Corellian Campaign target build- Sloan Defenders

By Rakaydos, in Star Wars: Armada Fleet Builds

So my local tabletop group has started doing the Corellian Campaign on board game night. Most of us are new to armada, and my first battle went REALLY well. (defending against hyperlane assault, only 4 intercepter squadrons died, vs all rebel squadrons and 1 capship- all defensive victory points achieved)

I'm told that the campaign caps at 500 points per list (from a starting value of 400), so i'm looking for opinions about my final build.

Name: Rakaydos Fleet
Faction: Imperial
Commander: Admiral Sloane

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Minefields

Imperial II (120)
• Admiral Sloane (24)
• Gunnery Team (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Avenger (5)
= 166 Points

Gozanti Cruisers (23)
• Comms Net (2)
• Boosted Comms (4)
= 29 Points

Gozanti Cruisers (23)
• Comms Net (2)
• Boosted Comms (4)
= 29 Points

Quasar Fire II (61)
• Ruthless Strategists (4)
• Boosted Comms (4)
= 69 Points

Raider II (48)
• Disposable Capacitors (3)
• Overload Pulse (8)
= 59 Points

Squadrons:
• 4 x TIE Interceptor Squadron (44)
• Lambda Shuttle (15)
• Colonel Jendon (20)
• Maarek Stele (21)
• 3 x TIE Defender Squadron (48)
= 148 Points

Total Points: 500

The shuttles give the Gozantis ridiculus command range, Ruthless strategist on a red range anti-fighter (backed by Tie Defender health on the other end) should be able to achieve fighter superiority relatively quickly, and Defenders (especially Steele) backed by sloan and the Raider tear down defense tokens for the ISD to rip the enemy apart.

With fighter casualties, the Gozantis can shift to supporting the ISD and quasar fire, with Engineering points and navigate tokens.

The thing about squadrons in the CC is that you need to repair them when they die. And 3 hull squads die consistently, so it can really wear down fleet points. Combined with the veteran mechanic, I'd definitely lean hard into replacing them with aces, who are naturally more resilient. The Gozantis don't need both boosted comms and comms net; I'd outright drop a Gozanti to upgrade the Raider to Demolisher, which is a significant, independent threat your opponent needs to deal with. There are other ways to prevent redundant upgrades, though. Giving the ISD BC over the Gozanti is also smart. It's twice as cost-effective, and the ISD is more likely to need to reach certain squads like Maarek for an early bombing run. Also, fill the officer slot. There are far too many good options not to (Brunson, SAd, and SFO being frontrunners, maybe DCO as a reaction to crits.) Superior Positions is by far the best blue objective for a squadron fleet. You can farm hundreds of points over the course of a game. Good luck with the campaign.

Edit: If you can show us what you have now, it'll be easier to help with any changes to the final version.

Edited by The Jabbawookie

What I won the first round with:

-Imp2 with Sloan and Leading shots
-Quasar with boosted comms
-2x gozanti with boosted comms
-Col Jendon
-Marrak
-Tie Defender x3
-Tie Intercepterx4

The veteran mechanic is one reason I'm leaning into Tie Defenders. The Tie Intercepters are cheaper distractions- less health, but Swarm and Counter.

The QF and two gozantis can cover the entire fighter wing (minus Jendon) with their activations- and the gozantis lose no efficency relaying their full squadron value through Col Jendon. My thought was to leave the Impstar open for more aggressive actions.

Only aces can become veterans. Your generic squads, just in case there was confusion there. You will need to let the generics die and be replaced by named squads in order to gain vet tokens. I'd look to whisper since she can get vet and raise your damage floor from squads against ships a fair but.

All tie aces are great with sloane. Valen really helps pick up damage vs generics, especially if someone tries to counter you with high hull squads like yt1300s or 2400s

Whisper is claimed by another player already, and most of the the tie aces are claimed by a third imperial player.

4 hours ago, Rakaydos said:

Whisper is claimed by another player already, and most of the the tie aces are claimed by a third imperial player.

Tell them thanks for handicapping you haha :D

Really I'm not sure what to tell you. Successful generic interceptor spam under Sloane usually consists of Dengar + Vader + Zertik + Howlrunner + 7 Tie/I. This gives them 4 dice antisquad on defense, and 9 blue dice to throw at ships to proc Sloanes ability. In regards to damage, statistically Interceptors are going to be just as good as Defenders against ships because you are going to reroll that crit to fish for the acc most times anyway.

Sloane Defenders in CC gets outclassed typically because the base quantity suffers because of their high cost so they are susceptible to getting swarmed and overwhelmed. This is ESPECIALLY true when they lack intel (as you do) and can just get picked apart. Then, after the squad fight, even if they win their super slow burn antiship damage doesn't contribute as much. IF they could get vet things would be different, but that lack of token hurts them in the later stages because they have the common Imperial problem of no access to any rerolls from any source.

For purposes of me being any further help, if you could give me a list of everything that is taken, I could really help you find a solid squad ball within those constraints, but right now I'm kind of working in the dark. Also, seriously, ask your teammates why they are taking all the Squadrons Sloane specializes in and denying them from the person playing Sloane. That seems incredibly counterproductive to the team effort.