The Goldfish Fleet

By Olongapo84, in Star Wars: Armada Fleet Builds

Hi Everyone!

I've been going over my Wave I stuff and decided to create a Rebel build. I tend to favor two-ship builds, and this one is no exception:

Fleet Name: The Goldfish Fleet

Commander: General Dodonna - 20 pts

SHIPS:

Ship 1 - Assault Frigate Mark II A - 81 pts

Title - Paragon - 5 pts

Defensive Retrofit - Advanced Projectors - 6 pts

Turbolasers - Enhanced Armament - 10 pts

Weapons Team - Gunnery Team - 7 pts

Ship 2 - Assault Frigate Mark II B - 72 pts

Officer - Raymus Antilles - 7 pts

Turbolasers - XX-9 Turbolasers - 5 pts

SQUADRONS:

X-Wing Squadron - Luke Skywalker - 21 pts

X-Wing Squadron - 13 pts

B-Wing Squadron x3 - 42 pts

A-Wing Squadron - 11 pts

TOTAL FLEET POINTS - 300 pts

Assault Objective - Precision Strike

Defense Objective - Hyperspace Assault

Navigation Objective - Dangerous Territory

FLEET STRATEGY:

The Mark II A will sail with an X-Wing and a B-Wing in tow. This will allow it to use a squadron command if need be to deploy both squadrons forward and attack a ship or enemy squadrons quite powerfully. The X/B combo will also be able to play a defensive role and protect the frigate. The Mark II A's primary purpose though is as the Fleet's battleship, throwing lots of dice from the waist, and still quite a few from the bow. Paired with the Paragon title, I may be able to get an incredibly powerful second attack.

The Mark II B will sail with Luke, 2 B-wings, and one A-Wing. Using a Squadron (dial) command I'll be able to deploy all of them forward at the same time thanks to Raymus' ability giving me a token without having to spend the dial. This is the Fleet's carrier. The plan will be to use squadron commands to move the fighter/bomber wing to either screen enemy fighters/bombers, or preferably, to attack an enemy capital ship and soften it up or remove the shields so when the Mark II B fires, it may be able to get a crit through to the hull, which with the XX-9 Turbolasers will result in two crits (if there is at least two damage).

I chose Dodonna because I should be able to generate a lot of crits. Especially with Luke. And if I can crit with the Mark II B, that allows me to choose 2 horrible crits for the enemy. Some of the crits in the deck are so horrible that it would be nice to pick them. Furthermore, Dodonna doesn't waste many points, as I feel the other two Rebel commanders do.

My objectives all assume that I will not have the initiative, and we'll therefore be using them. All of them are quite beneficial to me.

Precision Strike seems tailor made to a fleet heavy with Bombers, as this one is. Playing against an Imperial list, I'd definitely win out on this one, and I may break even with a Rebel list.

Hyperspace Assault may be my favorite here. My plan would be to jump in with the Mark II B and the Bomber squadrons and wreak havoc on the enemy fleet. Naturally my first command for this ship would be a squadron command that would allow me to immediately push the fighters into the closest unguarded aft section, setting up a choice shot for the Mark II B.

Dangerous Territory also entirely benefits me. I'll be moving these frigates around the board at Speed 3 most likely, and hitting some debris or asteroids may be inevitable. With this objective, not only will I not be punished for moving through obstacles, I may be rewarded.

So, what do you guys think? I'll be play-testing this for the first time this evening at a local game store. I have high hopes for it. But I certainly would appreciate it if you guys would point out any weaknesses or blind-spots you're seeing here.

I got the opportunity to field this fleet last night, and it did quite well, resulting in a 7-3 win against a similar list. I also swapped out my Gunnery Team for an Intel Officer. Details are below:

OPPONENT FLEET (I can't remember all the details...)

Commander - Garm Bel Iblis - 25 pts

Flagship - Assault Frigate Mark II B - 72 pts

Title - Gallant Haven - 8 pts

Officer - Adar Tallon - 10 pts

Offensive Retrofit - Expanded Hangar Bay - 5pts

Ship 2 - Nebulon-B with Yavaris Title

Ship 3 - CR90 Corvette B - 39 pts

SQUADRONS:

Y-Wing x2 - 20 pts

X-Wing x3 - 39 pts

B-Wing x2 - 28 pts

Objective Used - Precision Strike

The game was a relatively slow affair. In the first 3 rounds he flew his CR 90 close enough for my Mark II A to take care of it. I would've been able to use my Paragon title but didn't have to. Meanwhile, on the other side of the board I used my Mark II B to spam squadron commands and I moved in to engage his X-wings and Y-wings. I actually dropped an A-wing right in the middle and stopped them from being able move before my slower X & B Wings could arrive to keep them engaged. Other than that though, it was a very conservative battle. I charged my Mark II B straight towards his squadrons and Mark II B. That wasn't the best, nor the worst idea. Thankfully the squadrons were tied up, but his Mark II B wasn't, and it blasted me quite a bit. We traded blows the rest of the match, but I was spamming engineering commands the last three rounds and repairing all the damage he was throwing. My Mark II A got in a few good shots on his Neb-B, but only 1 got through the shields, a crit, and I was able to select the Panicked Crew crit. Unfortunately it was in the last activation of the game. Overall, I won on points, losing only an X-Wing, an A-Wing, and a B-Wing. Not a bad first outing of this fleet.

TAKE AWAYS

- The Intel Officer was worth the points. It made my opponent make choices he didn't want to make, and it caused him to have to discard one of his tokens.

- Dodonna was great, I just couldn't capitalize on him. Still, considering my opponent had Garm, and he had little effect, I will stick with Dodonna and save the points.

- I never used Advanced Projectors on my MK II A.

- I was able to use Paragon on my MK II A to great effect one round, and would've been able to use it another round as well if the first shot hadn't killed him.

- The A-wing is amazing, especially when paired with a squadron command. I may bring another in.

- Y-wings are absolute tanks, and very hard to wipe from the board.

- B-wings are not as impressive as I would've thought. They are simply too slow. They have serious trouble simply keeping up with the ships they're sailing with. I may swap mine out for something else.

- The Precision Strike objective is good for this build, but maybe not my favorite. I may change to Advanced Gunnery, which if chose will always give me a clear advantage and mitigate the downside if I face off against another opponent like last night, who had 7 BOMBER squadrons.

All in all it was a great build. The downsides were the B-wings, they were too slow.

Use B-wings as a mobile mine field, heard of some people who had success corralling opponents into fire lanes with them.

Pair them with an X-wing so they don't get ganked by Ties.

I would try Advanced gunnery on Paragon, its absolutely amazing. And swap out Advanced Projectors for ECM's, they neuter the power of accuracy results.

THE POLISHED GOLDFISH FLEET

So, in response to play testing and what I've read on the forums, I've tweaked my original list to what's below:

Commander - General Dodonna - 20 pts

Flagship - Assault Frigate Mark II A - 81 pts

Title - Paragon - 5 pts

Turbolasers - Enhanced Armament - 10 pts

Officer - Intel Officer - 7 pts

Ship 2 - Assault Frigate Mark II B - 72 pts

Title - Gallant Haven - 8 pts

Officer - Raymus Antilles - 7 pts

Turbolasers - Enhanced Armament - 10 pts

Squadrons:

X-Wing Squadron - Luke Skywalker - 21 pts

X-Wing Squadron x2 - 26 pts

A-Wing Squadron x3 - 33 pts

Total Fleet Points - 300 pts

Assault Objective: Advanced Gunnery - This gives me a clear advantage, and unlike precision strike, it doesn't reward other Rebel builds.

Defense Objective: Hyperspace Assault - Jump in behind/beside the enemy with the Mark II B and pummel him.

Navigation Objective: Dangerous Territory - This negates obstacles for me. Perfect.

So, what does everyone think? I learned that the A-Wings are beasts at tying up enemy squadrons, and now both ships can fire a fairly good broadside of 4 red dice. Not too shabby.

As always, opinions are greatly appreciated.

Why no ECM on the Assault Frigates?

Why no ECM on the Assault Frigates?

Exactly. Why enhance with only 1 more damage die when you can assure your opponent that their attack will be braced against?

So if you drop the Enhanced Armaments on put ECMs on both Frigates, you've then got enough points to either upgrade one of your A-wing squads to Tycho or put Flight Controllers on the Gallant Haven.