3 Sloane ISD lists, which one to take?

By Karneck, in Star Wars: Armada Fleet Builds

I'll be heading to a store tournament next weekend, and while I would love to take a version of GK's Vader Cymoon powerhouse, I feel like I've developed something with the same punch just in a different way.

I have 3 Sloane lists, each carries a bid that likely ensures 1st but is also able to go 2nd as well. I'd like to see what others think and provide feedback.

From lowest bid, to highest.

Quote

Name: 1+4 Sloane cy no SA
Faction: Imperial
Commander: Admiral Sloane

Assault: Advanced Gunnery
Defense: Fighter Ambush
Navigation: Superior Positions

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

ISD Cymoon 1 Refit (112)
• Admiral Sloane (24)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• XI7 Turbolasers (6)
• Avenger (5)
= 158 Points

Squadrons:
• Howlrunner (16)
• Saber Squadron (12)
• Maarek Stele (21)
• Colonel Jendon (20)
• Ciena Ree (17)
• Soontir Fel (18)
• Mauler Mithel (15)
• Valen Rudor (13)
= 132 Points

Total Points: 384

Quote

Name: 1+4 Sloane cy w/SA
Faction: Imperial
Commander: Admiral Sloane

Assault: Advanced Gunnery
Defense: Fighter Ambush
Navigation: Superior Positions

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

ISD Cymoon 1 Refit (112)
• Admiral Sloane (24)
• Strategic Adviser (4)
• Flight Controllers (6)
• XI7 Turbolasers (6)
• Avenger (5)
= 157 Points

Squadrons:
• Howlrunner (16)
• Saber Squadron (12)
• Maarek Stele (21)
• Colonel Jendon (20)
• Ciena Ree (17)
• Soontir Fel (18)
• Mauler Mithel (15)
• Valen Rudor (13)
= 132 Points

Total Points: 383

Quote

Name: 1+3 Sloane ISD2 w/SA
Faction: Imperial
Commander: Admiral Sloane

Assault: Advanced Gunnery
Defense: Fighter Ambush
Navigation: Superior Positions

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
= 23 Points

Imperial II (120)
• Admiral Sloane (24)
• Strategic Adviser (4)
• Flight Controllers (6)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Avenger (5)
= 176 Points

Squadrons:
• Howlrunner (16)
• Saber Squadron (12)
• Maarek Stele (21)
• Colonel Jendon (20)
• Ciena Ree (17)
• Soontir Fel (18)
• Mauler Mithel (15)
• Valen Rudor (13)
= 132 Points

Total Points: 381

The 2nd list there with the bid of 383 might be the one I'd like to try but with no re rolls on all those red dice, could make or break it. But with 5 activations AND SA? Not much is going to out activate this list and it still has max squadrons.

The 3rd list is the one I'd prefer to fly, but requires dropping a Goz activation to make it all work but it really shines, an ISD 2 with Leading shots AND ECM to survive an initial powerhouse roll that might be backed by intel officer.

Pros and cons to them all. I could drop some aces to generics to pick back up the lost Goz for the 3rd list, but then I lose a lot of survivability in my squadrons.

So, thoughts?

Edited by Karneck
5 hours ago, Karneck said:

The 3rd list is the one I'd prefer to fly, but requires dropping a Goz activation to make it all work but it really shines, an ISD 2 with Leading shots AND ECM to survive an initial powerhouse roll that might be backed by intel officer.

Those are the reasons I would take the third option over the others. An ISD needs to protect its valuable Brace with ECM and a Cymoon needs dice mitigation.

As a personal preference I would change Soontir (who I know is great) for Dengar (to help out with his Counter ability and Intel)

I agree but also believe you don't need flight controllers especially if Dengar is in there. Dengar means you don't absolutely need to win the fighter conflict straight away. You could tie some squadrons up and attack ships for Avenger to do its thing using intel to get into position.

So no flight controllers means Gunnery Teams are now on the table and Avenger can rock 2 targets at a time with its front arc.

Edited by Mad Cat
1 hour ago, Mad Cat said:

I agree but would keep also believe you don't need flight controllers especially if Dengar is in there. Dengar means you don't absolutely need to win the fighter conflict straight away. You could tie some squadrons up and attack ships for Avenger to do its thing using intel to get into position.

So no flight controllers means Gunnery Teams are now on the table and Avenger can rock 2 targets at a time with its front arc.

I agree with all this. I too am looking at GK's fleet, and I think the third list makes the most since, based on your load out of the cymoon in the first 2. I guess you still get the extra red instead of blue on the cymoon, but you aren't filling the fleet command or the second turbolaser, so you are kinda back into the ISD 2 anyway? 8pts is a big difference, but not having the ECM without adding tua is pretty big, and once you add tua for the defense slot, your back in the ISD 2 anyway. My 2 pesos.....

Revised list with considerations taken.

Quote

Name: 1+3 Sloane ISD2 w/SA
Faction: Imperial
Commander: Admiral Sloane

Assault: Most Wanted
Defense: Fighter Ambush
Navigation: Superior Positions

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Imperial II (120)
• Admiral Sloane (24)
• Strategic Adviser (4)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Avenger (5)
= 177 Points

Squadrons:
• Howlrunner (16)
• Saber Squadron (12)
• Maarek Stele (21)
• Colonel Jendon (20)
• Mauler Mithel (15)
• Valen Rudor (13)
• Dengar (20)
• Ciena Ree (17)
= 134 Points

Total Points: 382

I think I like the third list the best, but I do have a question....

If you're planning to lock down the defender tokens with your fighter screen ready for avenger to lay the smackdown... do you need xi7's?

As in... might they be better set as dual turbolaser turrets to get you a (quasi) reroll?

Because it's extremely difficult to lock down ships that have redirects (especially double redirects) that rely on redirecting to mitigate oncoming damage. See MC30, MC80, ISD, Glad, CR90's

It is better to drill through a hullzone than watching all of your damage get shuttled off to the sides where you are not able to shoot if your opponent is playing correctly.
You also can't expect your squadrons to be able to attack ships 100% of the time, or if there are multiple threats on different attack vectors.

Edited by Karneck

I would eat into the bid a little more and look at the Supressor/avenger combo and maybe a set of slicer tools to turn off commands.

Suppressor is an idea at only 4 points, but Suppressor and Slicer is 11 points which leaves no bid unless I want to drop some ACES for generics.

The idea behind this is to out bid most people trying to bid for 1st that are rocking combat ships like BTVenger, Demo, or Admo, Raddus, etc.
By having 1st player, I can mostly ensure I'm activating my ISD and getting it away from anything trying to knock it around and freely sacrificing Goz's if needed.

Edited by Karneck