CR-90 B with Enhanced Armament

By Crabbok, in Star Wars: Armada

I ran a 6 ship list the other day and it did great (4 CR-90s and 2 Mk2s with Ackbar).

I made one crucial mistake though, I had two CR-90 Bs, and 2 CR-90 As. My A's had enhanced Armament, which is great with Ackbar and Concentrate Fire! But my B's were unable to attack at long range, even with ackbar because they didn't have that first red die.

So I got to thinking that maybe a smarter way to proceed would be to put enhanced armament on my B's. It would make the entire ship 5 points cheaper than an A with Enhanced Armament... it would still be throwing 4 red dice at long range, and would still have a total of 6 dice at anything closer than long range (Assuming I do concentrate fire) - and that extra blue might even help stop my opponent from bracing.

In fact, I might never go with a CR-90A again!

Bs can't take EA, they don't have a turbolaser upgrade slot.

dreams = shattered.

Why'd you have to go and shatter my dreams with your "logic"?

Bs can't take EA, they don't have a turbolaser upgrade slot.

This Indeed...

The B not only switches out Red Dice for Blue Dice, it switches out the Turbolaser slot for an Ion cannon slot...

I once had an awesome plan to put Engine Techs on a VSD....

I got all excited, and was wondering how i could have missed this!

Then i got all sad, and realised how.

:(

I once had an awesome plan to put Engine Techs on a VSD....

I too dreamed this dream.

I once had an awesome plan to put Engine Techs on a VSD....

I too dreamed this dream.

Yes, if only the VSD-II had an Engineers slot ...

I ran a 6 ship list the other day and it did great (4 CR-90s and 2 Mk2s with Ackbar).

I made one crucial mistake though, I had two CR-90 Bs, and 2 CR-90 As. My A's had enhanced Armament, which is great with Ackbar and Concentrate Fire! But my B's were unable to attack at long range, even with ackbar because they didn't have that first red die.

So I got to thinking that maybe a smarter way to proceed would be to put enhanced armament on my B's. It would make the entire ship 5 points cheaper than an A with Enhanced Armament... it would still be throwing 4 red dice at long range, and would still have a total of 6 dice at anything closer than long range (Assuming I do concentrate fire) - and that extra blue might even help stop my opponent from bracing.

In fact, I might never go with a CR-90A again!

How in the ever-liveing-**** did you manage to add two red dice to a side arc that started with medum range to begin with? Asuming your oppponent realized that you were restricted to med-long range, of course?

-diet- and assuming I know how to spell th eword assume with 3 whiskeys and a strong beer running interference?

Edited by thecactusman17

I ran a 6 ship list the other day and it did great (4 CR-90s and 2 Mk2s with Ackbar).

I made one crucial mistake though, I had two CR-90 Bs, and 2 CR-90 As. My A's had enhanced Armament, which is great with Ackbar and Concentrate Fire! But my B's were unable to attack at long range, even with ackbar because they didn't have that first red die.

So I got to thinking that maybe a smarter way to proceed would be to put enhanced armament on my B's. It would make the entire ship 5 points cheaper than an A with Enhanced Armament... it would still be throwing 4 red dice at long range, and would still have a total of 6 dice at anything closer than long range (Assuming I do concentrate fire) - and that extra blue might even help stop my opponent from bracing.

In fact, I might never go with a CR-90A again!

How in the ever-liveing-**** did you manage to add two red dice to a side arc that started with medum range to begin with? Asuming your oppponent realized that you were restricted to med-long range, of course?

-diet- and assuming I know how to spell th eword assume with 3 whiskeys and a strong beer running interference?

He didn't, which was why he wanted Enhanced Armament so he could. Except he can't, as we concluded in this thread.

And this, gentlemen, is why I use a squad builder to make my fleets.

If you are using Ackbar, I'm just going to mutter something about CR90As and slaved turrets and then wander out of this thread.

And this, gentlemen, is why I use a squad builder to make my fleets.

Same. Keeps me honest.

I ran a 6 ship list the other day and it did great (4 CR-90s and 2 Mk2s with Ackbar).

I made one crucial mistake though, I had two CR-90 Bs, and 2 CR-90 As. My A's had enhanced Armament, which is great with Ackbar and Concentrate Fire! But my B's were unable to attack at long range, even with ackbar because they didn't have that first red die.

So I got to thinking that maybe a smarter way to proceed would be to put enhanced armament on my B's. It would make the entire ship 5 points cheaper than an A with Enhanced Armament... it would still be throwing 4 red dice at long range, and would still have a total of 6 dice at anything closer than long range (Assuming I do concentrate fire) - and that extra blue might even help stop my opponent from bracing.

In fact, I might never go with a CR-90A again!

How in the ever-liveing-**** did you manage to add two red dice to a side arc that started with medum range to begin with? Asuming your oppponent realized that you were restricted to med-long range, of course?

-diet- and assuming I know how to spell th eword assume with 3 whiskeys and a strong beer running interference?

He didn't, which was why he wanted Enhanced Armament so he could. Except he can't, as we concluded in this thread.

Thank you. To clarify I did NOT shoot at long range with a B. I was thinking about how to do it though, when I made this post.

And this, gentlemen, is why I use a squad builder to make my fleets.

I do too, but that site is blocked at work so I have to use my memory a lot when pondering fleets during the day.

If you are using Ackbar, I'm just going to mutter something about CR90As and slaved turrets and then wander out of this thread.

Good idea - though I only have one of those right now so can't do too many.

And this, gentlemen, is why I use a squad builder to make my fleets.

I do too, but that site is blocked at work so I have to use my memory a lot when pondering fleets during the day.

There's at least 3 web-accessible fleet builders....are they all blocked?

You have Hivelabs, SWAFT, and Fab's....

....are they all blocked?

Quite probably.

I mean, hell, my last job, there was a Whitelist, rather than a Blocklist... So the list of accessable was very short.

If you are using Ackbar, I'm just going to mutter something about CR90As and slaved turrets and then wander out of this thread.

A good solution. An A coming in at 50 points with a side of 5 reds when concentrating fire. But it comes at the cost of sacrificing an attack.

If you are using Ackbar, I'm just going to mutter something about CR90As and slaved turrets and then wander out of this thread.

A good solution. An A coming in at 50 points with a side of 5 reds when concentrating fire. But it comes at the cost of sacrificing an attack.

I will say that I think this "flaw" is over-magnified when discussing the CR90. Yes, in theory, you can line up double arc shots with them.

In actuality, that usually either means blind luck (as you lined one up at long range and your opponent voluntarily walked right into it!) or you got close. The latter means your CR90 is probably about to get obliterated.

In practicality, I win more with my CR90 swarm than any other list I play, the problem from a tourney perspective is that it tends not to win by large amounts, and 6-4, 7-3, 6-4 is uninspiring. However, when it does win, it's because I stayed at long range and controlled the fight, so often you aren't double arcing anything. The ability to jam 5 dice out of one of these suckers at 50 points is very interesting from a combined firepower / action economy perspective, as the bane of the CR90 is the AFII with gunnery teams and this helps even that out.

Edited by Reinholt

And this, gentlemen, is why I use a squad builder to make my fleets.

Same. Keeps me honest.

I'll be honest. I'm a friggin idiot! That's why I use squad builders.

If you are using Ackbar, I'm just going to mutter something about CR90As and slaved turrets and then wander out of this thread.

A good solution. An A coming in at 50 points with a side of 5 reds when concentrating fire. But it comes at the cost of sacrificing an attack.

I will say that I think this "flaw" is over-magnified when discussing the CR90. Yes, in theory, you can line up double arc shots with them.

In actuality, that usually either means blind luck (as you lined one up at long range and your opponent voluntarily walked right into it!) or you got close. The latter means your CR90 is probably about to get obliterated.

In practicality, I win more with my CR90 swarm than any other list I play, the problem from a tourney perspective is that it tends not to win by large amounts, and 6-4, 7-3, 6-4 is uninspiring. However, when it does win, it's because I stayed at long range and controlled the fight, so often you aren't double arcing anything. The ability to jam 5 dice out of one of these suckers at 50 points is very interesting from a combined firepower / action economy perspective, as the bane of the CR90 is the AFII with gunnery teams and this helps even that out.

This, plus the fact that you can't line up a double-arc shot and use Ackbar at the same time (since you're restricted to firing out of your side hull zones, and the only way to double-arc a ship from your side hull zones requires you to be inside said ship).

Turbolaser Reroute Circuits are another interesting upgrade on CR-90 As, with their double evade. Fewer raw dice, but an option to boost your minimum damage when you do shoot.

Edited by Rythbryt