Supercarrier!

By Deadshane, in Star Wars: Armada Fleet Builds

This is an upgrade from my 300 pt fleet that im going to start working on.

Garm

Mc80 Command Cruiser

-expanded Hangers

-advanced projectors

Nebulon Support

-Redemption

-Projector Experts

Nebulon Support

-Salvation

-Slaved Turrets

-Projector Experts

Y-Wing x 10

A-Wing x 3

=400

One of the issues with carriers is that when busy with squadron orders...they cannot repair or change speed.

Garm alleviates that just a bit. The command cruiser doesnt have much option for speed anyway.

Move ahead at an oblique with your Carrier. Put your fighters between you and the enemy. Nebs bring up the rear. Everything move nice and slow...tractors will be everywhere anyway. Lol.

When the carrier leads, it will take fire. As it takes fire, nebs both activate repair orders and tokens to gain sheilds and pass them to your carrier keeping it healthy. Garms token can heal either a sheild OR a hull on the carrier itself thanks to redemption.

Carrier continually throws squadron orders of 6 or 5 to hammer away with squads while being repaired by the support ships.

Salvation is included to ramp firepower if needed with up to 5 dice forward.

Ill be working with this for a bit. I may save points and throw more to the carrier by replacing Salvation with a projection expert Vette. I would prefer an initiative bid but Im thinking of starting here and downgrading the third ship (Salvation) as needed.

Edited by Deadshane

Actually, that is a logical step to lose Salvation.

Lose salvation. Add CR90B with Projection Experts.

The points it gives creates a true supercarrier...thats even more regenerative and shooty.

MC80 Command Cruiser

-vet captain

-engineering team

-expanded hanger bay

-advanced projectors

-XI-7 turbolasers

-SW-7 Ion

After throwing your fighters at a facing shield you open up with your shiny new XI-7 turbos and SW-7 Ions. (Force help them if they straddle your arcs) Meanwhile in case garms token is used up, you can spend your vet captain for another repair assisted not only by Redemption, but also your Engineering team. Just a token and BAM...2 sheilds repaired.

All this and now there is also a 4pt initiative bid. YOU choose the missions. Very important for carrier fleets.

Precision Strike

Fleet Ambush

Superior Positions

Edited by Deadshane

The jury is still out on if Y's can still carry the day.

If squadrons see serious increase, I might be going with Wedge and 9 more X-Wings.

New squadron pack is crap vs mass fighters under orders...as are most characters.

I suppose I should get a blog...lol.

Points were a bit off. Here is the final fleet list.

Dodonna

MC80 Command Cruiser

-vet captain

-engineering team

-expanded hanger bay

-XI-7 turbolasers

-SW-7 Ion

-advanced projectors

Nebulon support

-redemption

-projection experts

CR90B

-projection experts

Y-Wing x 10

A-Wing x 3

=399pts

Swap out hanger bay for improved comms for another point initiative bid.

Use 9 xwings and wedge against fighter heavy meta.

Precision strike

Fleet Ambush

Superior Positions

Edited by Deadshane

I'd trade out the Advanced Projectors for ECM and the Vet Captain for either Raymus or Wallex. Probably Wallex, he's a nice counter to Intel Officers. I've also been really liking Leading Shots on my MC-80 for maximum consistency.

You could also setup the CR-90 in support mode with Raymus + Tantive IV. He can then hand out 2 tokens a turn, maybe alternating between Squadron and Engineering.

I think the Y-Wings would work well, but you might want Jan or a HWK. Either could use Intel to free up any bombers that get pinned down.

All of those are solid options except for the fact they require you to come up with serious points somewhere.

Raymus is 7 points. Thats 4 points you have to come up with over the vet captain.

Raymus and tantive combo would be real nice but thats a full 10 points coming from somewhere.

First thing I would do here with a few more points would be putting in redundant sheilds. That keeps in with the theme here of regeneration...but again, too many points.

Leading shots is ok, but honestly, I think the SW-7 Ion is nicer. It in effect makes blue dice hit 100% of the time for 1 damage per. Pretty nice. Couple that with the turbolasers and the Supercarrier has a mega-punch.

I thought about a Jan or Hawk, while useful, it reduces my base count by 1. My squadron hp's by 6 and takes away a bomber...not good for dodonna. With this many squadrons, you kill for air superiority, you shouldnt avoid it. I know Y's SEEM weak in that role, but the numbers and beefiness make up for the lack of anti-squad dice...and character squads...haha, its rare that damage inflicted is ever avoided. Massed Y's are the last thing that bracing squads wanna see. They are like honey badger in that they dont give a ¥$#€! :)

With the themes here of max squadrons (by max i mean base count), regeneration, and a simply scary carrier, I think this is about right.

Points? I guess that is an important detail.

I really like the concept of uisng another couple of ships to keep repairing a ship that was effectvely spamming Squadron commands. I think it has a lot of potential.

I am actually a fan of using Y's to kill other squads and wish there was a way to add some Flight Controllers for you for that very purpose. I definitely agree with your attitude of spamming the generic fighters over using the named or new squads. I htink it is pretty brilliant. Please post a battle report when you get a chance to try it out.

I might still your idea and spam y's. Its too bad rebels dont have an admiral chir.

I think Raymus is great on an MC80, engineering of 6, spam engineering commands from turn 4, regenerate 3 shields a turn.