Killing a Sloane ISD

By neozeric, in Star Wars: Armada Fleet Builds

All my local guys run Sloane!!! Either 3 VICs or 1 ISD with Gazantis and heavy squadrons. How can I as a Rebel player counter this?

I ran an MC80 with hammerheads but the HHs get one shotted by the ISD / VIC. I can eventually kill 2 VICs or 1 ISD but I only have 1 ship left. My squadron list was only 4 Z95s...

Their dang squadrons mosquito bit me to death. Sloane took all my defense tokens away. Avenger was an added treat. Help! :)

Thanks in advance.

The obvious answer is more squadrons. 4 Z95s is barely a speed bump. You get a hot run with their dice you might be okay but you won't tie much up with that and not for long.

Add lots of generic Rebel squads and ships with 2 anti squad dice for stronghold

Same way you counter Rieekan aces. Tie up and/or kill their lynchpin: squadrons. Liberty has some amazing flak, and generic X-Wings and YT-2400s make for excellent hunters with their four blue dice. You would be surprised the mileage you can get from Jan Ors and three generic X-Wing stands.

Thanks. Thinking of dual mc80s, 1 flotilla and 90 points of squadrons. a wings, shara and yt-2400s ? good or crap ?

10 minutes ago, neozeric said:

Thanks. Thinking of dual mc80s, 1 flotilla and 90 points of squadrons. a wings, shara and yt-2400s ? good or crap ?

I think you'll get out activated and tabled more than likely with only two pickles/libs and a flotilla.

30 minutes ago, neozeric said:

Thanks. Thinking of dual mc80s, 1 flotilla and 90 points of squadrons. a wings, shara and yt-2400s ? good or crap ?

A-wings, Shara, and YTs, yes.

Activations are a key part of the game, and two activations just doesn't cut it. 4 is really the minimum if they are good quality activations, but I find that the utility of having five activations is just too good to pass up. This is especially true if you've got a couple of really quality activations that you want to wait until the end of your activation sequence to activate on round-2, and at the front of your activation sequence on turn-3.

Also, when you get more than a couple of ships, you pick up something else that helps with squadrons: more possibly flak shots. It matters.

Thanks guys. Back to the lab!