Critique My List

By generic125, in Star Wars: Armada

Fruits Wonder Fleet (300/300)

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Assault Frigate Mark II: Assault Frigate Mk.II B (72 + 58)

+ Mon Mothma (30)

+ Advanced Projectors (6)

+ Intel Officer (7)

+ Paragon (5)

+ Enhanced Armament (10)

CR90 Corvette: CR90 Corvette A (44 + 10)

+ Raymus Antilles (7)

+ Tantive IV (3)

Nebulon-B Frigate: Nebulon-B Support Refit (51 + 19)

+ Intel Officer (7)

+ Salvation (7)

+ XX-9 Turbolasers (5)

Squadrons: Tycho Celchu (16)

Squadrons: "Dutch" Vander (16)

Squadrons: B-wing Squadron (14)

Not actually my list but a friends, he claims it's near fully optimized and strong offensively and defensively.

I've personally never seen a list quite like it, but the AF/Corvette team means an AF that can control its speed constantly without navigate commands, and the neb applies pressure at range while defending itself with bombers against glads or other close range threats

We'll be playing a game with it soon and be able to provide feedback on it ourselves after that, but outside insight would be interesting as well

I play mostly Empire but that means I go up against mostly Rebels so I'll throw in my two cents.

The Intel Officers are great, I use them to cut down on opposing evade defence tokens. use one of them and an accuracy roll and no-one is making you re-roll or avoiding a die (double hit or single crit being the optimal use) save for them having to discard their token. I use them heavily against Corvettes and anything Mothma.

Paragon is interesting. It's never really been used well in my experience but if you can get the angles working for you all the better and all the power to you.

The Advanced projectors are good in theory but if you face XI7s with them they are somewhat negated other than being able to use a non-adjacent hull zone (unless I'm wrong on that one, if so let me know).

Raymus + Tantive IV is probably the only way I'd run the Tantive IV, otherwise he suffers inb the command departement. With Captain Antilles you can throw his bonus tokens without having to token your dials, very potent. Sort of like a mini Grand Moff Token.

Salvation on the frigate is dope. Add Concentrate Fire dials and use the Tantive IV for any tokens it needs. Rinse, repeat. Add those XX-9s on top of that and you have a seriously heavy hitter.

The fighter support would be chewed up by what I would bring to the table but a lot of people are steering away from fighters so that could work for you.

Its a good looking list. My question is why he would give it to you before you played your game. "Know your enemy and know yourself and you will not be imperiled in one hundred battles."

I'll add in that I think advanced projectors is a sub-optimal choice. Many people will swear by it, but I find its to easy to use an accuracy to prevent it from being used. On the other hand, using an accuracy to block the redirect means your brace is free. Six of one half a dozen of the other.

Its been my experience that the rebel ships are harder to fly together than imperial ones. Particularly the Assault Frigate with the 2 small ones. What tends to happen is that either they stick together and don't bring their best arcs all to bear at once, or they fly on 2 vectors to align their best arcs, but now they're split up. Again, its a mixed bag.

A gunnery team on the Assault Frigate wouldn't be a bad call given current build trends.

In general a no-squad or squad heavy list isn't going to care about 3 squadrons, even bombers. Those glads are going to be moving fast and only have to deal with one round of the squadrons. I wouldn't put much stock in using them as area denial.

While the cards and upgrades might be pretty optimized, it remains to be seen how it will handle various situations that might appear on the field, or a game plan for several different objectives.

The real question is what objectives do you go with? At 300 points, you're not bidding for player choice.

I might suggest:

Red: Opening Salvo. as first player, you get extra red dice. a mon mothma build prefers longer range shooting anyways. your ability to lock down defensive tokens and evade better gives you an edge.

Yellow: Contested outpost. a 3 ship build is good for this mission, and it denies the station repairing ability.

Blue: Superior Positions. a balanced build benefits from seeing the enemy deploy first and tycho's ability lets you score some easy points.

another option is to swap the B-wing (which is slow anyways without help from cards) for a Y-wing. that saves you 4 points and gives a small initiative bid.

Edited by vyrago

Yeah, the squadrons are definitely the weakest link there. I'd either drop them altogether and get another CR90, or (if worried about enemy bombers) keep Celchu, replace the two bombers with a single regular A-wing, and upgrade both the AF2 and the Nebulon to the 2-blue anti-squadron version. Either way that leaves you just enough points of a Gunnery Team on the AF2.

EDIT: With the former option, I'd go for Opening Salvo, Contested Outpost, Dangerous Territory. With the latter, Advanced Gunnery, Contested Outpost, Superior Positions.

Edited by DiabloAzul

I would lose the squadrons, lose an upgrade or two and purchase a 4th ship. Have a superior number of ships really helps when it comes time to decide what to activate. Superior numbers has saved me several times when playing as the rebels.

All of the upgrades he chose are great, but he's spent way too much on them. Stick with having one ship tricked out (for whatever strategy you are trying to empty), or have only one upgrade on each one of your ships.

Also, if you can spread out your ties so that Tycho doesn't tie you up you should be able to obliterate Dutch and his b-wing squadron.