Any thoughts on this list?

By Lem213, in Star Wars: Armada Fleet Builds

I made this list to be sort of fighter heavy, with all the ties+Dengar&Rhymer hanging out with the ISD and Quasar, while Jonus and the Raider go do their own thing. All suggestions and critiques are welcome!

Imperial Fighter List
Author: Lem213

Faction: Galactic Empire
Points: 399/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
- Admiral Sloane ( 24 points)
- Damage Control Officer ( 5 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Quad Turbolaser Cannons ( 10 points)
- XX-9 Turbolasers ( 5 points)
= 167 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Stronghold ( 5 points)
- Hondo Ohnaka ( 2 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
= 76 total ship cost

Raider I-Class Corvette (44 points)
- Admiral Montferrat ( 5 points)
- Assault Concussion Missiles ( 7 points)
= 56 total ship cost

6 TIE Fighter Squadrons ( 48 points)
1 Dengar ( 20 points)
1 Major Rhymer ( 16 points)
1 Captain Jonus ( 16 points)
= 100 total squadron cost

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You are using Sloane, i would focus on the Squadrons. But yours are too mixed and weak for it.

Rhymer and Jonus do not profit from Sloane at all (no, the one blue die from Rhymer does not count). And Dengar has as well a black anti ship die, so bad for Sloane as well.
100 Points are too less. If you are using a Commander, who makes profit out of Squadrons and is boosting Squadrons, you should use the squadrons. Means around 130 points.
6 TIE Fighter have a really big problem against anti squadron attacks from ships. 3 hull are going down to fast.

You don't want to throw away your 100 points in squadrons just for spending some of the tokens from the opponent. You want to use your squadrons as the main threat and want to use it for the whole match. But your 6 TIE Fighter will only last 1-2 turns. Just see what your ISD can do against such squadrons. Two Flak attacks, and all TIE Fighter would be gone.

At first i would focus on Rhymer, Jonus or Dengar. Not on all three. Rhymer if you want the range, Jonus if you want the ship bonus, Dengar if you need the Intel. The problem is, that you need (or better want) blue dice against ships. Each anti ship black die, that you use, is a waste of Sloane. At most you could use two, if you really want Jonus and Dengar for example. But basically you get the effect (or a similar) via Sloane. So Jonus is good in a Thrawn fleet, but a bit wasted in a Sloane fleet.

Second i would drop the generic TIE Fighter for either uniques or for generics that can last longer. Maybe TIE Defender. You could also use TIE Phantoms, but they have only 4 hull, not so much more than TIE Fighter. But you can play around with Cloak. But using Cloak in a right way takes some practice. My suggestion would be TIE Defenders. Yes, they do cost twice as much as a TIE Fighter, and don't add more blue dice. They have even black dice. But they last longer against ships, and against squadrons it is not to bad to have some black dice for the damage. To be honest, the effect from Sloane against squadrons does not really matter. Squadrons don't last long enough. It really does not matter if you spend or block the defense tokens on squadrons. But on ships it is something total different. The spend is way much more worth against ships.

Another problem will be your way to activate the squadrons. You need a squadron command on all 3 ships every turn to activate them. This will limit your abilities to do anyhting else (like a naviate for example). This is ok, you just need to keep this in mind. Or you plan on loosing alot of squadrons to free up your ships for something else. But this would be again a waste of your commander.

Next i would check what you can drop for the extra squadrons. The Quad Turbolaser Turret is too expensive for the effect. Yes, it would great with Jonus, But defense tokens should not matter for Sloane. Same with the XX-9. It is nice to have two open damage cards. But for this you need to deal enough damage. Without a chance for rerolls the damage from the ISD is not really this high.
Boosted Comms on a Cymoon ISD is a bit overkill as well. The Cymoon has only Squadron 3 (this is why an ISD I or II are better for Sloane). I would scrap this upgrade as well, and either keep the squadrons close to the ISD (i mean, they will be most of the time close to it), or use a shuttle or two. With two shuttles you could even drop the second Boosted Comms on the Quasar. And Shuttles have a blue die against ships, so no waste on this side. On top you have even a source for two strategic.
If you are not using TIE Fighters, you can as well drop the Stronghold titel. And add either one of the other two, or just scrap it, for more squadrons. When using the Stronghold titel, you want to keep the squadrons close to the Quasar. But with Boosted Comms, you want to keep them at max range.

My suggestion would be: drop Quad, XX-9, both Boosted Comms and Stronghold. Change the squadrons to 2x Shuttle, Rhymer or Jonus, and maybe 5x TIE Defender.
This should be 397 points. If you change the ACM on the Raider to an APT you have two more free points. This could be, for example, an Avenger Titel for the ISD.
And just test it out this way. See what is working for you, where you have problems, and see what you can adjust to make it better fit your style.

Edited by Tokra

I think this could work. My biggest concern is that you are running a Cymoon with no dice mitigation. Those red dice will fail you at long range without some sort of re roll ability. I personally never run cymoons without Vader. That may change once Krennic comes out but for right now Vader is the only consistent dice mitigation you can get for them. I guess veteran gunners but I don't really like that they force you to re roll all your dice.

The other part is I would suggest going with aces rather than generics especially where you aren't using the full 134 pts for squads.

I have run sloane with some success with this squad ball

• Maarek Stele (21)
• Mauler Mithel (15)
• Valen Rudor (13)
• Whisper (20)
• Howlrunner (16)
• Zertik Strom (15)
• Saber Squadron (12)
= 112 Points

5 hours ago, Tokra said:

Dengar has as well a black anti ship die, so bad for Sloane as well.

That is just false. Dengar is a must have for most Sloane lists

10 minutes ago, Cleto0 said:

That is just false. Dengar is a must have for most Sloane lists

It is not false. Dengar has a black anti ship die 😉.

And i did not say that he should not be used, i have Dengar as well in my Sloane list. But he is just not fitting this well, in term of his die. His effects are something different.
Technically a Jumpmaster is better, if you only need the intel. The Jumpmaster has a blue anti ship die, and would fit well better. But as i said, i am using Dengar as well. Just because i cannot get in two Jumpmasters.

For the OP fleet, it is just that Dengar + Rhymer + Jonus are to much for a Sloane list. 3 squadrons, that do not profit from the Sloane effect against ships, are too much.

9 hours ago, Tokra said:

Jonus

is a bad ship for sloane. Everyone else is fine. Jumpmaster with scatter> 2 jumpmasters. Sloane needs intel, therefore, Dengar is great. who gives a flying cheese puff about his black die... he probably won't even be attacking ships as he will be targeted early, and and he CAN attack squads.

Squadrons:
• Colonel Jendon (20)
• Morna Kee (27)
• Maarek Stele (21)
• Mauler Mithel (15)
• Dengar (20)
• Major Rhymer (16)
• Lambda Shuttle (15) (cut if you want)
= 134 Points

Total Points: 134

This list has the potential to kill a CR-90 in one turn, with consistency. Rhymer makes targeting distance extremely close for all of your squads. Pair with squall, and watch the horror on your opponents face when he takes 6x the damage the quasar could deal with it's front arc. super good at killing everything. Morna doesn't work with sloane, but will still give you great results.

Thanks, updated the list a bit, let me know what you think. I am planning on keeping all of the ties within range 1-2 of Pursuant and Dengar, so that only flak shots with 2 or more dice have a chance of hitting them, and I am not to worried about other squads, as they can shoot a tie fighter a turn, while all of them have Counter, Swarm, multiple Ties able to fight squadrons AND when they are near Dengar, enemy fighters are Heavy, so we can just ignore them and focus on ships. Grint will have a Squadron Token on him, so I will always be activating 6 squads with a squad command. The Star Destroyer can shoot or push squads, depending on what is needed, and the Raider can do it's thing.

Imperial Fighter List
Author: Lem213

Faction: Galactic Empire
Points: 398/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Admiral Sloane ( 24 points)
- Avenger ( 5 points)
- Hondo Ohnaka ( 2 points)
- Gunnery Team ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
= 174 total ship cost

Quasar Fire I-class Cruiser-Carrier (54 points)
- Stronghold ( 5 points)
- Taskmaster Grint ( 5 points)
- Expanded Hangar Bay ( 5 points)
= 69 total ship cost

Raider I-Class Corvette (44 points)
- Admiral Montferrat ( 5 points)
- Darth Vader ( 3 points)
- External Racks ( 3 points)
= 55 total ship cost

1 Dengar ( 20 points)
10 TIE Fighter Squadrons ( 80 points)
= 100 total squadron cost

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Howlrunner offers up to 21 extra dice per turn. More than you’ll get, but she’s absolutely worth putting in.