Sloan list

By Uncrustable, in Star Wars: Armada Fleet Builds

Looking for feedback/critique. Newer player.

Name: Sloan Swarm
Faction: Imperial
Commander: Admiral Sloane

Assault:
Defense:
Navigation:

ISD Cymoon 1 Refit (112)
• Admiral Sloane (24)
• Taskmaster Grint (5)
• Gunnery Team (7)
• Boosted Comms (4)
• XX-9 Turbolasers (5)
= 158 Points

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

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

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

Squadrons:
• Mauler Mithel (15)
• Howlrunner (16)
• Saber Squadron (12)
• 3 x TIE Fighter Squadron (24)
• Tempest Squadron (13)
• Black Squadron (9)
• Major Rhymer (16)
• Gamma Squadron (10)
= 115 Points

Total Points: 398

My idea is the ISD and Quasar can push all the sqauds. ISD can do 4 with Grint's token and the Quasar 6 with expanded bays and a token from a gozanti. The other Gozanti can then support with tokens in whatever way is needed. The Gozanti's could also pick up squads if the Quasar goes down.

Rhymer and Gamma provide some more punch against ships once enemy sqauds are not a threat. Tempest and black are there to escort them/ also add a little punch (tempest being a bomber). I also like how Rhymer makes all the other TIE's much better against ships.

Brunson hopefully with help the Quasar stay alive. The ISD can punch hard to finish a ship off (especially if xx-9's adds another damage card).

I do need help with picking objectives. I only have core set + corellian conflict

Edited by Uncrustable

I would use an ISD2, with Electronic Countermeasures, instead of the Cymoon.

ECM mean it survives longer, which is key to winning. Also, if you are relying on the ISD to command squadrons, you won't be able to turn it sharply, and the Cymoon desperately needs to keep its forwards arc facing the enemy ships otherwise it has almost no firepower.

Personally, I'd put Boosted Comms on the Gozantis and use them to command squads instead of the ISD. At least for your first game or two, while you get the hang of steering.

I know that 'Sloane 2-ship' has been very successful in various tournaments. I would say your Cymoon needs some mechanism to fix wonky die rolls, and you should consider swapping Brunson and Grint round. Grint will give your Quasar the ability to command 6 squads.

Good ideas!

ISD Cymoon 1 Refit (112)
• Admiral Sloane (24)
• Captain Brunson (5)
• Gunnery Team (7)
• XX-9 Turbolasers (5)
= 153 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)
• Vector (2)
= 29 Points

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

Squadrons:
• Mauler Mithel (15)
• Howlrunner (16)
• Saber Squadron (12)
• 3 x TIE Fighter Squadron (24)
• Tempest Squadron (13)
• Black Squadron (9)
• Major Rhymer (16)
• Gamma Squadron (10)
= 115 Points

Total Points: 400

I could switch the ISD to Krennic for rerolls?

I agree with swapping the Cymoon for an ISDII, I just think its better for a Sloane list where you are looking to do more of your damage mid range than long range. Leading Shots or SW-7's sould improve the reliability of its damage potential. You could probably drop the Boosted Comms from the ISD to save some points.

As for objectives, you don't really have enough bombers to use Precision Strike so I'd prefer Station Assault as normally pretty difficult for your opponent to get both stations meaning at worst it will end up a draw in points and won't backfire on you. Plus if you get lucky you may be able to split your opponents fleet with it.

For Navigation it should be Superior Positions as your squadrons can get round the back easily once you have eliminated the enemy squadrons. Defense I find a bit harder to choose but Planetary Ion Cannon works with Sloane quite well as it gives you another way to exhaust defense tokens. You could also try Contested Outpost as you should be able to easily camp on it for more turns than your opponent, even if they claim some points towards the end of the game from it, although you might miss the option to repair squadrons with it. Fighter Ambush looks tempting but you probably want to keep most of your squadrons together in a group that you can activate as one so I think that limits its usefulness.

EDIT: I see you have posted a new list whilst I was writing my reply so some of my advice may not hold now. I do think you probably need at least one Comms Net Gozanti more than you need Boosted Comms on both.

Edited by JudgeDeath

Thanks for the Objective advice! If I had an ISD I would go with ISDII. As it stands I just have the Chimeara. Maybe I could grab an ISDI/ISDII cardboard online somewhere

3 hours ago, Uncrustable said:

Thanks for the Objective advice! If I had an ISD I would go with ISDII. As it stands I just have the Chimeara. Maybe I could grab an ISDI/ISDII cardboard online somewhere

In that case, I'd go with a Kuat. The squadron value is poor, but it can take Boarding Troopers (the equivalent of getting 2 accuracies on a bombing run), live longer than Brunson alone would allow, and hit harder, both through battery and access to Leading Shots.

ISD Kuat Refit (112)
• Admiral Sloane (24)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Leading Shots (4)
• External Racks (3)
• Avenger (5)
= 158 Points

5 points more than the Cymoon (which should prioritize having Avenger anyway,) 10 unbraceable dice. Considering the 2 strafing squadrons, that can potentially 1-shot any Rebel large save the Starhawk.

Maarek and Jendon are the best 2 squads in the game. If you have them, I can't recommend them enough. There's no matchup where they aren't likely to earn more than their points cost.

Slapping Hondo on a Gozanti is a good way to get a key token while still being able to push squads.

Good luck, hope this helps!

Edited by The Jabbawookie