Sloane/Interdictor/Phantoms

By Deadshane, in Star Wars: Armada Fleet Builds

Sloane/Interdictor (400/400)
===========================
Interdictor Combat Refit (93 + 47)
+ Admiral Sloane (24)
+ Wulff Yularen (7)
+ Targeting Scrambler (5)
+ Engine Techs (8)
+ Interdictor (3)
Quasar Fire II-class Cruiser-Carrier (61 + 10)
+ Flight Controllers (6)
+ Boosted Comms (4)
Gozanti-class Assault Carriers (28)
Gozanti-class Assault Carriers (28)
Maarek Stele (21)
"Whisper" (20)
Colonel Jendon (20)
TIE Defender Squadron (16)
4 x TIE Phantom Squadron (14)

Thinking about trying this out in CC. Possible future mainstay list.

Flagship takes it on the nose just surviving while squadrons do work. Ships upgraded to have some sting at long range.

Defenders/Jendon/Steel self explanatory. Sloane-phantom bombing runs decent?

Critiques welcome.

Edited by Deadshane

I'm thinking Fighter Ambush and Superior Positions for missions. Not exactly sure what red mission to use.

7 hours ago, Deadshane said:

I'm thinking Fighter Ambush and Superior Positions for missions. Not exactly sure what red mission to use.

Red is Most Wanted. It almost always is.

Fighter Ambush looks better on paper than RL. The only players likely to pick it have a bunch of squads of their own, and they all you get is giving away your deployment advantage. It not a horrible objective, but it has a bit of a potential fallout IMO.

Just now, Green Knight said:

Fighter Ambush looks better on paper than RL. The only players likely to pick it have a bunch of squads of their own, and they all you get is giving away your deployment advantage. It not a horrible objective, but it has a bit of a potential fallout IMO.

Yeah, Fighter Ambush you really have to have a plan for how to deal with being completely outdeployed, because you are definitely going to be. If you can deal with that, and you're pretty confident you can handle pretty much any other squadron-heavy fleet you're likely to see, it can definitely be worth it. Even if nobody picks it, that's still one less objective color you have to deal with.

As for the list itself: I don't think you have enough punch here. Your squadrons will hit reasonably hard, but they're pretty much all you've got going for you--it feels like a pretty one-dimensional list. While in general that can be workable, you really want to lean very hard into that one dimension to overwhelm your opponents who aren't prepared for anyone who skews that hard. I don't think you've managed to capture that here. Your Interdictor hits fine, but that's it: "fine." Same with the QF.

You also are going to struggle to defend yourself, I think. You don't have a big scary chin like an ISD or a Tua VSD; you're not quick and agile enough to dodge most threats; and you don't have quite the mean, scary counter-offense like Demo or a pile of Arquitens. I feel like a TS Interdictor wants something like that to hide behind.

All that said, I love the idea of a Sloane Interdictor list, so if you can find a way to make it work, I'm all for it. Maybe try some reworking with some of that feedback in mind?

50 minutes ago, Ardaedhel said:

All that said, I love the idea of a Sloane Interdictor list, so if you can find a way to make it work, I'm all for it. Maybe try some reworking with some of that feedback in mind?

Here's my take - not really enough squads for Sloane but tough to combine the Interdictor with something that can hurt whilst giving you 4 activations. [Could go three by dropping a Gozanti and adding some more squads - also, could drop GSR and go Combat Interdictor]

Sloane Interdictor

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Sloane ( 24 points)
- Interdictor ( 3 points)
- Fighter Coordination Team ( 3 points)
- Disposable Capacitors ( 3 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 130 total ship cost

Victory II-Class Star Destroyer (85 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Quad Battery Turrets ( 5 points)
= 101 total ship cost

Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

1 Maarek Steele ( 21 points)
1 Colonel Jendon ( 20 points)
1 Dengar ( 20 points)
1 "Howlrunner" ( 16 points)
1 Valen Rudor ( 13 points)
1 TIE Interceptor Squadron ( 11 points)
1 Black Squadron ( 9 points)
1 TIE Fighter Squadron ( 8 points)

Drop the VSD to a VSD1 with external racks on top of the existing upgrades. Then upgrade the Tie-F to Mauler and try and use the FCT and later Dengar's Intel to get him to do 2 ramming attacks a turn.

Played CC today. Beat a Madine list with loaded Mon Carren a Hammerhead and a CR90.

Significant fighter force of 2x X-wing, Luke, Rogue Squad, 2xYT2400 and Hera to lend more Rogue.

Phantoms off of Quasar pretty much punk'd the fighter force. Jendon/Stele combo did mad work vs MC80 while all 3 ships struggled to get damage on the Interdictor as it continually repaired.

The Rebel list may not have been optimal but 2 turns of Mon Carren fire and smaller ships shooting and ramming showed the Interdictors strength...that is one tough ship. it ended the game with full shields and 2 hp's left....*phew!*

Sloane phantoms did not disappoint. it took sustained fire from Interdictor, Stele, and a round of 4 phantoms jumping in to take down Mon Carren. Hammerhead died to secondary fire....only Hera survived the fighter onslaught.

I do like the list...but Ardahael is right. nothing is scary. The Interdictor can take it though. Maybe if opponents futilly try and take out the flagship (after I offer it) the list can work. I was lucky enough to make an Engine Tech assisted escape from Mon Carren's front arc just in time.

I'm adding another blue dice Ion upgrade to both side arcs....a little more firepower. not scary, but probably worth dropping the Gozanti's to the cheaper version in a 400pt fight.

At 400pts, the STR is in the squads. they are awfully powerful....if I can figure out how to leverage the movement bonus on Phantoms. Defenders/Mendon is point-click.

Basic 400pt game is prolly better with this config....

Sloane/Interdictor (400/400)
===========================
Interdictor Combat Refit (93 + 55)
+ Admiral Sloane (24)
+ Wulff Yularen (7)
+ Targeting Scrambler (5)
+ High-Capacity Ion Turbines (8)
+ Engine Techs (8)
+ Interdictor (3)
Quasar Fire II-class Cruiser-Carrier (61 + 12)
+ Flight Controllers (6)
+ Boosted Comms (4)
+ Pursuant (2)
Gozanti-class Cruisers (23)
Gozanti-class Cruisers (23)
Maarek Stele (21)
"Whisper" (20)
Colonel Jendon (20)
TIE Defender Squadron (16)
4 x TIE Phantom Squadron (14)
Superior Positions
Most Wanted
Fleet Ambush

Ardaheal still haunts me though....what could make it scarier.....?

Why a Quasar II when you’re only rolling Flight Controllers?

I just don’t see the red AA being worth it on its own.

now, with Ruthless, it’s another matter.

Well, thing is that it IS a slight increase in ranged firepower the way I see it. you could save points by downgrading, but where would those points go?

2 hours ago, Deadshane said:

Well, thing is that it IS a slight increase in ranged firepower the way I see it. you could save points by downgrading, but where would those points go?

If nothing else, Exp Hangar bays to fling more Phantoms with your Boosted-Flight-Comms.

Since the advantage of the Quasar-I is double Offensive Retrofit. Might as well use what its good at - which is the core of my argument with the Quasar-II only having Flight Controllers :)

The latest iteration I've played of this has been

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Sloane

Assault Objective: Blockade Run
Defense Objective: Planetary Ion Cannon
Navigation Objective: Superior Positions

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Sloane ( 24 points)
- Interdictor ( 3 points)
- Minister Tua ( 2 points)
- Disposable Capacitors ( 3 points)
- Reinforced Blast Doors ( 5 points)
- SW 7 Ion Batteries ( 5 points)
- Targeting Scrambler ( 5 points)
- Grav Shift Reroute ( 2 points)
= 139 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Pursuant ( 2 points)
- Veteran Captain ( 3 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
= 74 total ship cost

Gozanti-class Cruisers (23 points)
- Hondo Ohnaka ( 2 points)
- Repair Crews ( 4 points)
= 29 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

1 Dengar ( 20 points)
1 Colonel Jendon ( 20 points)
1 Maarek Steele ( 21 points)
1 Black Squadron ( 9 points)
1 Whisper ( 20 points)
3 TIE Phantom Squadrons


Blockade with grav shift is great. I put Intel in the list because sometimes you just need to be able to bomb. Wish I had room for engine techs and have been considering g8 ... The problem with this list as far as I see it is as you mentioned above, the ships lack major firepower, so if your squads get trashed somehow before you can get far enough ahead in points you can find yourself behind, with no way to claw back...

In that way, lists that don't just rely on a single vector for damage are favorable in my opinion... So I'm now considering other options, ie avenger/demo/goz

That list is very close to my concept. Have you had some success? How often do planetary Ions get chosen and how well does it perform?

Haven't had ions picked yet, but other lists where it gets picked it's extremely good, though I did have strategic... I think its possible to do without strategic though