A Sloane shift from 1 + 4

By The Jabbawookie, in Star Wars: Armada Fleet Builds

In light of the recent, heartbreaking, and entirely warranted FAQ I've been forced to make changes to my most beloved list: a flotilla/relay abuse Sloane fleet.

The original list:

Name: You're Still My Favorite
Faction: Imperial
Commander: Admiral Sloane

Assault: Advanced Gunnery
Defense: Fire Lanes
Navigation: Sensor Net

Imperial II (120)
• Admiral Sloane (24)
• Strategic Adviser (4)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Quad Battery Turrets (5)
• Avenger (5)
= 172 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Squadrons:
• Howlrunner (16)
• Mauler Mithel (15)
• 2 x Lambda Shuttle (30)
• JumpMaster 5000 (12)
• 7 x TIE Fighter Squadron (56)
= 129 Points

Total Points: 393

I'm hoping to find an effective alternative. The new list:

Name: Legally Sound
Faction: Imperial
Commander: Admiral Sloane

Assault: Advanced Gunnery
Defense: Fire Lanes
Navigation: Superior Positions

Imperial I (110)
• Admiral Sloane (24)
• Minister Tua (2)
• Boarding Troopers (3)
• Leading Shots (4)
• Avenger (5)
• Electronic Countermeasures (7)
= 155 Points

Gozanti Cruisers (23)
• Hondo Ohnaka (2)
= 25 Points

Gozanti Cruisers (23)
= 23 Points

Quasar Fire I (54)
• Flight Controllers (6)
• Boosted Comms (4)
• Squall (3)
= 67 Points

Squadrons:
• Howlrunner (16)
• 2 x Lambda Shuttle (30)
• 8 x TIE Fighter Squadron (64)
• JumpMaster 5000 (12)
= 122 Points

Total Points: 392

The idea for both is to go second, and play very defensively. A deployment advantage is not uncommon with originally 11 deployments, now 10. If Advanced Gunnery is chosen (it does happen) the ISD attempts to flank with as wide a turn as possible. If a token objective is chosen, turtle and farm points. If Superior Positions is chosen, use range and obstruction to play a defensive game; once hostile squadrons are cleared, each TIE is worth nearly double its points for a single rear hit.

Any alternative recommendations are greatly appreciated!:)

Edited by The Jabbawookie
16 hours ago, The Jabbawookie said:

The idea for both is to go second, and play very defensively. A deployment advantage is not uncommon with originally 11 deployments, now 10. If Advanced Gunnery is chosen (it does happen) the ISD attempts to flank with as wide a turn as possible. If a token objective is chosen, turtle and farm points. If Superior Positions is chosen, use range and obstruction to play a defensive game; once hostile squadrons are cleared, each TIE is worth nearly double its points for a single rear hit.

Any alternative recommendations are greatly appreciated!:)

It seems like other than Advanced Gunnery a lot of your options are defensive or ranged so why the ISD 1? Could a Cymoon fit your objectives better? Also with such large Rear arcs I'm not sure I'd bring Superior Positions to the game but that's me.

30 minutes ago, Thrindal said:

It seems like other than Advanced Gunnery a lot of your options are defensive or ranged so why the ISD 1? Could a Cymoon fit your objectives better? Also with such large Rear arcs I'm not sure I'd bring Superior Positions to the game but that's me.

Good point. I’ve found a way to fit a II in, which is a lot more convenient than the I’s raw damage. The Cymoon... hasn’t impressed me so far, especially without reliable rerolls and less of an interest in accuracies. IF + a token mechanism could help, but seems tough to fit.

3 hours ago, The Jabbawookie said:

Good point. I’ve found a way to fit a II in, which is a lot more convenient than the I’s raw damage. The Cymoon... hasn’t impressed me so far, especially without reliable rerolls and less of an interest in accuracies. IF + a token mechanism could help, but seems tough to fit.

With IF! I have had a fair amount of luck with the Cymoon but with your list the added token mechanics may not be so easy to use. Also if slow and steady is how you see this being played don't discount QBT, it isn't that expensive and I find it quite helpful and XI7's help focus the damage into one hull zone which helps mitigate those pesky red dice a bit.

Maybe add in an escort for your jumpmaster? Will save it from getting targeted immediately by enemy squadrons, even if you go with black squadron you get the counter one and it will still benefit from sloane

3 hours ago, Thrindal said:

With IF! I have had a fair amount of luck with the Cymoon but with your list the added token mechanics may not be so easy to use. Also if slow and steady is how you see this being played don't discount QBT, it isn't that expensive and I find it quite helpful and XI7's help focus the damage into one hull zone which helps mitigate those pesky red dice a bit.

For reference, this is the newest list. As you say, QBT is absolutely amazing for slow rolling, to the point where I dropped a TIE to make room. I’ve concluded I don’t care if things are engaged, so no intel; four round one token shifts is enough, and I’ll be trying to kill anything on a squadron stand. The only target of interest for a wise opponent is Howlrunner, as the Lamdas have 4 TIEs worth of hull.

Post-FAQ

Faction: Galactic Empire
Points: 393/400

Commander: Admiral Sloane

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Sloane ( 24 points)
- Avenger ( 5 points)
- Boarding Troopers ( 3 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 168 total ship cost

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

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

Quasar Fire I-class Cruiser-Carrier(54 points)
- Squall ( 3 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
= 67 total ship cost

2 Lambda-class Shuttles ( 30 points)
8 TIE Fighter Squadrons ( 64 points)
1 "Howlrunner" ( 16 points)
= 110 total squadron cost

Edited by The Jabbawookie

Based on how you said you planned to play the list I think this fits it better for sure and you have room to Comms Net a Gozanti if you wanted to. Still not sold on Superior Positions, mostly because it usually works against me in Imperial Lists but maybe you get more out of it. Your right in that Howlrunner will have a target on her back from the start, you will have to play the position game well to keep her in the game.

Good Luck!

On 4/7/2018 at 1:02 PM, The Jabbawookie said:

The only target of interest for a wise opponent is Howlrunner, as the Lamdas have 4 TIEs worth of hull.

Depends. Generic-killers like Defenders, Valen, Han, etc might have better success by just popping TIEs. If killing the Lambdas would isolate the squadron wing from the carriers, and you have a good shot at tackling both, they would be worth taking out first instead--not that that's likely to happen often, since you can hold them well out of range behind the TIE wave.

The ISD2 version is definitely better than the ISD1. I like it.

And no XI7 is definitely a good plan. ;)