My very first Sloane fleet.

By ovinomanc3r, in Star Wars: Armada Fleet Builds

Also, I'm not sure having such a high bid is even necessary. You are leaving a lot of points out for a bid. I think a few points is actually enough to get you first nowadays. (See GreenKnight's AAR on the Nordic championship)

The speed of the squadrons allow for going second. Usually going second, yes you'll get hit first, but the opposition has to make a kill and decide which scatter ace to hit. (Usually Mauler or Howlrunner) These aces can take a pounding, barring a lucky roll of double accuracy + 3 hit (Flight controlled Torryn X-Wing maybe).

You can keep them back and then pounce after their alpha.

But again, I'm actually seeing a lot of bidding for 2nd player lately. (Which is also why I like to have Demo in my list).

And suddenly you are playing my Sloane list, only with 1 less Gozanti and a huge bid :D

Try it. Tell us how it works out.

Relatedly: on Saturday I was 1st player in 3 of 4 games with a 1 pt bid :ph34r:

Edited by Green Knight

Taking XI7 on Sloane Avenger is like taking it on BT Avenger. It can be useful, or not at all. Depends on what you need points for the most.

I agree on the ISD1-> 2 point. You have very little threat to ships in this list: Sloane fighters are good at killing ships, but they're best at doing it in conjunction with combat ships that can benefit from those exhausted/discarded defense tokens. Couple that with the one meaningful shot you have per turn against MSUs right now, and the very small amount of real estate that your single combat ship threatens, and you start to recognize the weaknesses of the fleet. Four activations is not enough to set up last/first reliably, so you would really benefit from either a second threat or a wider threatened area.

An ISD2 with gunnery teams mitigates both of these issues. You get dramatically expanded threat area to allow you to force opponents into the front arc, and GT doubles your meaningful threats out the front.

"But then I lose Flight Controllers!"

Well, yes. That's why you should have a Quasar in there. Learn to fly well at an activation deficit, bring a fleet that can handle an activation deficit, and free yourself to bring a three activation fleet again. ;)

3rd attempt and the one I will try eventually.

Fleet 1620 (380/400)
===================
Imperial II-class Star Destroyer (120 + 51)
+ Admiral Sloane (24)
+ Gunnery Team (7)
+ Boosted Comms (4)
+ Electronic Countermeasures (7)
+ Leading Shots (4)
+ Avenger (5)
Gozanti-class Cruisers (23 + 2)
+ Jamming Field (2)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Maarek Stele (21)
Colonel Jendon (20)
Dengar (20)
Ciena Ree (17)
"Howlrunner" (16)
"Mauler" Mithel (15)
Valen Rudor (13)
Saber Squadron (12)
Blockade Run
Fire Lanes
Superior Positions

Xi7 will only save 3-4 damage as the best and 5 squadron activation (one is Maarek double tap) hit above that or, in defect spend tokens the same way. I would no be covering all crits but even then Maarek is able to spend 2 tokens or deal 4 hits alone, probably a mixture.

I changed to ISD2 with GT for the reasons you put (I was thinking on the he same lines). Let's see how well it goes.

Blockade run instead of Most Wanted. Between all the red those two would be the only ones I like. Blockade run reduces my flanks and give me control over the obstacles. It also looks funnier than the omnipresent Most Wanted so I will give it a try, just for fun.

I see you've adopted The Green Squad (TM). I greatly approve :D

16 minutes ago, Green Knight said:

I see you've adopted The Green Squad (TM). I greatly approve :D

Green squad? As in a squadron thats great at intercepting with high speed and counter, plus an unexpected bombing edge?

Nah, you cant trademark that.....!

18 minutes ago, Green Knight said:

I see you've adopted The Green Squad (TM). I greatly approve :D

GK did you ever try Black Squad to give (a teensy bit of) escort? I'm not sure what I'd swap out.

46 minutes ago, ovinomanc3r said:

3rd attempt and the one I will try eventually.

Fleet 1620 (380/400)
===================
Imperial II-class Star Destroyer (120 + 51)
+ Admiral Sloane (24)
+ Gunnery Team (7)
+ Boosted Comms (4)
+ Electronic Countermeasures (7)
+ Leading Shots (4)
+ Avenger (5)
Gozanti-class Cruisers (23 + 2)
+ Jamming Field (2)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Maarek Stele (21)
Colonel Jendon (20)
Dengar (20)
Ciena Ree (17)
"Howlrunner" (16)
"Mauler" Mithel (15)
Valen Rudor (13)
Saber Squadron (12)
Blockade Run
Fire Lanes
Superior Positions

Xi7 will only save 3-4 damage as the best and 5 squadron activation (one is Maarek double tap) hit above that or, in defect spend tokens the same way. I would no be covering all crits but even then Maarek is able to spend 2 tokens or deal 4 hits alone, probably a mixture.

I changed to ISD2 with GT for the reasons you put (I was thinking on the he same lines). Let's see how well it goes.

Blockade run instead of Most Wanted. Between all the red those two would be the only ones I like. Blockade run reduces my flanks and give me control over the obstacles. It also looks funnier than the omnipresent Most Wanted so I will give it a try, just for fun.

I've been using Blockade Run for mine as well, for the same reasons.

I use Fighter Ambush, but haven't gotten to play it yet so can't comment on how good it is.

16 minutes ago, CaribbeanNinja said:

GK did you ever try Black Squad to give (a teensy bit of) escort? I'm not sure what I'd swap out.

I tried it during the national.

It forces the opponent to spend 1 activation if not 2. It is fine but not great.

My advice: don't use it as a source of swarm to others. I did as it has not to use it as the first squadron. Don't do that unless you are sure about how your alpha is going to do and where each other squadron is going to land. Otherwise you will find a useless escort. It is a better idea to launch your alpha and when you knew where Mithel or Howl is, then place Black correctly. In this squad force you have other squadrons without swarm so it won't be a big deal.

52 minutes ago, CaribbeanNinja said:

GK did you ever try Black Squad to give (a teensy bit of) escort? I'm not sure what I'd swap out.

Only thing I can give up is Saber, which is just too awesome not to take. Or Valen, which is also too good to pass over, a 13 pt scatter ace that hits like a truck and is immune to counter.

But yeah, I'd love to bring Black. But I just can't.

1 hour ago, Ginkapo said:

Green squad? As in a squadron thats great at intercepting with high speed and counter, plus an unexpected bombing edge?

Nah, you cant trademark that.....!

I can try!

Only joking oc.

But this exact squad mix, Sloane, ISD2 and Gozanti...I know I've seen it before somewhere.

If you want to give out credits for the list, you need to summon @Roquax as well. he was my inspiration for the ISD and Gozanti mix from the Vassal Summer tournament.

Dont forget Gink, for being his lovable self.

4 minutes ago, Ginkapo said:

Dont forget Gink, for being his lovable self.

How could I forget the @Ginkapo? I will never forgive myself.

But clearly, were it not for the gink I'd never have started trying to improve my game in the first place. So a big shout-out to our own little ray of sunlight!

Edited by Green Knight

Just a quick note: what about SW7 instead Leadig Shots. It's a risk on the reds though.

On 2017. 10. 09. at 8:00 AM, Green Knight said:

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.

What about Phantoms? Are they worth to try with Sloane? Anybody has experience with them?

1 hour ago, Rimsen said:

What about Phantoms? Are they worth to try with Sloane? Anybody has experience with them?

You can have 2 Phantoms. Or Mithel + Valen Rudor.

The latter at far more powerful, both on the offense and defense.

Phantoms do a little more dmg vs ships, but are unpredictable (not good).

They have about the same chance of scoring accs (more important than dmg).

Not saying Phantoms can't work, but IMO the scatter aces are far more potent.

Edited by Green Knight
27 minutes ago, Rimsen said:

What about Phantoms? Are they worth to try with Sloane? Anybody has experience with them?

The Phantoms look good, and can do some really good damage.
But i dont like the low hull (only 4) and the red dice against ships (even when they have two red). Combined with the rather high cost (for Imperials) they are not this good compared to some aces.
If they would be bomber, they would be great (even overpowered). But two red, even without bomber and with Sloane, is still a really good damage (in average 1,5-1,8?).

And i always forget the effect from the Phantoms, so even when i play them, i don't use their full potential.

A red non-bomber dice has an average dmg of 0,5.

With a "full" re-roll, such as BCC for an X-wing, it goes up to 0,75.

With a "Sloane" CRIT re-roll it's only average 0,625 damage.

And you only ever get 1 re-roll, so if both dice are bad, it doesn't help at all.

So I think damage from Phantoms isn't that good (more than 1 pt, but not a lot more).

Edited by Green Knight

Phantoms are amazingly useful if you dont have intel. But thats a hinderance in itself.

51 minutes ago, Green Knight said:

A red non-bomber dice has an average dmg of 0,5.

With a "full" re-roll, such as BCC for an X-wing, it goes up to 0,75.

With a "Sloane" CRIT re-roll it's only average 0,625 damage.

And you only ever get 1 re-roll, so if both dice are bad, it doesn't help at all.

So I think damage from Phantoms isn't that good (more than 1 pt, but not a lot more).

Yes, made a fault. With Bomber it would be 1,5-1,8. Without its ~1,2. Really not much, compared to the cost you have to paying for it.