Carrier Group

By Artifixprime, in Star Wars: Armada Fleet Builds

I played (and won with) this list last night:

AF2(B): Ackbar, Raymus, Gunnery Team, Boosted Comms

Neb (Escort): Yavaris, Wing Commander

Neb (Escort): Salvation, Heavy Turbolasers, Wing Commander

3x A-Wings + Tycho

3x Y-Wings + Dutch

1x X-Wing + Wedge

The game was contested outpost and my opponent had:

VSD2: gunnery Team, overload, Screed

VSD2: gunnery team

GSD2: Demolisher, ACM

Squadron group 1: Rhymer, Vader, 2x Bombers

Squadron group 2: Howlrunner, 2x Interceptors

The idea with my list was to saturate the area with squadrons and then have the flexibility to use them as and when they were needed.

The plan worked reasonably well in the end as both Salvation and Yavaris were able to use the Wing Commander to change their curent order for Squadrons when needed, this was instrumental is setting up one of the VSDs to be taken out by the AF2.

Ackbar on the AF2 meant that I also had the freedom to skirt the engagement without losing any shots (3 red from the side with Ackbar) with my Nebulons rather than having to drive straight in - so they were able to continue to put out a decent amount of fire while still maneuvering and controlling squadrons.

Boosted Comms was also superb. It let me keep my AF2 at range much longer than usually possible and I didn't really run the risk of moving out of range to control my squadrons.

There was a mass squadron brawl in the beginning, but once Dutch/Wedge took out Vader and Howlrunner, I was able to free up my a-wings and have the Nebulons use them to strip shields off ships.

This was a first run at a "massed squadron" list, so no doubt, it can be improved. Any ideas?

Sounds a lot like a scaled-up version of a list I ran at 300pts last night in fact! Used a different mix of fighters (2X2Y2B), Dodonna and a few less upgrades at that level.

As much as I love using Ray on the AF2 I'd consider swapping him to Yavaris, as Wing Commander interrupts the 3-command stack on the AF2 better and on Yavaris he lets you double-tap with a third squadron.

As for Boosted Comms, I'm with you 100% on that. It's looking like it could be my favourite card in Wave 2.

I'm guessing you're first player and chose their Contested Outpost? Probably a good choice, as with a squadrons list like this you want to control where your opponent moves, forcing them to guard the outpost instead of navigating away from your bombers.

As much as I love using Ray on the AF2 I'd consider swapping him to Yavaris, as Wing Commander interrupts the 3-command stack on the AF2 better and on Yavaris he lets you double-tap with a third squadron.

Yep, I usually put Ray on Yavaris, but I didn't this time due to the restriction in what I could have on the AF2. Normally I use a "B" version with Expanded Hangers (4 squadrons), but I'd put Boosted Comms into this slot and adding Ray was the only to bring it back up to controlling 4 - wanted to make the most out of it's long range orders.

I did end up taking an Escort Frigate for Salvation though to give me another squadron command (normally take a support version) - had the added bonus of also giving me 2 blue dice against squadrons that came in *very* handy as it let me knock some lumps out of the TIEs as it passed by.

I'm quite liking Ackbar with Nebs. Thinking of adding Slaved Turrets maybe as usually you'll only shoot with one arc and it means that you'd have 4 reds front/left/right. Allows you a lot of freedom to maneuver (at speed 3) without sacrificing firepower.