 points)
= 66 total ship cost

Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
- Expanded Hangar Bay ( 5 points)
- Comms Net ( 2 points)
= 32 total ship cost

Gozanti-class Cruisers (23 points)
- Expanded Hangar Bay ( 5 points)
- Comms Net ( 2 points)
= 30 total ship cost

9 TIE Fighter Squadrons ( 72 points)
1 "Howlrunner" ( 16 points)
3 TIE Interceptor Squadrons ( 33 points)

Your second build has no punch almost. While the Interdictor is tanky, it hits like a wet noodle. The Quasar don't hit hard either. I'd take a VSD instead of the dictor, or if able an ISD. The current fleet I'm experimenting with has two gladiator, the quasar, two Gozanti, two defenders, four ties, an interceptor (Ree) and Colonel Jendon.

the Quasar (controllers, expanded hangars and Yularen) runs the squadrons with assist from a Gozanti, and the Glads, which are kitted out with APT and OE, do the heavy hitting. The other Gozanti is naked, and there for activations, and in case I go second and most wanted is picked.

1 hour ago, Darth Lupine said:

Your second build has no punch almost. While the Interdictor is tanky, it hits like a wet noodle. The Quasar don't hit hard either. I'd take a VSD instead of the dictor, or if able an ISD. The current fleet I'm experimenting with has two gladiator, the quasar, two Gozanti, two defenders, four ties, an interceptor (Ree) and Colonel Jendon.

the Quasar (controllers, expanded hangars and Yularen) runs the squadrons with assist from a Gozanti, and the Glads, which are kitted out with APT and OE, do the heavy hitting. The other Gozanti is naked, and there for activations, and in case I go second and most wanted is picked.

Might be that the Interdictor doesn't have enough fire power for a ship vs ship fight. The key was to win the squadron fight (with 13 squadrons, that should be done until end of round 2) and then exhaust/discard the tokens from the enemy large ships. The Interdictor/quasar and the TIE's are then finishing the isolated ship (which will be at speed 1 or 0, cause the Interdictor will slow it down).

Anyway, thanks for the advice, will try to optimize the first list (maybe switch out the arquitens with a gozanti and maximize the squadrons, to profit more from Sloane's effect.

Tie fighters are just too weak and enough MIGHT not survive the squadron fight to make a meaningful impact.

Just because Sloan make Ties better at bombing does not mean they are that good at it and token removal is very random.

You need either bombers or ship firepower to back up Sloans Tie fighters.

A well engineered rebel fighter screen can still tie you up for a good while and if you are forced to fight under enemy flak many Ties will die.

You have almost no power to stop Galant Haven wading into your fighter force and destroy it, more of less... at least you might find if difficult with no ships to threaten it with.

Edited by jorgen_cab

There is a good reason even bomber lists have at least one ship that can hit hard.....