Flagship Tactis

By Viratin, in Star Wars: Armada

So, the main problem we have is this: we want to keep our Admiral safe, so we generally want to put him/her on the hardest to kill ship we've got. Unfortunately, our hardest to kill ship is usually the biggest in point value. Adding the Admiral to that ship makes it a very big target: not only will they take our our admiral and thus take away our bonuses from that character, but also they'll take a huge chunk of our list.

An alternative to this is putting our Admiral in a smaller ship. This splits our points between multiple targets, forcing the enemy to pick one or the other: do they go for the admiral, or our bigger ship?

What do you guys think?

That really depends on what you're playing...

At the moment, this weekend, I'm taking a Double-Victory list... Both Victories are within 2-4 points of each other, with the Admiral on one, and the other being a loaded up close-range kill ship... Go through the dangerous one to get to the Admiral.

On a mixed Rebel fleet, sometimes I see the Admiral on a barebones Ship at Speed 1-0 far out on the flank, just to make sure he lives...

It really is a personal choice, and a choice dependent on your fleet.

If you are going to deliberately put a bait ship out there, make sure its not the admiral - unless, of course, you don't care about them dying...

I've got Mon Mothma on the Tantive IV (Corvette A) with Raymus Antilles. It can hold back and hand tokens out to other ships or keep the token to get a half decent shot out or a couple of squadrons moving.

Being able to accelerate/decelerate 2 speed bands means that if it comes under threat it can bug out quickly- the best way to survive is not to be shot at in the first place after all.

I like having the Tantive supporting the other others by topping up their tokens- it seems true to the background. I have a consular ship carrying an (ex)senator giving out orders.

Currently my Admiral sails aboard the Jania's Light hiding behind my NebB firing line, tossing out Red dice when needed, or they speed off collecting objective tokens depending on the Objective being played.

So, seems the rebel players prefer to keep their Admiral at a distance, whereas the Imperial players put them in the center of the fleet and protect them.

When the ISD comes out, I'm thinking about running Motti on an ISD. 14 Hull is a ton to chew through, and using repair commands to regenerate those shields, plus the contain, makes it so much harder to kill. Add in Captain Nadee or whatever his name is to give the ISD an Evade instead of a redirect, and that ship is way hard to kill.

Btw, it's "Tactics" in the title. o_x Early Saturday morning typos ftw.

Rebels have more options. They really can put their commandant in a heavy ship like the Mark or in a small one like the CR90. Both offer whatever you could looking for but imperials?

Victory class offers you the heaviest but the gladiator have to work in hand to hand comabt in order to be useful. Rebels only have to shoot down this m*** f*** to get some points and remove the commandant skill while a flagship CR90 can fly around and shoot with his red die.

Whith the imperial raider maybe this could change but I think the victory class is the best option for imperials right now. A glad flying around sounds stupid to me and going alone to the combat carrying the boss...? Sweet present I think.

So, seems the rebel players prefer to keep their Admiral at a distance, whereas the Imperial players put them in the center of the fleet and protect them.

Its more to the point that you're not really able to do anything different with the Imperials at the moment. Even their cheapest Ship, the Gladiator, wants to be at Knife-Fighting Range, which usually makes it Primary Target #1...

If the Raider ends up being really cheap, and having a long-ish range option it might be able to fulfill the Corvette-esque Admiral Avoidance Boat tactic.

Whereas, at the moment, the Rebels don't really have the absolute Tank of a ship like even a VSD - if their Admiral is near the firing line, they're generally being supported by things like Neb-Bs...

I run my Adm on my Flagship. I use typical carrier tactics though and my little Reb Corvettes act as linebackers for my Carrier. I have rarely lost her...and there are LOTS of points tied up there.

Playing rebels:

I have never ever lost my garm/big d while they were on an upgraded fattie.

Never even took hull damage

No ecm and no projectors either

Just stuck them on paragon and put em behind haven + aces :P

Not to sat I've won every game...just that my flagship was never in danger of dying :P

Moral of the story: it's not the most or least expensive ship that makes a good command bunker, it's the one that can be kept way the hell away from the enemy