SLOANE DEFENDER TIE

By LordPQ, in Star Wars: Armada Fleet Builds

Hello guys,

You have already helped me few monthes ago trying to do a Sloane list and I'm thanksfull for that.

I've been playing Sloane since many monthes now.

I've just won a store tournament in france with the list below (V1) but i think i could do better. For example I'm not sure X-17 is that important in my list considering Sloane and avenger? Same as strategic Adviser.

I wanted to swap a defender tie with Colonel Jendon. So i've came with a second list. I'm not sure between Spinal and quad Battery also I'm not sure I want more than 390 pts since I want to be first player. What do you think? I'm heading to the french championship in a month and I can't get out of my head that i'm missing something!

Any thoughts?

Name: LPQ SLOANE IQR V1
Faction: Imperial
Commander: Admiral Sloane

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

Imperial II (120)
• Strategic Adviser (4)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Avenger (5)
= 146 Points

Quasar Fire I (54)
• Taskmaster Grint (5)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Pursuant (2)
= 76 Points

Raider I (44)
• Admiral Sloane (24)
= 68 Points

Squadrons:
• Maarek Stele (21)
• 3 x TIE Defender Squadron (48)
• Mauler Mithel (15)
• Dengar (20)
= 104 Points

Total Points: 394

Name: LORD PQ SLOANE IQR V2
Faction: Imperial
Commander: Admiral Sloane

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Superior Positions

Imperial II (120)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Quad Battery Turrets (5)
• Avenger (5)
= 141 Points

Quasar Fire I (54)
• Taskmaster Grint (5)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Pursuant (2)
= 76 Points

Raider I (44)
• Admiral Sloane (24)
= 68 Points

Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20)
• Dengar (20)
• Mauler Mithel (15)
• 2 x TIE Defender Squadron (32)
= 108 Points

Total Points: 393

Thanks guys!

Insufficient antiship blue dice to justify Sloane

Personally, I like the second list better. If you're slow rolling your ISD, QBTs give you dice modification at long range. I think if you want to be below 390, the easiest thing to do is drop Expanded Hangar Bay. With Grint, you should be able to dial+token 5 squads each turn. If you can put Jendon in position, he doesn't need to move, and can trigger the attack at the end of the round. That also said, don't expect to get first just because you're near 390. Players with lists that need to go first will drop down into the low 380's easily.

Personal Thoughts: (these changes would drastically change the concept of your list, so feel free to ignore them)

That Raider looks an awful lot like a lifeboat. If it isn't adding to the fight, you're wasting 44 points of offensive potential. While a lifeboat does make it easier to run away and conserve points (meaning smaller losses), you will also have a harder time getting tablings (bigger wins to balance any losses). Without running gunnery teams on your ISD and having the Raider not contributing, you're only really getting one big shot per round to follow your fighters. On top of that, while your fighters can hit just fine, you're only running six of them. With Dengar throwing black against ships, you're only getting 5 attacks per round to use Sloan's ability. If you match up against a squad heavy fleet, your commander's ability is likely to be largely wasted. If you're in a squad light meta, that may be just fine.

I like 6 Defenders with Sloane.

Name: Sloane bull
Faction: Imperial
Commander: Admiral Sloane

Assault: Most Wanted
Defense: Contested Outpost
Navigation: Superior Positions

ISD Cymoon 1 Refit (112)
• Admiral Sloane (24)
• Minister Tua (2)
• Gunnery Team (7)
• Spinal Armament (9)
• H9 Turbolasers (8)
• Electronic Countermeasures (7)
= 169 Points

Quasar Fire I (54)
• Taskmaster Grint (5)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
= 74 Points

Gozanti Assault Carriers (28)
= 28 Points

Gozanti Assault Carriers (28)
= 28 Points

Squadrons:
• Maarek Stele (21)
• 5 x TIE Defender Squadron (80)
= 101 Points

Total Points: 400

16 hours ago, Astrodar said:

Personally, I like the second list better. If you're slow rolling your ISD, QBTs give you dice modification at long range. I think if you want to be below 390, the easiest thing to do is drop Expanded Hangar Bay. With Grint, you should be able to dial+token 5 squads each turn. If you can put Jendon in position, he doesn't need to move, and can trigger the attack at the end of the round. That also said, don't expect to get first just because you're near 390. Players with lists that need to go first will drop down into the low 380's easily.

Personal Thoughts: (these changes would drastically change the concept of your list, so feel free to ignore them)

That Raider looks an awful lot like a lifeboat. If it isn't adding to the fight, you're wasting 44 points of offensive potential. W  hile a lifeboat does make it easier to run away and conserve points (meaning smaller losses), you will also have a harder time getting tablings (bigger wins to balance any losses). Without running gunnery teams on y  our ISD and having the Raider not contributing, you're only really getting one big shot per round to follow your fighters. On top of that,  while your fighters can hit just fine, you're only running six of them. With Dengar throwing black against ships, you're only getting 5 attacks per round to use Sloan's ability. If you match up against a squad heavy fleet, your commander's ability is likely to be largely wasted. If you're in a squad light meta, that may be just fine.

Hi there,

Thank you for your help. In france you don't have many fleet under 390. I will try without Expanded Hangar bay. The thing is for the raider is that without it I had a lot of tabling against me. I use to run 8 squadrons with gozanti instead of Raider. In france right now there is not that much squadrons. But I will try your list this weekend.

16 hours ago, chr335 said:

Insufficient antiship blue dice to justify Sloane

Could you tell me more. You think I need 7? 8? squadrons with blue dice to be relevent?

Thank you guys

33 minutes ago, LordPQ said:

Hi there,

Thank you for your help. In france you don't have many fleet under 390. I will try without Expanded Hangar bay. The thing is for the raider is that without it I had a lot of tabling against me. I use to run 8 squadrons with gozanti instead of Raider. In france right now there is not that much squadrons. But I will try your list this weekend.

Could you tell me more. You think I need 7? 8? squadrons with blue dice to be relevent?

Thank you guys

8 is a really good number to hit if two of those are Maarek and Jendon. We have a similar situation in my meta: small bids and few squads, and a good way to take advantage of that is make your squads better at hitting ships (to a point.) You might consider 1-3 Phantoms: they're fragile, but great bombers. Their unpredictability is obviously a con in some ways, but it also really messes with your opponent's control of the situation, no matter how good they are. Another thing you could do is swap the Quasar for two Gozantis. Slightly higher squad value potential, better survivability and activation count, and points for squads and ISD upgrades in exchange for Flight Controllers access and poorer quality of activations.

7 to 8 would be the minimum for a Sloane list just to account for losses. And I agree with @The Jabbawookie tie phantoms work great with Sloane. Two red dice can potentially do up to four damage or with Sloane spend 2 defense tokens maximizing the chance of her ability to proc

On 10/22/2018 at 4:47 PM, Astrodar said:

That Raider looks an awful lot like a lifeboat.

I love a Raider lifeboat, but it's not for everyone.

6 hours ago, chr335 said:

or with Sloane spend 2 defense tokens maximizing the chance of her ability to proc

Sadly, one’s the max. Sloane is a “while” effect, which occurs once during a specified time and cannot be repeated during that time. Spending a brace and dealing two damage though? Yes please.

Edited by The Jabbawookie

I just ran a 4 squadron sloane list! it was really fun, and performed very well. I took a (tied) first place of 21 points after winning against a unkillable MC75 and 3 support nebulons(with redemption and projection experts) and then beat a double cymoon Vader(the other 1st place) and then beat a Quasar+ISD K with sloane aces. Sloane doesnt need to have a ton of squads to be useful, and I managed to use her rerolls on every one of my attacks. I used Marrek+Jendon and two TIE Phantoms. I did this so that I could, Have a Sloane build and use medium squadrons and have two ISDs

I do not like that people are saying "oh you running sloane? well, pull out your 8 squads + or you are not using her properly." What I say is with Sloane, you are running a circus. A balancing act with 3 parts.

1. Squadrons

2. Ships

3. Activations

Squadrons: many people are closed mined and think that there is a singular best way to run sloane squads. This simply isnt true. the only way you cannot run sloane is with bombers or rouge! seriously people, think outside the box a bit more and experience something new. I get tired of people saying they cant find a good way to run sloane when they are using the main 8 aces sloane list. I have a few things for you:

Colonel Jendon (20)
• Maarek Stele (21)
• Whisper (20)
• TIE Phantom Squadron (14)
= 75 Points

-or-

Whisper (20)
• Colonel Jendon (20)
• Maarek Stele (21)
• 3 x TIE Fighter Squadron (24)
• JumpMaster 5000 (12)
= 97 Points

these are both perfectly viable Sloane builds under 100 points that people are just unwilling to try.

2. Ships

Most people default to ISD+ Quasar+2, but I say think a little bit.

I tried to keep my squad costs lower so that I could fit in two ISDs. This ended up helping out, because a main problem with most sloane lists is that you need to have good anti ship firepower, but with only 1 combat ship you do not get that. I have not tried a MSU sloane list, but a gladiator+3 Arqs sounds like fun to me.

3. Activations

For all of my lists, I try to get 5 activations or a close to that as possible. Since the FAQ and rule changes have come out limiting flotillas, I have started to use SA like nobody's business. for 4 points, this is the BEST card in the game for me rn. I abuse this card and feel like it is an auto include on most large ships( apart from those needing lando or tua) because of the raw power of activation advantage. In my list I ran 4 activations, and if you are a decent player, this should be sufficient for activations.

hopefully I have brought to light a few more ways of thinking about running sloane so that you can improve your game and make your own lists instead of always just metalisting.

List will be posted on my website, with a few other things for medium squadrons. My cohost @Rcracken7 just finished an article on Medium squadrons

hope this helps!

Hi guys!

Thank you very much for the advive!

@The Jabbawookie I will try for sure phantom and two gozantis instead of quasar.

17 hours ago, Phil B said:

I love a Raider lifeboat, but it's not for everyone.

I do love my lifeboat.

I will try different list and will keep you update how it work for France Championship!

Pryce is much more of a force multiplier than SAdv ever will be.

Also, why take less than max (or almost max) squads with Sloane? Her ability is to make squads that are normally good only vs squads also good vs ships. You want to maximize this.

15 hours ago, Cleto0 said:

I just ran a 4 squadron sloane list!

Squadrons: many people are closed mined and think that there is a singular best way to run sloane squads. This simply isnt true. the only way you cannot run sloane is with bombers or rouge! seriously people, think outside the box a bit more and experience something new. I get tired of people saying they cant find a good way to run sloane when they are using the main 8 aces sloane list. I have a few things for you:

Colonel Jendon (20)
• Maarek Stele (21)
• Whisper (20)
• TIE Phantom Squadron (14)
= 75 Points

-or-

Whisper (20)
• Colonel Jendon (20)
• Maarek Stele (21)
• 3 x TIE Fighter Squadron (24)
• JumpMaster 5000 (12)
= 97 Points

these are both perfectly viable Sloane builds under 100

You do realize I never said anything about number of squads I said number of Dice both of your under 100 point lists have 6 to 7 dice that can work under Sloane. 4 phantoms is 8 dice my usual minimum for Sloane.

31 minutes ago, Green Knight said:

Pryce is much more of a force multiplier than SAdv ever will be.

Also, why take less than max (or almost max) squads with Sloane? Her ability is to make squads that are normally good only vs squads also good vs ships. You want to maximize this.

I took 6 because I wanted to *** raider instead of gozanti because I've got tabling multiple time. Since I add a raider and run only 6 squads I've won most of my game and a tournament. The meta in france is with few or no squads and with 6 activation on my Quasar I'm running 6 squads

I prefer this squadron component with Sloane, but I'm not running much Sloane anymore :D

But its absolutely NOT the only way to go.

A couple of generics to get to 10 squads is one option.

A couple of Phantoms another, more radical option.

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

Total Points: 134

3 hours ago, Green Knight said:

Pryce is much more of a force multiplier than SAdv ever will be.

Also, why take less than max (or almost max) squads with Sloane? Her ability is to make squads that are normally good only vs squads also good vs ships. You want to maximize this.

Haha. I disagree. If you could give me some kind of example where pryce is better that would be nice. IMO Pryce isn’t worth 7 and I have not liked playing with her so far. Also I explained that I like to fun fewer squads with Sloan so that I can have more points in ships, the ultimate anti ship.

3 hours ago, chr335 said:

You do realize I never said anything about number of squads I said number of Dice both of your under 100 point lists have 6 to 7 dice that can work under Sloane. 4 phantoms is 8 dice my usual minimum for Sloane.

That is fine, if you were talking about dice, most people don’t think a few squads could work. And 4 phantoms sounds really bad. That is only 16 Hull which could be killed in 1 turn

Here was my list which scored 21 points against some of Kansas City’s most avid players.

Faction: Imperial
Commander: Admiral Sloane

Assault: Most Wanted
Defense: Contested Outpost
Navigation: Solar Corona

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

Imperial II (120)
• Admiral Sloane (24)
• Strategic Adviser (4)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
= 172 Points

ISD Kuat Refit (112)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• External Racks (3)
• Avenger (5)
= 134 Points

Squadrons:
• Colonel Jendon (20)
• Maarek Stele (21)
• 2 x TIE Phantom Squadron (28)
= 69 Points

Total Points: 400

How to Pryce?

Ok I just last/firsted you. Your squads are dead, your ISD is burning.

Simplified?

Yes, but I don't know what else to say.

Typically going from 3 to 4 activations with sadv doesn't help very much.

4 hours ago, LordPQ said:

I wanted to *** raider

What are you doing to this poor Raider!? :)

(btw, @Green Knight is correct imo)

Just to clear a possible misunderstanding, were you using Sloane’s reroll against squadrons @Cleto0 ? You implied as much and that’s not the card’s power.

If you’re using antiship dice as your count for Sloane effectiveness, I’ll remind you to add your best back in (should be Stele) when you include Jendon instead of his own attack.

Regarding building Sloane, I have been experimenting with lower squads counts but all high end aces. Two Phantoms plus Stele and Jendon is only 18 hull, still entirely destroyable. Regardless of what I bring for squadrons, I have found Pryce for last/first is the only way to guarantee Squadron superiority and an unimpeded alpha strike. Even when I have that, when I square off against higher squad complements it’s a challenge because it’s almost impossible to kill everything so the other player cannot counterattack. That is why the tournament-shifting Sloane Balls all ran 130+, because it was their only chance to survive each other and to try to fight Rebel Hateful Eight and similar compositions.

Small edit: it’s hard to read a website if we don’t have a link.

Edited by GiledPallaeon

Just a point back to the op @LordPQ . First off, congrats on the tourney win! That's rad. And I love defenders. I've been playing with them a lot lately to great effect. Now here's where I go off script a bit. Defenders always do SOMETHING with their dice with Sloane against ships. 100% accuracy! That is a huge. And they are awesome against squads too. Double bonus. Problem is, you are paying a ton for that consistency, and honestly I think it breaks down the overall effectiveness. Sloane likes cheap squads, like the tie/interceptor aces that can be spammed to overheat tokens. They have the same damage cap as defenders since defenders can't get you that 2 damage shot against ships, and while they are not as consistent against squads as defenders again with swarm replacing the 2 black dice you typically end up with about the same overall production but with greater chance of accuracies.

I love defenders, but I think that with Sloane you take an expensive squad and make it so expensive it stops being worth while. I think if you subbed out the defenders for a smattering of tie aces and maybe a phantom or 2 as has already been said you will find an increase in overall effectiveness.

If you decide to move past sloane, defenders pair excellently with Motti or Thrawn. I run my defenders without BCC cause they never need to fish for the double and are still relatively reliable without any dice fixing. When you aren't investing in BCC tech it keeps their overall infrastructure load on your fleet pretty low. Add in a flight controller quasar and have a cow dominating the squad fight and tanking flak against ships. It's all around good.

Best of luck in your future fleets!

@LordPQ I would consider adding Pryce to your ISD to give you a trully game changing last first double activation. (Usually Pryce turn 2).

Ignore most of what Clet00 said.

In your second list you have two carriers for 6 squads. This seems imbalanced. I am not sure why you have this.

For reference this is the list I got King of Swiss with at the Euros.

Arquitens Light Cruiser

Centicore, Skilled First Officer, Dual Turbolaser Turrets

Gozanti

Suppressor, Comms Net

ISD-II

Admiral Sloane, Avenger, Governor Pryce, Gunnery Team, Boosted Comms, Electronic Countermeasures, Leading Shots

Mauler Mithel, Dengar, Soontir Fel, TIE Fighter, Black Squadron, 2x TIE Phantom, Maarek Steele

Most Wanted, Planetary Ion Cannon, Superior Positions

389pts

57 minutes ago, GiledPallaeon said:

just to clear a possible misunderstanding, were you using Sloane’s reroll against squadrons @Cleto0 ? You implied as much and that’s not the card’s power.

no, I was using it against ships. It makes the red dice of the phantoms a lot better. Has anyone used Marreks ability to change a die to a crit and then reroll it with sloane? that way you can have an extra shot at getting an accuracy?

57 minutes ago, GiledPallaeon said:

Two Phantoms plus Stele and Jendon is only 18 hull, still entirely destroyable

for sure, and when I played against the aces sloane list, I lost all of them except for 1 phantom on 1 hull that was using cloak to heal. :D But since Jendon and Marrek both have braces, they do live a little longer and the extra 4 hull is at least 2 squad activations off of my ships.

57 minutes ago, GiledPallaeon said:

Small edit: it’s hard to read a website if we don’t have a  link

here you go: https://ffgstarwarsgames.wordpress.com/ (thanks!)

10 minutes ago, Ginkapo said:

Ignore most of what Clet00 said.

it is @Cleto0 . All I said was to not just default to the basic things that everyone wants you to do because it is the "best" options. I was encouraging some independent thinking about a group of TIE defenders. (Dam n?) people. chill. If you want to go Ginkap0. FIGHT ME. I was not saying anything that shouldnt have been said. If you have some real reason to have people "ignore" me than say it.

thanks.

I will find you at nationals and you can fight me anytime.

Edited by Cleto0
2 minutes ago, Cleto0 said:

Has anyone used Marreks ability to change a die to a crit and then reroll it with sloane? that way you can have an extra shot at getting an accuracy?

Yes. It was one of the first Sloane tricks to be found, and was cited quite often as a reason to be using Maarek.

3 minutes ago, Cleto0 said:

you can fight me anytime.

http://www.vassalengine.org/wiki/Module:Star_Wars:_Armada

20 minutes ago, Cleto0 said:

it is @Cleto0 . All I said was to not just default to the basic things that everyone wants you to do because it is the "best" options. I was encouraging some independent thinking about a group of TIE defenders. (Dam n?) people. chill. If you want to go Ginkap0. FIGHT ME. I was not saying anything that shouldnt have been said. If you have some real reason to have people "ignore" me than say it.

thanks.

I will find you at nationals and you can fight me anytime.

He's just disagreeing with your take on things. There's no need to bump up the hostility.

I have also won a tournament with Sloane dual ISD, and there is a certain logic behind it: you can out-squadron ship heavy fleets and against carrier lists, you still have two ISDs and the ability to TIE their fighters up. But the build needs to be balanced carefully. I wasn’t running 4 squads, but 9 TIEs + Howlrunner and FCs (trade up!). Is it better than IQG aces? Sometimes, but it has additional weaknesses and bad matchups too. I don’t endorse 4 expensive squads, and it’s definitely janky, just don’t rule out the overall archetype completely, guys. And @Cleto0 : there are two important sides to innovation. By all means, be new, be different, be bold. Fellow visionaries are a wonderful thing. But recognize that the established way is established for a very good reason: it has been shown to work. When you lead someone down a weird path, make it clear that’s what you’re doing, not act as though this is subjective. Not everyone wants to take the road less traveled, you know? :)

Edited by The Jabbawookie