Dual Whales Plus - Opinions?

By macmastermind, in Star Wars: Armada Fleet Builds

(300 of 300 pts)
Flagship: (136 pts)

  • Assault Frigate Mark II A(81 pts)
  • Mon Mothma (30 pts)
  • Paragon (5 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)
  • Intel Officer (7 pts)

Fleet Ship 1: (108 pts)

  • Assault Frigate Mark II A(81 pts)
  • Gunnery Team (7 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)
  • Intel Officer (7 pts)

Squadrons (56 of 100 pts):

  • 1x A-Wing Squadron (11 pts)
  • 1x Dutch Vander Y-Wing Squadron (16 pts)
  • 1x Wedge Antilles X-Wing Squadron (19 pts)
  • 1x Y-Wing Squadron (10 pts)

Objectives:

  • Most Wanted
  • Fire Lanes
  • Intel Sweep
Edited by macmastermind

I've found gunnery team to be incredibly underwhelming, not to mention you should never use it with paragon (paragon needs to hit the same target, gunnery team doesn't let you). Either way, not sure 7 points is worth firing broadsides and then 2 anti-squadron dice

If you have paragon, go H.A.M with Advanced Gunnery. It's a work of art, I tel ya :)

14 points from freed gunnery teams could go to squadrons, which imo should be "dedicated" (insofar as well rounded rebels can be dedicated) anti-squadron since you have two Whales devoted to murdering ships. The Dutch + Wedge combo is cute, but 35 points and I'm not certain it's worth 3 A-wings without a priority target to send against (not to mention they're not great against large numbers of enemies). If you have the fight packs, you could fit 6 of the buggers + upgrade one to tycho for the sole purpose of pissing off major rhymer. Anyway, four squadrons (and only 3 of them anti-squadron capable) are going to get torn apart by anything save squadron-less fleets. The A-wings superior numbers and speed can give them the punch they need to tear down enemies before the get swarmed.

Other than that, scary fleet!

Edited by ficklegreendice

I've found gunnery team to be incredibly underwhelming, not to mention you should never use it with paragon (paragon needs to hit the same target, gunnery team doesn't let you). Either way, not sure 7 points is worth firing broadsides and then 2 anti-squadron dice

If you have paragon, go H.A.M with Advanced Gunnery. It's a work of art, I tel ya :)

14 points from freed gunnery teams could go to squadrons, which imo should be "dedicated" (insofar as well rounded rebels can be dedicated) anti-squadron since you have two Whales devoted to murdering ships. The Dutch + Wedge combo is cute, but 35 points and I'm not certain it's worth 3 A-wings without a priority target to send against (not to mention they're not great against large numbers of enemies). If you have the fight packs, you could fit 6 of the buggers + upgrade one to tycho for the sole purpose of pissing off major rhymer. Anyway, four squadrons (and only 3 of them anti-squadron capable) are going to get torn apart by anything save squadron-less fleets. The A-wings superior numbers and speed can give them the punch they need to tear down enemies before the get swarmed.

Other than that, scary fleet!

I echo this sentiment. Your fleet is very scary with two Whales, but gunnery team is probably a subpar choice. The only other critique I have is choosing Mon Mothma as you commander. She is an amazing choice as she makes those evade tokens much more effective, but the AF's only have one each. I feel Garm would be a better choice, since each ship can carry three command tokens.

The Gunnery team is only on the non-Paragon ship - for the reasons ficklegreendice stated.

So, you guys are thinking A-Wing swarm, then? I only have the 1 squadron pack, but I can grab more... I was hoping the A-wings would run out and tie up a group before they could tie down my other fighters - letting them do their thing as they wish. Mithel was a problem for me, and the quick A-Wing could possibly keep him from doing his thing. At the tourney (not this build), I was basically battling all the non-dice damage from imperial squadrons, then dice buffing from the named guys and rerolls - it was really just a wash...

Also, Mothma saved by bacon more than 5 times in the tourney this weekend. I'd need a bigger sell to replace her with anyone...

Thanks for the pointers - keep 'em coming. I'm still trying to figure this game out...

Edited by macmastermind

ah herp, didn't see that paragon didn't have it

but yes, I do think A-wings are the most self-sufficient rebel squadron thus far almost entirely because of speed 5. X-wings are great generalists, but they're prone to getting swarmed with their lower speed. When Jan comes out, I'll be more comfortable running them outside of Gallant Haven :P

mind you, my view is formed by constantly running into Howlrunner + Flight Controller Interceptors (6 dice + swarm). It's kind of a traumatizing experience :( (but haven actually beats it nicely :)). If you're not similarly traumatized, X-wings + anti-squadron batteries make for a nice little anvil + hammer for enemy squadrons (chunky 5 health backed up by plentiful blue dice)

with my non-haven rebs (3 nebs) I've run 4 A-wings and 3 B-wings. The As are sorta suicidal, but they do enough damage on their run for anti-squadron batteries to shred what's left of the interceptors.

Edited by ficklegreendice