Three Assault Frigates, 300pts

By MattShadowlord, in Star Wars: Armada Fleet Builds

Because in these hard ACD Demolisher times, two aren't always enough. :D

[ REBEL FLEET (300 points)

1 • Assault Frigate Mark II B - Garm Bel Iblis - Gunnery Team - Enhanced Armament (114)

2 • Assault Frigate Mark II B - Gunnery Team - Enhanced Armament (89)

3 • Assault Frigate Mark II B - Gunnery Team - Electronic Countermeasures - XI7 Turbolasers - Paragon (97)

4 • Objectives - Advanced Gunnery - Hyperspace Assault - Dangerous Territory (0)

http://armada.fabpsb.net/permalink.php?sq=r8c5w1t1r8w1t1r8w1d1t4f11r0a1a8a10

The fleet should be self explanatory, but to get the obvious questions out of the way

[] it wants to fly perpendicular to the enemy in order to avoid playing to the Empire's strengths

[] its plan against squadron-light lists is speed 3

[] its plan against squadron-heavy lists is kill the carriers

[] there are only points for one ECM, so the ship most likely to be in harm’s way (Paragon) gets it, along with X17s instead of EA.

Personally, I prefer to run lots of squadrons (X, A and B) and frequently do; this is a tilt in towards the opposite extreme.

Improvements/Suggestions welcome.

Edit: I'm dumb, didn't realize how paragon works.

Edited by khan48

Could be interesting to run. Why hyperspace assault instead of fleet ambush? HA has you split up your gun line, whereas FA gets targets in range much sooner and forces your opponent into awkward deployment.

As a note, I also am a huge fan of running squadron heavy lists - but I am also looking to branch out.

Running a similar build test ATM: (299)

Flagship: 123

072 - AFM2-B

010 - Enhanced Armament

006 - Advanced Projector

005 - Paragon

030 - Mon Mothma

Ship 2: 88

072 - AFM2-B

010 - Enhanced Armament

006 - Advanced Projector

Ship 3: 88

072 - AFM2-B

010 - Enhanced Armament

006 - Advanced Projector

Hi Forged

You've bought a lot with your points, but I really feel like not taking Gunnery Teams means you're likely to be missing out on a lot of potential use from the side arcs.

I tend to use the ships to kite (circle strafe the enemy), and frequently get to fire the side arc at two targets. Do you approach the enemy differently?

BTW if I was to drop a gunnery team, it would be from the paragon.

I have tried a similar build and it works well against Rebels but I find it very lacking in firepower against imperial builds without squadrons.

I think you need EA on everyone

Paragon will be trying to double arc, always, but it's easier said than done. Most often, you're side-arcing like the rest. Just chop off ECM for the upgrade and pocket the 3 points or slap on a vet captain/liason

I find running 3 AFM2's takes alot of practice running in formation just to be able to bring there guns on the same target let alone fire into multiple targets. Due to how the game is played and the speed of the AFM2's allow you to force your opponent to make one ship lead and give you a good target to focus on and break off as necessary as destroying 1 enemy ship is probably 91+ pts giving you a 8-2 lead if you break and run or a 7-3 if the diffrence is 51+pts. I deploy at 45 degree angles across my opponents projected flight path moving at 2 taking a manuver token first round and boosting to speed 3 to get around or out of LOS of the enemys danger zone, or dropping to speed 1 and punishing the enemy and the next ship to fill its void.

I play to get points unless I think a 10-0 wipe is doable based on position and fleet composition at turn 3.

All my ships have -------------- Set to for turn:

Turn 1: Navigate ----------------Turn 4: Concentrate Fire

Turn 2: Engineering ------------Turn 5: Concentrate Fire * change to engineering if the enemy got shots on the ship during turn 2.

Turn 3: Concentrate Fire ------Turn 6: Concentrate Fire * change to Navigate if the enemy may be in a position to kill the ship.

Edited by F0RGED