My very first Sloane fleet.

By ovinomanc3r, in Star Wars: Armada Fleet Builds

Hi everyone. After playing BTAv I want to give her a try buy I feel a bit frustrated. She must fit my play style as any other admiral but JJ maybe. I always liked fighter screens so she allows me keep my play at the same time I win her benefit against ships. However I found myself lost when building something around her. I find her useful when I build the fleet and look for a good commander but sometimes there are others better (well, JJ usually).

My problem is not exactly with one list rather than with fleetbuilding around her so I will try to explain the issues I find and I hope you could help me.

1. I hope to build a powerful and cheap screen that could hit above its price and later help my ships. The first is not so hard but when I imagine that screen dealing with ships I only see them dying against the enemy flak wall and I didn't imagine a really power one.

2. So I ended moving onto aces. I love imperial aces but then the screen is not so cheap. And here my issues really starts.

3. With more points invested on the screen I have less points to spend on ships. I got 5 but then my heaviest hitter are a couple of ERaiders.

4. The carrier. With a squadron force of that type I think quality is better than quantity. My obvious choice is the quasar. I see the point for both. Actually the red dice with RS, Mithel and Flight Commander with an expendable squadron looks fun. The problem with the Quasar it that provides just 1 activation and not too much firepower.

5. The ships. Sloane doesn't become the my aces bombers so I need firepower and the quasar nor a couple of Gozantis have it. But the carrier the fighters and a couple of Gozantis eats around 300 points. I don't feel myself sure with just 3 activation and I only do with 4 if at least one ships is durable. I heard even 2 ships fleet are viable but I didn't try yet.

Any tips or advice about how to deal with that or any other way to approach Sloane?

Squads dont die to flak if the ship they attack dies quickly. Find a way to coordinate attacks and kill the enemy fast.

Squall for jumpy fighters is really nice. On the other hand, Stronghold can mitigate flak, though it does have to get close into the fight. If you do use Stronghold, then keep those ER Raiders close so that if the enemy commits something to kill the Quasar, the ER Raiders can unload and easily kill that ship.

My current Sloane list includes @Green Knight's 134 points of terror.

Mauler, Jendon, Stele, Howlrunner, Dengar, Valen Rudor, Ciena Ree, Saber

When I beefed up to them (rather than skimp and get generics) the list worked. It can brutalize almost any set of squads. I would love to figure out what to switch out for escort, but it does force the enemy to make difficult decisions. These guys also can do double duty and hit ships and bring them down! Taking out even a Motti RBD ISD with support.

For my carrier, I'm falling head over heels for the Quasar 1 with SFO, Boosted Comms, Flight Controllers and Pursuant.

Pursuant with SFO has helped in almost every game I've played, with a nav at the critical time. It is quite amazing.

Edited by CaribbeanNinja
9 hours ago, ovinomanc3r said:

Hi everyone. After playing BTAv I want to give her a try buy I feel a bit frustrated. She must fit my play style as any other admiral but JJ maybe. I always liked fighter screens so she allows me keep my play at the same time I win her benefit against ships. However I found myself lost when building something around her. I find her useful when I build the fleet and look for a good commander but sometimes there are others better (well, JJ usually).

My problem is not exactly with one list rather than with fleetbuilding around her so I will try to explain the issues I find and I hope you could help me.

1. I hope to build a powerful and cheap screen that could hit above its price and later help my ships. The first is not so hard but when I imagine that screen dealing with ships I only see them dying against the enemy flak wall and I didn't imagine a really power one.

2. So I ended moving onto aces. I love imperial aces but then the screen is not so cheap. And here my issues really starts.

3. With more points invested on the screen I have less points to spend on ships. I got 5 but then my heaviest hitter are a couple of ERaiders.

4. The carrier. With a squadron force of that type I think quality is better than quantity. My obvious choice is the quasar. I see the point for both. Actually the red dice with RS, Mithel and Flight Commander with an expendable squadron looks fun. The problem with the Quasar it that provides just 1 activation and not too much firepower.

5. The ships. Sloane doesn't become the my aces bombers so I need firepower and the quasar nor a couple of Gozantis have it. But the carrier the fighters and a couple of Gozantis eats around 300 points. I don't feel myself sure with just 3 activation and I only do with 4 if at least one ships is durable. I heard even 2 ships fleet are viable but I didn't try yet.

Any tips or advice about how to deal with that or any other way to approach Sloane?

There are several ways you can be successful with Sloane - and many more ways to fail.

So already at point 1 you must stop. If you take Sloane it is to take as many points in blue-dice squadrons as you possibly can. Aim for 134. Anything else and you've failed to use your admiral.

6 hours ago, CaribbeanNinja said:

For my carrier, I'm falling head over heels for the Quasar 1 with SFO, Boosted Comms, Flight Controllers and Pursuant.

No Hangar bays?

9 hours ago, Ginkapo said:

Squads dont die to flak if the ship they attack dies quickly. Find a way to coordinate attacks and kill the enemy fast.

This is VERY true.

Scatter aces in particular are much more durable vs flak than you'd expect, as long as you make full use of obstruction and activate things in the optimum order.

I've had games where even SABER squadron survives multiple attack runs, despite enemy flak.

Good carriers for Sloane is ISD-I or II. Both have some advantages over the other. The II is a better combat ship, but less able carrier. It's also more costly.

The Quasar is a good carrier, but a horrible combat ship. if you take a Quasar instead of an ISD, it's because you want a second combat ship, like Demolisher.

Alternatively the VSD can serve the same role as the Quasar - its more costly, more durable, but sluggish. Unlike the Quasar it has some real firepower.

And Gozanti. Using relay they give command flexibility, activation order flexibility, and sufficient activations to fully exploit your squadrons.

I would not recommend using Sloane without 5 activations.

Edited by Green Knight
7 hours ago, anonymousguy said:

Squall for jumpy fighters is really nice. On the other hand, Stronghold can mitigate flak, though it does have to get close into the fight. If you do use Stronghold, then keep those ER Raiders close so that if the enemy commits something to kill the Quasar, the ER Raiders can unload and easily kill that ship.

I've tried Squall, but cannot make it work - with Sloane.

Squall requires your squadrons to stick close, which isn't what Sloane wants. Her squads want out, killing first squads then hurting ships.

Or you can have Squall head straight into the cauldron of fire - but then it just dies, and you've no carrier.

10 hours ago, ovinomanc3r said:

1. I hope to build a powerful and cheap screen that could hit above its price and later help my ships. The first is not so hard but when I imagine that screen dealing with ships I only see them dying against the enemy flak wall and I didn't imagine a really power one.

There is no cheap screen with Sloane. 134 points is what you aim for. You admiral is boosting squadrons and not ships. So you want the max points in squadrons. If you are not going to use a full screen, any other admiral would be a better choice.
And aces (with scattern and brace) are not dying to a flak wall. This is the real bonus of aces over the generic squadrons. There should be always only one or two ships that are even able to attack your squadrons, and most ships are dying way to fast and are not even able to flak at all.

I know that a lot of player use the Quasar as carrier and another big ship as combat ship. But as GK already said, using the combat ship (in this case the ISD) is (imo) the better pick as a carrier.
You are losing to many activations when using ISD and Quasar and you are losing a big combat ship when using a VSD instead of the ISD. Use the bonus of the ISD, that it can be both (combat ship and good carrier). Sure, you set everything on this one ship and it will become a main target. But at least a hard to kill one. AND you can hide it behind the squadron screen. So the opponent is suffering heavy losses when trying to get to the ISD.

The only reason for the Quasar would be the titel. Squall or Pursuant do not matter, both are "ok" (not good, but nice). Like GK said, the drawbacks are really big (for the Squall titel).

9 hours ago, CaribbeanNinja said:

My current Sloane list includes @Green Knight's 134 points of terror.

Mauler, Jendon, Stele, Howlrunner, Dengar, Valen Rudor, Ciena Ree, Saber

Why Dengar over Soontir or Whisper?

@Green Knight

50 minutes ago, ovinomanc3r said:

Why Dengar over Soontir or Whisper?

@Green Knight

Dengar has Intel.

If you don't need intel, you don't take him.

58 minutes ago, ovinomanc3r said:

Why Dengar over Soontir or Whisper?

@Green Knight

Dengar also boosts everyone's counter. With Howlrunner (and swarm) everyone else has a minimum of counter 2. Ciena has counter 4.

Just like a bomber fleet, sometimes you need your squads to free themselves from engagement.

Edited by CaribbeanNinja
3 hours ago, ovinomanc3r said:

No Hangar bays?

No so far would rather have boosted, but Ill try EH at some point.

First I wanted to try the quasar. With Boosted comms, the quasar's limitations are minimized. you can skirt the battlefield while commanding 5 squads with a token.

Ive chosen to split the Isd into parts rather than have ISD + 4 Gozanti.

Ive liked Pursuant, Demolisher, ERaider, a Comms net gozanti that feeds tokens to Pursuant, and a plain Gozanti.

13 minutes ago, CaribbeanNinja said:

Dengar also boosts everyone's counter. With Howlrunner (and swarm) everyone else has a minimum of counter 2. Ciena has counter 4.

Just like a bomber fleet, sometimes you need your squads to free themselves from engagement.

Pushing Ciena forward, with counter 4 - possibly with swarm next to Valen - is just hilarious. She might die, but she'll eat a lot of shots and dish out much damage before going down. Try it once, love her forever <3

Re-positioning is essential during the 2nd phase of the squad game. You either need Intel or Chirry. Then shuffle your squads to max effect.

Or you can try the @Ardaedhel route, and hit so hard you don't need intel.

1 minute ago, Green Knight said:

Or you can try the @Ardaedhel route, and hit so hard you don't need intel.

I understood that that was the idea since the very beginning :D

I will think about him and Chirpy. I like Soontir as a pseudo escort to everyone else and gives me blue anti ship.

15 minutes ago, ovinomanc3r said:

I understood that that was the idea since the very beginning :D

I will think about him and Chirpy. I like Soontir as a pseudo escort to everyone else and gives me blue anti ship.

But then you meet a GH list with 6 activations and Yavaris, and suddenly your alpha strike is not enough, you become tied up and everything falls apart :D

First attemp:

Fleet 1620 (380/400)
===================
Imperial I-class Star Destroyer (110 + 49)
+ Admiral Sloane (24)
+ Flight Controllers (6)
+ Boosted Comms (4)
+ Leading Shots (4)
+ XI7 Turbolasers (6)
+ Avenger (5)
Gozanti-class Cruisers (23 + 12)
+ Admiral Chiraneau (10)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 6)
+ Comms Net (2)
+ Suppressor (4)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Maarek Stele (21)
Colonel Jendon (20)
Soontir Fel (18)
Ciena Ree (17)
"Howlrunner" (16)
"Mauler" Mithel (15)
Valen Rudor (13)
Saber Squadron (12)
Advanced Gunnery
Solar Corona

1. 4 activation so not too good but not so bad.

2. An iSD for punch. I cannot avoid Avenger. With Sloane it must be good. FC just in case. I doubted between BT, GT or OE. LS obvious reasons. XI7 cause it ignore redirections allowing me to hit hard just exhausting the brace. However not completely sold about it.

3. Chirpy instead of Dengar. I had the points and got an "escort".

4. Supresor to remove tokens quickly.

5. Coms Net. I think they became just a default upgrade to me. It provides the tokens to avenger but the gozantis will command squadrons too. I just though the more the better just if one fall out of range or my activations get forced in some way.

6. Good bid.

Thoughts?

9 minutes ago, ovinomanc3r said:

First attemp:

Fleet 1620 (380/400)
===================
Imperial I-class Star Destroyer (110 + 49)
+ Admiral Sloane (24)
+ Flight Controllers (6)
+ Boosted Comms (4)
+ Leading Shots (4)
+ XI7 Turbolasers (6)
+ Avenger (5)
Gozanti-class Cruisers (23 + 12)
+ Admiral Chiraneau (10)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 6)
+ Comms Net (2)
+ Suppressor (4)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Maarek Stele (21)
Colonel Jendon (20)
Soontir Fel (18)
Ciena Ree (17)
"Howlrunner" (16)
"Mauler" Mithel (15)
Valen Rudor (13)
Saber Squadron (12)
Advanced Gunnery
Solar Corona

1. 4 activation so not too good but not so bad.

2. An iSD for punch. I cannot avoid Avenger. With Sloane it must be good. FC just in case. I doubted between BT, GT or OE. LS obvious reasons. XI7 cause it ignore redirections allowing me to hit hard just exhausting the brace. However not completely sold about it.

3. Chirpy instead of Dengar. I had the points and got an "escort".

4. Supresor to remove tokens quickly.

5. Coms Net. I think they became just a default upgrade to me. It provides the tokens to avenger but the gozantis will command squadrons too. I just though the more the better just if one fall out of range or my activations get forced in some way.

6. Good bid.

Thoughts?

Why isn't Chirry on the ISD?

Why XI7 when you have Sloane-Avenger? Well, I don't mean i's a bad pick, I just mean are you sure it's points best spent? If yes, then keep it.

Is having Suppressor really needed?

Have you considered a Jamming Field?

IMO you have 1 too many comms net.

Solar Corona? Why not Superior Positions?

You lack a yellow objective.

A 20 point bid is solid to make sure you are first player.

But i have to agree with GK, put Chiraneau on the ISD (you want to free up 6 squadrons) and change one Comms Net to a Jamming Field. It just protect the squadrons from getting alpha striked.

These are my suggestions for the first test. After this you will find out what fits you and what does not (upgrades, squadron mix).

41 minutes ago, Green Knight said:

Why isn't Chirry on the ISD?

Why XI7 when you have Sloane-Avenger? Well, I don't mean i's a bad pick, I just mean are you sure it's points best spent? If yes, then keep it.

Is having Suppressor really needed?

Have you considered a Jamming Field?

IMO you have 1 too many comms net.

Solar Corona? Why not Superior Positions?

You lack a yellow objective.

Because his cost. I was thinking mostly on Mithel but I know 6 are better. It will depend on how much I will find I need that "intel" source.

Because with a single accuracy on the brace, xi7 gave me 99% of avenger on many cases. As I said, not completely sold about that but I wanted to try it.

Not completely necessary but I see the possibility of using it to exhaust a token and the get it discarded with Sloane more quickly. As long as I get use from Sloane and Avenger a discard token doesn't mean too much compared with an exhausted one but not tried yet I am not so sure about how often I will get those tokens exhausted. 10 blue dices with around a 30% to get those accuracy doesn't seem a guarantee to me:D and a discard token is not needed to be exhausted anymore.

Not I didn't. And it is weird cause I did in my previous list. Thanks for remind me it.

Agree. It was just that two points doesn't mean a big deal with the bid I already had.

I suppose that was a routine. Actually I put superior positions and I saw that was a mistake from my recent build choices. Superior positions is better.

I have no idea what a good yellow objective would be. I just forgot to ask about it. I don't see FL or HA. Nor Jamming Barrier or Fleet Ambush. Ion Cannon? Not sure without strategic. VIP? Seems a poor choice. Outpost? It could work but when an objective is not bad for almost any list I don't feel it good either. Fighter Ambush is not bad but I don't like to give up Avenger's deployment so easily. I think I would play Outpost with a Gozanti at speed 1 turning around the station as a bait so or he go where I want or he give up 120 points. And that Gozanti is still able to command squadrons through Jendon.

Second attempt:

Fleet 1620 (377/400)
===================
Imperial I-class Star Destroyer (110 + 58)
+ Admiral Sloane (24)
+ Minister Tua (2)
+ Flight Controllers (6)
+ Boosted Comms (4)
+ Leading Shots (4)
+ XI7 Turbolasers (6)
+ Avenger (5)
+ Electronic Countermeasures (7)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2)
+ Jamming Field (2)
Maarek Stele (21)
Dengar (20)
Colonel Jendon (20)
Ciena Ree (17)
"Howlrunner" (16)
"Mauler" Mithel (15)
Valen Rudor (13)
Saber Squadron (12)
Advanced Gunnery
Solar Corona
Contested Outpost

Thinking on switching to an ISD-II but then I loose bid power.

Vector? EHB? Suppressor?

I kept the xi7. To those who already played Sloane: did you exhaust/discard enough enemy tokens to make xi7 meaningless?

Yellow:

Fire lanes I use the most, but it can surely backfire. It does, however, force the opponent to engage, and it helps shape his deployment accordingly, which gives you an edge.

Fighter Ambush can be good, but only a squad heavy opponent will usually pick it, and then you lose on deployments and gain nothing.

3 minutes ago, ovinomanc3r said:

Second attempt:

Fleet 1620 (377/400)
===================
Imperial I-class Star Destroyer (110 + 58)
+ Admiral Sloane (24)
+ Minister Tua (2)
+ Flight Controllers (6)
+ Boosted Comms (4)
+ Leading Shots (4)
+ XI7 Turbolasers (6)
+ Avenger (5)
+ Electronic Countermeasures (7)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2)
+ Jamming Field (2)
Maarek Stele (21)
Dengar (20)
Colonel Jendon (20)
Ciena Ree (17)
"Howlrunner" (16)
"Mauler" Mithel (15)
Valen Rudor (13)
Saber Squadron (12)
Advanced Gunnery
Solar Corona
Contested Outpost

Thinking on switching to an ISD-II but then I loose bid power.

Vector? EHB? Suppressor?

I kept the xi7. To those who already played Sloane: did you exhaust/discard enough enemy tokens to make xi7 meaningless?

I find the XI7 nice, but ultimately I can't afford it. You can, so keep it and try it out.

30 minutes ago, ovinomanc3r said:

Second attempt:

Fleet 1620 (377/400)
===================
Imperial I-class Star Destroyer (110 + 58)
+ Admiral Sloane (24)
+ Minister Tua (2)
+ Flight Controllers (6)
+ Boosted Comms (4)
+ Leading Shots (4)
+ XI7 Turbolasers (6)
+ Avenger (5)
+ Electronic Countermeasures (7)

In my list I took the ISD I over the II because i need the two offence slots (Boosted Comms and Hangar Bays).
But the ISD II is the better ship and gives way more damage on medium range. And it will happen was more often that you are at medium range and not be able to get on close range.


Losing bid power with a 23 point bid is not so bad.
A few thoughts about the XI7 and ISD. It is 8 points more to switch to an ISD II. If you attack a ship with 5 squadrons first and the ISD after, you have 5 rolls (7 dice) for accuracy on the squadrons. And unless you roll only crits, you deal already so much damage that he will have to use the tokens himself. If you have the XI7, the opponent will just use the redirect on the squadrons.

Lets just check the ships you are attacking and the effect. Lets say its close range (and lets ignore the Flotilla, they are toast, no matter what). Lets say that you are able to exhaust all the Brace tokens with the squadrons (1 or 2). If you are not able to, the XI7 is the least of your problems. Damage numbers that are need are with squadrons (remember, Stele deals 2-4 for sure, depending if you need accuracy or not). All Attacks are in the front (as worst case).
And all this is without the possible accuracy tokens the ISD is rolling (i know really rare but can happen)....

Rebel side:
Hammerhead, CR90, Nebulon, Pelta: All these have one in common. The XI7 does not change anything. To few shields on the sides or no redirect token at all. And the redirect will be used on the squadrons.
MC30: This is the only where it "might" matter. Especially on the Foresight. But even here, the squadrons will already do so much damage, that the MC30 will be forced to use the tokens on the squadrons. 14 damge are need. And even with XI7 he will just use the 4 redirect for the squadrons. So no big difference. The ISD need ~7 damage alone with one attack to take it out.
MarkII: 13 damage are need with XI7, 11 without. As well no big difference. Only one brace and one redirect. So it might even be possible that the squadrons already exhaust the tokens. And Stele will do for sure, or the Mark II might eat crits.
MC80_L: Only two shields on the side. So again no difference. 15 or 14 damage are need. The double brace could be a bigger problem.
MC80_H: The only Rebel ship where a XI7 is helping. And it has two redirect. So Sloane might not be able to exhaust all 3 tokens. 13 (with XI7) or 16 (without) damage are need.

Imperial side:
Raider: Has no redirect. 6 Damage are need.
Quasar: only 2 shield on the side, and only one brace and one redirect. 9 or 10 damage are need.
Arquitens: only 2 shield on the side. 2 redirect and no brace. 11 damage are need. No matter if XI7 or not.
GSD: Again. 2 Shields on the sides. 1 redirect and one brace. 9 or 10 damage are need (same as quasar)
VSD: double redirect and one brace. On this one the XI7 is usefull again. But on this one you need to much damage, XI7 does not change this much.
Interdictor has once again only 2 shields on the side.
ISD: on this one the XI7 might help again, but the ISD has to much hul to get killed in one turn.

And even if you are attacking the side of the ship and not the front, it makes only a difference on the MC80_L.
So, after this list. Is it really worth to spend 6 points for the XI7?
I am not saying that XI7 is bad, but it lost a lot of the bonus in a list with Sloane and Avenger. These two cards already negate some of the bonus that the XI7 gives. So i dont really see it this usefull in your fleet (not in general).

So many words for it. My suggestion would be to drop the XI7 and Tua and upgrade the ISD I to an ISD II. This will cost you two points, leaving you still with an (insane) high bid of 21 points.