Looking for feedback on this list. I wanted to try my hand at building Sloane without the typical ISD or Onager and instead using two of my favorite little ship, the Arquitens. However, I feel like this list as it stands needs a good bit of work to not end up as space dust. Suggestions and criticism encouraged! The Plan: Flagship Hand of Justice and Centicore fly in a staggered parallel formation, with Centicore closer to opposing ships, operating as a "tank" of sorts thanks to EST + Reactive Gunnery + support from Hand of Justice as well as the ability to set up doubles or run away with Engine Techs, and the flagship doing a Cymoon impression further out at long range while the Quasar Fire does carrier things. Squadrons intend to pile on buffs, high speed and guaranteed damage to win the minigame quickly so they can move on to chasing down ships. Faction: Imperial
Commander: Admiral Sloane Objectives: Most Wanted (A), Fire Lanes (D), Superior Positions (N)
[flagship] Arquitens Light Cruiser (54)
• Admiral Sloane (24)
• Director Krennic (8)
• Slaved Turrets (6) • Hand of Justice (4)
= 96 Points
Arquitens Command Cruiser (59)
• Expert Shield Tech (5)
• Engine Techs (8)
• Reactive Gunnery (4)
• Linked Turbolaser Towers (7)
• Centicore (3)
= 86 Points
Quasar Fire I (54)
• Commander Beck (3)
• Flight Controllers (6)
• Boosted Comms (4)
• Reserve Hangar Deck (3)
• Squall (3)
= 73 Points
Gozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
• Reserve Hangar Deck (3)
= 30 Points
Squadrons:
• Maarek Stele (21)
• Soontir Fel (18)
• Howlrunner (16)
• Mauler Mithel (15)
• TIE Advanced Squadron (12)
• 3 x TIE Interceptor Squadron (33)
= 115 Points
Total Points: 400
I’m just going to add my old saw: “Black dice want a bid.” If you use that GSD build here or anywhere else, make sure you put in at least a 10-point bid.
Thank you so much for the feedback!! I really appreciate it. Legitimately went to check the model in the other room because I forgot the targeting dot on the Arq's rear arc was so far back, haha! Definitely swapping EWS for RBDs then as well as tossing in a Black Squadron proxy along with the rest of the above squadron group until I can find a physical Corellian Conflict expansion. I've been happy enough with Mauler and Soontir, so I'll take your advice and leave it as is. That Demolisher build is quite the nasty beast! If I did put it in, I think I'd run APT or ExtRacks for this list. I think the "death by a thousand twin ion papercuts" methodology of this list would already be putting more than enough pressure on or outright discarding Redirects, so ACM could just end up hitting shields rather than piling on additional damage. However, I've been happy with using Centicore as the squadrons' lack relay but have a large amount of mobility, with 5 at speed 5 and now 4 at speed 4 + Squall's added boost. I've found I tend to let some of them wander off from my carriers to pin down specific aces while keeping away from flak, so the super-relay of Centicore has helped out. As a matter of preference, too, I tend to not like flying knife-fighting ships, but I'm definitely writing that Demo build down for when I want a change of pace!
Looking good. EWS is fine on other ships but it is quite easy for an enemy off your flank (where they should be) to shoot an Arquitens rear instead. Montferrat would do the job and do it through the full 360 degrees. But he uses up your officer slot so another RBD would do fine. 2 points cheaper also gets you black squadron as I don’t think you need a bid. RBD works great with EST. Use EST to reduce damage but let 2-3 in to the hull with your contain suppressing crits. then over the turn break discard the hull damage. You still have red redirects if you get more unexpected damage before the turn ends and both adjacent shields are still fresh.
if you go for a TIE-D then mauler could be shot before a second ram and so chiraniau was a bit useless. Also no point to Fel without a couple of escorts so Cienna or Jendon would be good replacements. I would stay with fel and escorts as it is strong fighter lists you have to be worried about and 2 Mauler rams and some free fel damage while the enemy clear out your escorts will help tip the balance early.
an alternative to the whole Centicore ship could be Demolisher, ACM, OE, SFO for 76 points. It’s a nasty threat to add to the list and it could even plot one squadron command Turn 2 just to help fling everything in.
Thank you very much for your feedback! Your insights gave me quite a bit to reconsider.
After reading your thoughts on the flagship, I agree with all of your points. Losing its ability to nav definitely makes it a much easier target, and losing Sloane pretty much deletes this list's chances of killing opposing ships. In addition to the Needa+TRC Arq being cheaper, more versatile and run successfully by far more skilled commanders than I, it helps a bit with survival at longer ranges, which definitely fits the bill for this list.
For the Centicore, my thought process was to force the opponent to carefully consider which target was the most worthwhile, since Sloane, Centicore and the Quasar are all pretty high-priority targets. That thinking led me to make the Centicore more of a Salvo boat because I figured it was going to take a beating running interference for the other two, and that led to my inclusion of Hand of Justice as well. Your critique of it is very valid though. It quickly became a points sink for very little gain. I think going for a Light Arq over a Command Arq is the right call, but I think EWS is a worthwhile expenditure to combo with EST and the evade even on the Light Arq, considering Centicore is pretty important to keep the Gozanti's squad commands relevant since it lacks Boosted Comms. Chiraneau is a fantasic suggestion, thank you! For Black Squadron, I think they're a great suggestion, especially with Sloane. However, I couldn't fit them in comfortably to the points spread, and I worry that I'd be further stressing my already strained squadron command potential. My current consideration for squads now would be replacing the TIE Advanced with a TIE Defender for a little more staying power. And thank you for your insight on Fire Lanes. I did not think about how easily I'd be pushed off of the tokens. Fighter Ambush is likely much better, but no place has restocked the Corellian Conflict (thanks, FFG...), so my options as a newer player are a bit limited. :) MSloaneU v3 [flagship] Arquitens Light Cruiser (54)
• Admiral Sloane (24)
• Captain Needa (2)
• Reinforced Blast Doors (5)
• Turbolaser Reroute Circuits (7)
= 92 Points
Arquitens Light Cruiser (54)
• Expert Shield Tech (5)
• Reinforced Blast Doors (5)
• Linked Turbolaser Towers (7)
• Centicore (3)
= 74 Points
Quasar Fire I (54)
• Admiral Chiraneau (10)
• Flight Controllers (6)
• Boosted Comms (4)
• Reserve Hangar Deck (3)
• Squall (3)
= 80 Points
Gozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
• Reserve Hangar Deck (3)
= 30 Points
Squadrons:
• Maarek Stele (21)
• Soontir Fel (18)
• Howlrunner (16)
• Mauler Mithel (15) • Black Squadron (9)
• 3 x TIE Interceptor Squadron (33)
• TIE Advanced Squadron (12)
= 124 Points
Total Points: 400
If the Flagship is using Krennic then it isn't navigating and its movement is very predictable. Not really a problem but Sloane is on board and if she dies your fleet looses a lot of power. Needa & TRC is cheaper and lets you nav. RBDs would be good too for a little insurance. Hand of Justice is good if you had larger ships, I think you could save points on it.
Other Arquitens is expensive. I would drop ETs and go for the cheaper Arquitens.
Quasar is good. With Mauler in the fleet Chiraneau is an option with the point savings above.
Squads are good and with the reserve hangars you can be aggressive with the interceptors. If you can squeeze it in Black squadron is nice giving a second escort to make Fel more unpleasant and keep Mauler alive for a second ramming attack.
Fire lanes could be a problem. You don't have that many battery dice in the fleet and you could be muscled away from them to stop you being tabled by loosing 3 ships.