SLOANE DEFENDER TIE

By LordPQ, in Star Wars: Armada Fleet Builds

20 minutes ago, The Jabbawookie said:

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? :)

By all means 4 squads isn’t the best, but there is no need to shut down Defenders. I don’t think 4 is good, I was just using an example. When I was running Sloane at first I used an 8 ace list. I just found it hard to get enough damage with sloane so I was getting a lot of 7s and 6s

Edited by Cleto0

@Cleto0 When someone asks for advice in fleet building you dont offer "out of the box" ideas that are largely unproven in a somewhat condescending tone. You're ideas might work, still doesnt mean they should be posted here.

And for the record, I am fairly sure I could Motti in your list and do just as well, so its unclear how you are leveraging Sloane particularly.

I have no experience with Sloane (sadly not enough games), but my 2 cents;

"For         example  I'm  not        sure X-17 is that important        in my list considering  Sloane and  avenger    ?    Same as strategic Adviser."

I agree with the first sentiment. X-I7 are good when you have only a few key sources of damage, both capable of mitigating redirect (either through additional X-I7, or accuracy generation, for example Home One with X-I7 and CR90s with the guaranteed accuracy). With your original list, I am sure you found during your store tournament that enemy ships would have been happy enough spending those redirect on your fighter attacks to the point where I'd expect they would still run out of [adjacent] shields prior to running out of hull.

SA is generally always good, 4 activation always has some benefit over 3, however I suspect you will still be vulnerable to last-first attacks (you definitely want player 1 here). Also with this list I expect you'd only want to stall with SA for the first 1-3 turns, then would actively move the ISD asap. Therefore in this kind of extreme 3 activation list maybe changing to Pryce would prove interesting. The fewer activations the more pronounced her effect. Just be aware that she can backfire too, basically if your opponent can start the [heavy] engagement 1 turn earlier then expected, meanwhile if she activates too early, she may be of limited value.

" not sure between   Spinal  and quad Battery                                               "

This really depends on how you fly the ships. In the case of Spinals, my general rule of thumb is that it (and enhanced armament) is over-costed for only 1 attack per round, and thus better with Gunnery Teams. Quad Battery is obviously dead weight if you like flying the ISD ahead at speed 3, but great value if you sit back behind you squadron ball. Even if it doesn't trigger, it gives your opponents' hard decisions on when to accelerate to escape the squadron ball of death or the ISD itself. When in doubt H9 or DTT are good choices, and sometimes nothing at all is the correct choice.

I'm not really against the Raider lifeboat . Assuming it job is to sit back and tack a shot at anything that darts by the ISD, then it is not wasted points as others have said. It would be kept safe by its positioning, and they generally only get a few shots off per game anyway; this plan just aims for those shots to be taken rounds 4-6. Still a few options here include Arquitens if you have a spare 10 points. It provides some long range firepower. Gozanti, either variant for their support role and longer range then the Raider (and cheaper price) or simply expanded hanger bay on the raider so it can do something early in the match (3 squadron activation isn't too bad).

Some have suggested fewer squadrons with Sloane. As I said above I have zero experience with her specifically, however I would be hesitant for the simple reason that if you run into a medium-heavily invested squadron list, your own squadrons will melt and you will be left with a useless commander, carrier and lifeboat with a lonely ISD needed to make up the difference. For instance the suggested Stele, Jendon, Wisper and TIE Phantom squadron ball would be utterly ruined if against for example your own squadron ball; ie a 5 TIE defender with Flight Controllers alpha strike would expect over 15 points of damage (I have not accounted for Sloane's re-rolls due to laziness). That would obliterate the enemy's Stele and TIE phantom. Rebels also have ways to deal with fewer squadrons with ease, for example Dutch could simply deactivate Stele and remove around a third of the incoming fire-power alone.

Disclaimer, I am aware that Armada is a Scissor-paper-rock game at times, and a low squadron Sloane list may do quite well against some other lists.

Regarding defenders themselves; Their main useful perk to me is that if you are setting up a Sloane squadron alpha, you are often launching them within range of enemy ships' flak (oftern overlapping flak). Defenders have the hull to wear this, 3 Hull TIEs do not and phantoms are quite expensive. Other then that perk however your list is begging for more, cheaper squadrons which have much the same expected damage output against ships as even the bomber defenders. I'd rely on others' experience with this, but maybe design your list with around 5 hardy ships that can dive in and tank return fire: such as most aces, and a couple defenders. Then fill the rest with cheap spamable fighters (including a Jumpmaster) to ensure your carriers always have squadrons to activate, and who generally only enter flak range when your opponent is faced with the ultimatum of attacking your ISD or your fighters.

Well, XI-7 is a very powerful card, and I would hesitate to remove it. If you have found that you do not need it, then by all means remove it.

@Ginkapo Yea, Motti was the commander for those ISDs, but I threw in sloane so that I could see if it helped my phantoms. I ended up getting 4 attacks with phantoms that were 3 damage, and on all of those rolls I had a sloane reroll. I was testing to see if this was a good thing to try out and it ended up not doing to bad. I am also not trying to force out of the box thinking, but encouraging people to think about sloane from a strictly damage perspective. My main issue with sloane is that you have to invest heavily in squads which can make life difficult for your ships who lack a tremendous amount of fire power

@All Thanks you again for the advices.

This is the list I'll try on monday for my training I want to try how work Jendon and Phantom( specialy red dices outcomes) and Pryce. I might drop Flight controller to be under 390pts

I hope i will have 6/7 games before the championship (24th of november).

With this one with each sloan activation I have 6 blue dices, 2 red dices and 1 black die. Instead of 6 blue dices 1 black die in my previous list.

Name: LPQ Test Week 1
Faction: Imperial
Commander: Admiral Sloane

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

Imperial II (120)
• Governor Pryce (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Avenger (5)
= 143 Points

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

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

Squadrons:
• Maarek Stele (21)
• TIE Phantom Squadron (14)
• TIE Defender Squadron (16)
• Dengar (20)
• Mauler Mithel (15)
• Colonel Jendon (20)
= 106 Points

Total Points: 393

I will tell you the outcomes on monday.



Best of luck!

Had a bit of success with this list, 2 ISD's with Sloane is a nice combo.

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Sloane

Assault Objective: Blockade Run
Defence Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Sloane ( 24 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 159 total ship cost

Imperial Star Destroyer Kuat Refit (112 points)
- Avenger ( 5 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
- External Racks ( 3 points)
= 138 total ship cost

1 "Howlrunner" ( 16 points)
1 Colonel Jendon ( 20 points)
1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)
1 "Mauler" Mithel ( 15 points)
1 Maarek Steele ( 21 points)
= 102 total squadron cost

Hi Guys!

So I've played today against an Ackbar list with an MC80 with engine tech and defiance, a Frigate Mark II B, a CR90 A, 2 GR75 with Sasha and an A-Wing.

Luckily I had to choose who get to be first and I went first. I've choose Fire Lanes as objective. I was afraid but in the end it went well with me.

I've choose to Play Pryce on the 2nd turn that end up to be a bad decision. He had Navigation on all his fleet and was able to passed by my front hull zone of the ISD. With my quasar I was able to hit him pretty hard on the Mark II.

Turn 3: I played first my Quasar and I destroyed his Mark II and start to hit his CR90. Meanwhile he destroyed my quasar on his activations. My Raider was gently mooving away from the fight.

Turn 4 i managed to get one of his GR75 and I took heavy damage on my ISD. On turn 5 I've got his second GR75 with my ISD (I did not continue to hit his MC80 since with ECM and RBD I could not finish him) and i got his CR90 with my squadrons.

During the battles his squadrons did nothing to my squadrons at all.

Final Score 342-151 (I did pretty well on the objectives).

I liked my squadrons better like that with the Phantom and Jendon. I'm not sure about Pryce... On friday I will try the same fleet with a gozanti instead of the Raider and add 2 squadrons. I will see if I can play better the Gozanti than I used to... It will give me more fire power anyway.

I think I've fly well and my only mystake was Pryce ^^

Edited by LordPQ

Very nice love when fleets work out well

On 10/27/2018 at 6:56 PM, Phil B said:

Had a bit of success with this list, 2 ISD's with Sloane is a nice combo.

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Sloane

Assault Objective: Blockade Run
Defence Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Sloane ( 24 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 159 total ship cost

Imperial Star Destroyer Kuat Refit (112 points)
- Avenger ( 5 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
- External Racks ( 3 points)
= 138 total ship cost

1 "Howlrunner" ( 16 points)
1 Colonel Jendon ( 20 points)
1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)
1 "Mauler" Mithel ( 15 points)
1 Maarek Steele ( 21 points)
= 102 total squadron cost

If your ISD 1 is standing off to focus on pushing fighters maybe a Cymoon would be better?

Or if it’s diving in to get close, may as well drop the boosted comms perhaps?

8 hours ago, ISD Avenger said:

If your ISD 1 is standing off to focus on pushing fighters maybe a Cymoon would be better?

Or if it’s diving in to get close, may as well drop the boosted comms perhaps?

Cymoon will want a reroll, and without putting a lot of points into it I doubt it would work. I would suggest an isd 2

Imperial II (120)
• Admiral Sloane (24)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
= 168 Points

ISD Kuat Refit (112)
• Governor Pryce (7)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• External Racks (3)
• Avenger (5)
= 141 Points

Squadrons:
• Colonel Jendon (20)
• Maarek Stele (21)
• Mauler Mithel (15)
• Whisper (20)
• TIE Phantom Squadron (14)
= 90 Points

Total Points: 399

maybe something like this?

12 hours ago, Cleto0 said:

Cymoon will want a reroll, and without putting a lot of points into it I doubt it would work. I would suggest an isd 2

Imperial II (120)
• Admiral Sloane (24)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
= 168 Points

ISD Kuat Refit (112)
• Governor Pryce (7)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• External Racks (3)
• Avenger (5)
= 141 Points

Squadrons:
• Colonel Jendon (20)
• Maarek Stele (21)
• Mauler Mithel (15)
• Whisper (20)
• TIE Phantom Squadron (14)
= 90 Points

Total Points: 399

maybe something like this?

The thing is that you won't push well your squads and with only 5 squads you want them to push them all and maybe have flight controller in case you have heavy squad against you. The think i like with double ISD sloane is that you don't mind as mush to be first and you have fire power.

Although the 2 is imo the “best” Sloane ISD, I don’t like XI7s in a Sloane list. If your target dies with no adjacent shields, you’ve wasted the upgrade. Anything big enough for XI7s will be spending those redirects against squads whether you brought XI7s or not, and as such will die with no/severely depleted shields. If you don’t expect your squads to be able to target what matters, invest your 6 points there because that’s the point of a Sloane fleet.

Maybe drop XI-7, that is up to you, but this ship will push squads fine. You don’t need boosted bc you will be close in at blue range, which means you can hit your squads

On 10/30/2018 at 12:33 PM, ISD Avenger said:

If your ISD 1 is standing off to focus on pushing fighters maybe a Cymoon would be better?

Or if it’s diving in to get close, may as well drop the boosted comms perhaps?

I would, but I keep sending the sqns out of range......OOPs

Hi guys!

This is the list I'll play today for my second training. This time against an ISD/GLAD/RAID/Goz motti.

Name: SLOANE IQG PHANTOM
Faction: Imperial
Commander: Admiral Sloane

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

Imperial II (120)
• Admiral Sloane (24)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Avenger (5)
= 160 Points

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

Gozanti Cruisers (23)
• Boosted Comms (4)
= 27 Points

Squadrons:
• Mauler Mithel (15)
• Dengar (20)
• Maarek Stele (21)
• Colonel Jendon (20)
• 2 x TIE Phantom Squadron (28)
• TIE Defender Squadron (16)
• TIE Fighter Squadron (8)
= 128 Points

Total Points: 391

I have a question:

I'm considering droping a Phantom for a Lambda. Like that i can play Fire lane? Do you think I should consider?

I hope after this second game I will be able to take a decision between Lifeboat raider and gozanti :D

Hi guys,

I'm still on my way to the France championship.

Finaly i've played against a RADUS with MC75, MARK II, CR90 (with raddus on) GR 75 an a good squads: Sasha, Tycho, Dutch, Wedge and 2 x YT2400.

I've choose to play first and with his Planetart Ion canon.

The fight start at Round 2 for the Squads. It was a really difficult battle for me since he got my dengar and my mauler pretty early (round 3) but by the end of round 5 i've got all his squadrons and I was left with 2 phantom, Jendon and a Defender tie.

His raddus come out in round 3 in front of my ISD with double line of view. Thanksfully I had the initiativ and a Squadron command on my ISD. I was able to hit 2 time with marek (before he died) one time with a phantom (2hits) and at last i was considering the phantom or the defender tie. I choose the defender to be sure to do something.

At the end of my ISD activation he had 3 points left and no shield. He then hit me pretty hard and I finished him with my quasar.

I was very afraid to play against Raddus but in the end I got a nice 330-79 losing only squadrons.

I really liked this list (better than the lifeboat rider). But I'm considering droping boosted com on the Gozanty to be more sure to start first.

I feel like I wouldn't have won my game if I had not be first player and my list his really dependent of that...

I'd drop boosted coms in exchange for an officer on the ISD. There are really just too many good officers to pass up. Even if you go with Brunson, it's going to save you a lot of points.

10 hours ago, BrobaFett said:

I'd drop boosted coms in exchange for an officer on the ISD. There are really just too many good officers to pass up. Even if you go with Brunson, it's going to save you a lot of points.

If I drop it on the Gozanti I don't want to invest more than 4 pts... Since i need the initiativ

51 minutes ago, LordPQ said:

If I drop it on the Gozanti I don't want to invest more than 4 pts... Since i need the initiativ

SFO is a nice way to increase your bid and help your ISD choose between “hit them in the face with squads” and “crank it up to speed 3 and get outta there.”

Also, Pursuant is good, but Squall is fantastic. It lets you bomb with Maarek, Jendon, and the defender round 1 if they didn’t bring squads, virtually guarantees you the alpha strike, allows you to shuffle around those Phantoms you disengaged with cloak, and grants an extra strategic movement if you opt for the lambda fire lanes approach. Having taken Sloane lambdas extensively, here’s what I’ve found:

1. Bring objectives that make fire lanes worth taking. Otherwise you overpaid for that lambda. Usually with Sloane that means superior positions and advanced gunnery for a GT-less ISD (unlike MW, Raddus fleets care about AG.) If they didn’t pick fire lanes, they picked something equally amazing for you.

2. Playing defensive Sloane takes practice. Your blue and yellow objectives center around the squadron game, so delay ship combat and take what tokens you can spare. If the ships never shoot at each other, you probably win by a lot. With red, you have to be aggressive. Abuse your many deployments, avoid engaging the entire enemy force at once, flank with the ISD at speed 3 if needed. Pro tip: don’t get blown up.

3. You do this in part because it’s a total house of cards if they kill the ISD. You’ll be outgunned by most things, including other Sloane fleets who sunk 134 points into antisquadron aces. But it’s great fun and can still win games by a lot if you can survive.

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

SFO is a nice way to increase your bid and help your ISD choose between “hit them in the face with squads” and “crank it up to speed 3 and get outta there.”

Also, Pursuant is good, but Squall is fantastic. It lets you bomb with Maarek, Jendon, and the defender round 1 if they didn’t bring squads, virtually guarantees you the alpha strike, allows you to shuffle around those Phantoms you disengaged with cloak, and grants an extra strategic movement if you opt for the lambda fire lanes approach. Having taken Sloane lambdas extensively, here’s what I’ve found:

1. Bring objectives that make fire lanes worth taking. Otherwise you overpaid for that lambda. Usually with Sloane that means superior positions and advanced gunnery for a GT-less ISD (unlike MW, Raddus fleets care about AG.) If they didn’t pick fire lanes, they picked something equally amazing for you.

2. Playing defensive Sloane takes practice. Your blue and yellow objectives center around the squadron game, so delay ship combat and take what tokens you can spare. If the ships never shoot at each other, you probably win by a lot. With red, you have to be aggressive. Abuse your many deployments, avoid engaging the entire enemy force at once, flank with the ISD at speed 3 if needed. Pro tip: don’t get blown up.

3. You do this in part because it’s a total house of cards if they kill the ISD. You’ll be outgunned by most things, including other Sloane fleets who sunk 134 points into antisquadron aces. But it’s great fun and can still win games by a lot if you can survive.

Thank you it is really helpfull

Hi huys!

I've Finally played the French Championship!! Ending 9th/40. I was aiming for 24 points and ended with 27 (top four were at 29).

In general I'm really happy with my performance and my fleet. After many training in 3 weeks to try different things I ended playing this list :

Name: SLOANE IQG
Faction: Imperial
Commander: Admiral Sloane

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

Imperial II (120)
• Admiral Sloane (24)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Avenger (5)
= 160 Points

Quasar Fire I (54)
• Taskmaster Grint (5)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Squall (3)
= 76 Points

Gozanti Cruisers (23)
= 23 Points

Squadrons:
• Mauler Mithel (15)
• Dengar (20)
• Maarek Stele (21)
• Colonel Jendon (20)
• TIE Phantom Squadron (14)
• TIE Defender Squadron (16)
• TIE Fighter Squadron (8)

• Lambda(15)
= 129 Points

Total Points: 389

First Game was against an Ackbar. We both made A big mistake. I've won 7-4

Second Game was against rebel B-wing with a Liberty. I've won 8-3 (4 points away of the 9-2)

Third game I played against a Riekan (who won all his games). I lost 5-6 (185-191)..

Then for the last game I played against another Sloane with 2 ISD (I & II). I-ve won 7-4 (1 damage away to sink his second ISD).

I really think this list was great and polyvalent. I was able to face Ackbar Riekan and Sloane and always had a chance to win.

The final four was 4 empires fleet with 2 sloane, 1 vader, 1 jerjerrod.

I will give you more informations against the fleet in couple days.

Have fun

@LordPQ congratulations!! I like the build and hope you are really happy with your results! That is pretty exciting.