Sloane List Adjustments?

By Admiral Theia, in Star Wars: Armada Fleet Builds

How would any of you tweak or outright rewrite this list (tweaked a bit after the regional I came in sixth yesterday)?

Theia's Sloane List

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Sloane

Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Sloane ( 24 points)
- Relentless ( 3 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 174 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Pursuant ( 2 points)
- Wulff Yularen ( 7 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
= 78 total ship cost

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

1 Dengar ( 20 points)
1 "Howlrunner" ( 16 points)
6 TIE Interceptor Squadrons ( 66 points)
1 Black Squadron ( 9 points)
1 Saber Squadron ( 12 points)

Soontir and Mauler are real pains in the ***. Soontir can just follow bomber wings, and those bombers will just start taking damage when they shoot ships. They have to kill him if they don't wanna die themselves, plus when they attack Soontir to prevent taking damage, they will take counter fire.

You probably don't need 2 sets of flight controllers so you can get gunnery teams on the ISD. Avenger works great with a Sloan list with TIEs exhausting a brace then Avenger fires at full damage. Wulff can downgrade to a Veteran captain to save points. A comms netted token T1 to use T2 then Vet Capt one for T3. By that time you will have taken casualties or be happy leaving some interceptors happily locked in combat.

3 hours ago, Mad Cat said:

You probably don't need 2 sets of flight controllers so you can get gunnery teams on the ISD. Avenger works great with a Sloan list with TIEs exhausting a brace then Avenger fires at full damage. Wulff can downgrade to a Veteran captain to save points. A comms netted token T1 to use T2 then Vet Capt one for T3. By that time you will have taken casualties or be happy leaving some interceptors happily locked in combat.

Vet captain is to oft forgetten IMO.

It's an awesome upgrade for token centric fleets or on carriers for two turns of squad.

Only reason i would disagree that wulff is better on am isd2 is that you can bank a squad first turn and coms net a repair, then wulf the turn 2 squad token to turn 3, and then turns 3, 4, 5 wulf the repair token to keep topping off shields.

If you arent consisently doing that, then vet captain is better with a dedicated squad pusher as a second ship.

If you’re worried about MOV, I’d consider going Most Wanted instead of Advanced Gunnery. Just because while the ISD is terrifying, it’s also 270 points plus your admiral’s 24. If it goes down somehow, the game is probably over, and even tabling them isn’t a huge win. Contested Outpost or Fighter Ambush seem like better choices for yellow, too. With Fleet Ambush, it’s a good idea to consider the worst possible matchup, where your opponent will likely pick it. First player MC30s or DeMSU might take one look and go “yes please,” depending on your meta. The fleet itself looks very well built. Not surprised it placed well. :)

Edited by The Jabbawookie

I think that more named squadrons, expecially saber squadron and maarek steele, would be good editions to this list. I would even downgrade the ISD II for an ISD I . I would also take out the hanger bay and X17 to trade out for leading shots... you might want more activations so I would throw in a gozanti with vector on it. Take off the boosted comms on the ISD and be fine.

evised

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Sloane ( 24 points)
- Avenger ( 5 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 164 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Squall ( 3 points)
- Flight Controllers ( 6 points)
= 63 total ship cost

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

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

1 Dengar ( 20 points)
1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 Black Squadron ( 9 points)
1 Ciena Ree ( 17 points)
1 Saber Squadron ( 12 points)
2 TIE Fighter Squadrons ( 16 points)
1 Soontir Fel ( 18 points)

This is similar to one I have been running, switching out Soontir Fel for two TIE squads. I think this works pretty well giving you only an activation disadvantage of 1 most of the time while giving you a harder hitting team. ISD I with avenger and Sloane will destroy many ships in one attack.

Hope this helps!

~ CHRIS LETOURNEAU

On 12/3/2017 at 11:35 AM, Mad Cat said:

You probably don't need 2 sets of flight controllers so you can get gunnery teams on the ISD. Avenger works great with a Sloan list with TIEs exhausting a brace then Avenger fires at full damage. Wulff can downgrade to a Veteran captain to save points. A comms netted token T1 to use T2 then Vet Capt one for T3. By that time you will have taken casualties or be happy leaving some interceptors happily locked in combat.

All good points. I'd considered Avenger, but Relentless lets me keep from queuing up too many fighter commands more consistently. I definitely think you're right about the vet captain. I rarely think of them, and they can make enough difference in my activations to last past the death of about 1/2 of my squadrons (I'm averaging about 4 dying each game, over 6 games). Also, it looks like taking a Skilled First Officer lets me take Avenger without sacrificing that dial control for the ISD.

On 12/3/2017 at 7:42 PM, The Jabbawookie said:

If you’re worried about MOV, I’d consider going Most Wanted instead of Advanced Gunnery. Just because while the ISD is terrifying, it’s also 270 points plus your admiral’s 24. If it goes down somehow, the game is probably over, and even tabling them isn’t a huge win. Contested Outpost or Fighter Ambush seem like better choices for yellow, too. With Fleet Ambush, it’s a good idea to consider the worst possible matchup, where your opponent will likely pick it. First player MC30s or DeMSU might take one look and go “yes please,” depending on your meta. The fleet itself looks very well built. Not surprised it placed well. :)

I've been doing pretty well with keeping the ISD alive (except for one really bad mistake in the last round that kept me from being fourth), so I'm not too worried about that. It has basically become a "do not pick" card, making them more likely to pick Superior (especially since they're likely to have fighters too these days). SP is great for this list, as it requires good starting positioning, which is why I didn't take Fighter Ambush, as it makes my deployment count really small, letting me be out-positioned easily on turn one, while my fighters can reach pretty far as is without it.

On 12/5/2017 at 8:44 AM, Cleto0 said:

I think that more named squadrons, expecially saber squadron and maarek steele, would be good editions to this list. I would even downgrade the ISD II for an ISD I . I would also take out the hanger bay and X17 to trade out for leading shots... you might want more activations so I would throw in a gozanti with vector on it. Take off the boosted comms on the ISD and be fine.

evised

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Sloane ( 24 points)
- Avenger ( 5 points)
- Minister Tua ( 2 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 164 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Squall ( 3 points)
- Flight Controllers ( 6 points)
= 63 total ship cost

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

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

1 Dengar ( 20 points)
1 "Howlrunner" ( 16 points)
1 "Mauler" Mithel ( 15 points)
1 Black Squadron ( 9 points)
1 Ciena Ree ( 17 points)
1 Saber Squadron ( 12 points)
2 TIE Fighter Squadrons ( 16 points)
1 Soontir Fel ( 18 points)

This is similar to one I have been running, switching out Soontir Fel for two TIE squads. I think this works pretty well giving you only an activation disadvantage of 1 most of the time while giving you a harder hitting team. ISD I with avenger and Sloane will destroy many ships in one attack.

Hope this helps!

~ CHRIS LETOURNEAU

I see where you;re going there, but I don't feel it has the same...joie de vivre as my list, though a similar r'asion d'etre.

Experience from my Sloane list tells me that Relentless is just fine over Avenger in a large fraction of cases. However, I also used mine as a carrier only in backup situations and relied on my Quasar to do the bulk of the squadron pushing. Even if you keep it as a battle-carrier, Gunnery Teams really really helps you make sure you can follow up on targets of opportunity and anything that your squadrons set up for you. I also prefer Defenders since they are far less likely to be shot apart by casual flak, but that is personal taste.

14 hours ago, GiledPallaeon said:

Experience from my Sloane list tells me that Relentless is just fine over Avenger in a large fraction of cases. However, I also used mine as a carrier only in backup situations and relied on my Quasar to do the bulk of the squadron pushing. Even if you keep it as a battle-carrier, Gunnery Teams really really helps you make sure you can follow up on targets of opportunity and anything that your squadrons set up for you. I also prefer Defenders since they are far less likely to be shot apart by casual flak, but that is personal taste.

The INTs are vulnerable, but they hit almost as hard defending from fighters as they do attacking (especially when my ball is set up right). I like to make my opponent afraid to engage first with their fighters, letting me get six dice instead of four. While the FC's on the ISD only get, on average, two turns of use, those are important turns for cleaning out fighter opposition. I'll have to play it both ways, see how it goes.