Corvette Spam: Is it Effective?

By JJs Juggernaut, in Star Wars: Armada

Hello all, due to limited funds (saving for that ISD man!!), I'm unable to afford 6-7 corvettes. However I'm curious if any of you have played or played against such a list? How did these lists perform? I believe the max CR90B number is 7, CR90A might be 6. Dodonna as commander, and maybe Dodonna's Pride might fit as well; or even just Mon Mothma. I haven't run the numbers exactly to see the possibilities.

For objectives: Opening Salvo or Most Wanted would both seem good since the pure number of ships would give you more from the objective than your opponent. Intel Sweep, since you have the speed to grab the intel and ditch. Hyperspace Assault or Fleet Ambush would work. I think I would prefer Fleet ambush to split up the enemies and gang up on a ship right away.

I've heard it postulated that the pure number of activations plus dice could be a significant advantage, mitigating your disadvantage of going second. Plus the strategy of ramming with the superior numbers (at least to finish off a ship) could, at times, be viable. But lets not make this a ramming thread, since there have already been a few of those.

This list could theoretically outrun squadron heavy lists, as well as most caps. Against heavy hitting lists it would try to quickly take one big ship out on a speed 4 flyby and then just hide for the rest of the game. This list would need careful and skillful maneuvering, but in theory it sounds like a possible list.

Edited by JJs Juggernaut

I have played the covert spam list a few times. I am still getting the hang of it, but it is pretty nice.

The version I play with is 5 CR-90 A's, all with enhanced armament. Combine that with Dodana and you have an 290 points.

The objectives I've been using are:

Opening Salvo

Fire Lanes

Dangerous Territory

The strategy is not to ram. There is no need for it. Rather you hang out at long range, or simply play the objective.

I have played the covert spam list a few times. I am still getting the hang of it, but it is pretty nice.

The version I play with is 5 CR-90 A's, all with enhanced armament. Combine that with Dodana and you have an 290 points.

The objectives I've been using are:

Opening Salvo

Fire Lanes

Dangerous Territory

The strategy is not to ram. There is no need for it. Rather you hang out at long range, or simply play the objective.

What do you find are the strengths and weaknesses of the fleet? Do you end up blocking your own ships?

Your bane is Demolisher. That ship has the potential to destroy two CR90s in a single activation! Remember, a CR90 (without evade) can only absorb at the absolute most, 8 damage on one facing before the ship's down, and almost always probably less.

GSDs will wreck your face. That, and an AF2+Fighter force would be a problem, as you can't always get away from a squadron command. Tie/B's are also a major problem as Rhymer and Friends can trash a CR90 a turn.

I played it for the first time last Saturday, Mon Montha, 6 Corvettes and 2 X-Wings, I would consider dropping the X-Wings for 3 Overload Pulse Lasers as to make the ships take on the heavies and give them some hard choices.

You have to be careful not to get too close to any of your opponents ships. Almost anything the Imperials have can get a Corvette to no shields and an internal or three in a single volley. You also have to burn through defense tokens and just make sure your opponent is shooting as many times as possible for each kill.

Speed would seem to be best at 2 with a Maneuver token up your sleeve.

You have enough attack dice to take down a big ship in good order, so start at the top of your opponents line up so the attrition of your ships is not as damaging to your fleet.

Squadrons are to be respected, a lucky black dice knocks down a shield in one go and they will worry away at your ships with very little you can do excpt toss up the occassional blue dice, which sadly means you couldn't get a ship in arc.