Sloane SSD (1 ship)

By Cap116, in Star Wars: Armada Fleet Builds

Name: Sloane's RitR SSD
Faction: Imperial
Commander: Admiral Sloane

Assault: Suprise Attack
Defense: Fleet In Being
Navigation: Doomed Station

SSD Command Prototype (220)
• Admiral Sloane (24)
• Commander Vanto (7)
• Emperor Palpatine (3)
• Damage Control Officer (5)
• Take Evasive Action! (6)
• Gunnery Team (7)
• Boosted Comms (4)
• Quad Battery Turrets (5)
= 281 Points

Squadrons:
• Dengar (20)
• Ciena Ree (17)
• Howlrunner (16)
• Mauler Mithel (15)
• Black Squadron (9)
• Maarek Stele (21)
• Colonel Jendon (20)
= 118 Points

Total Points: 399

I might drop Black Squadron to gain a 10 point bid...

So here's the basic idea behind it...Sloane 2 ship is good, and SSDs are tough, so why not try a combo of them?

Basically the SSD will be running squadron commands, but needs to be able to turn so Vanto and TEA! combo to give it a nav token each round to enable TEA! the following. Since Sloane is all about eliminating defense tokens, Officer Palp continues the theme when the SSD is attacked, and DCO is there to stop crit effects. Gunnery team and QBT round out the typical builds and added Boosted Comms because it gives the fighters more flexibility.

The squadrons were selected to try to get Maarek Stele and Jendon through a squad ball and get shots into the enemy ships, so that way they can do what they do.

I think the large Alpha strike squadrons of Sloane 2 ship are most worrisome, and would need to have a squadron scrum take place in flak range of the SSD to have a chance of success against them...

For the initial fighter engagement I would hold Mauler back, and activate him during the squadron phase to just splash damage in there, then hope he can survive to do it again on the SSD's activation on the following round. (Which is why Black Squadron was initially included, basically 1 or 2 more shots that Mauler doesnt get hit with)

Any thoughts on this list?

You're going to be really sad when Cham Syndulla on a Hammerhead gets dropped in and you don't get to command squads for the rest of the game. I'd drop Palpatine for some kind of command fixing. Looks like a solid concept otherwise as you have the ability to turn with TEA/Vanto as needed.

Add a Gozanti or SFO for Cham/Sliceproof. It's an interesting concept by the way.

What would you look to drop to add the Goz? Also, do you think changing Palp out for a Support Officer would work?

Well, I admit that would need a complete rethink of your fleet, but this fleet as it is now is just too easy to cripple. One slice and your squads are dead fish in the sea. I would definitely remove Palpy and Boosted Coms. The first doesn't add THAT much in this fleet and the latter is unnecessary because the ship is so huge. All you have to do is navigate it into position. An SSD can cover about half the board with sqadron commands.

I would probably let go of the fleet command as well and rework the squadron ball to make room for the Gozer. Or you can still go with the riskier SFO path and replace Palpatine.

I have had similar thoughts but admittedly it doesnt solve the cham problem.

Total eclipse of the sloane
Author: Alpharius

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Sloane

Assault Objective: Surprise Attack
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Star Dreadnought Command Prototype (220 points)
- Admiral Sloane ( 24 points)
- Eclipse ( 3 points)
- Damage Control Officer ( 5 points)
- Emperor Palpatine ( 3 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 277 total ship cost

Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
- Comms Net ( 2 points)
= 27 total ship cost

12 TIE Fighter Squadrons ( 96 points)
= 96 total squadron cost

Alpha, how do you turn the SSD as well?

Ive had the SSD on the map for 8 games, and pretty much have wanted to turn at least 1 click on approximately 4 rounds each game.

4 hours ago, Cap116 said:

Alpha, how do you turn the SSD as well?

Ive had the SSD on the map for 8 games, and pretty much have wanted to turn at least 1 click on approximately 4 rounds each game.

Have not had the chance to field it, but in theory I could ditch vector and EHB for Take Evasive Action which would solve the problem. The TIE's are meant to attack in waves anyway so not activating them all isn't too much of a concern.

4 hours ago, Cap116 said:

Alpha, how do you turn the SSD as well?

Ive had the SSD on the map for 8 games, and pretty much have wanted to turn at least 1 click on approximately 4 rounds each game.

Have not had the chance to field it, but in theory I could ditch vector and EHB for Take Evasive Action which would solve the problem. The TIE's are meant to attack in waves anyway so not activating them all isn't too much of a concern.

The SSD is really a bad ship for Sloane. These two do not work together this well.
There are to many points that you have to put in the squadrons but cannot make any use of them.

You have too many squadrons that you cannot command at all (loosing damage this way) and you cannot turn the SSD to keep the opponent in your front (loosing again damage this way).
On top of this, you have only one single ship. From my experience this is not going to work so well. You are getting outdeployed and the opponent will be able to last/first you. Your Squadrons are nearly no use in this circumstances.