6 Corvettes at 300 points?!

By Crabbok, in Star Wars: Armada

Got completely eviscerated today in a local 300 point tourney. Ended up loosing 0 - 10 against a guy with 6 corvette b's. I had plenty of shots on him, but I just rolled almost all blanks all day. the only 1 I killed was due to ramming.

seriously, 400 points are going to be insane when my opponent brings 9 corvettes against me PLUS Tycho

So good.

I mean not for you but 9 CR 90's would be called team ramrod. Matched with the commander that lets you take a movement after death. Good night.

Engine techs, and Reikien... Yoda help us

Yeah you could run 8 corvette Bs, 7 with engine techs, and the last with Riekien. If that becomes the new meta I might stop playing in tournaments because that would just ruin the game for me. Especially if you become forced to counter a suicide squad.

Edited by Crabbok

So good.

I mean not for you but 9 CR 90's would be called team ramrod. Matched with the commander that lets you take a movement after death. Good night.

Reikan doesn't let people move after death per se- He justs keeps ships from dying until the end of the phase. If a ship has already activated, it's just going to sit there. Granted, that does mean you can't blow up a blocking ship.

These lists have been around, and while they can be potent they don't seem to be consistent enough to win tournaments regularly. With wave 2, I expect Ackbar and Vader will see corvettes evaporating even faster.

I wouldn't worry too much. If your fleet is unfavourably matched up, just play the mission or points denial.

Edited by Maturin

I ran "Rieekan's Cruise Missiles" tonight. 5 Corvette Bs and an MC80 for good measure. In the future, I'd drop the MC80 to up the ante in the MSU (multiple small unit) list. They burned down a Raider, ISD, and VSD- but it cost them 3 'vettes in the process. Was a 10-0 I think though we called it after turn 3.

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Corvette plus Engine Techs, makes ramming strategies scary. Speed 5 missiles.

Things like the Assault Frigate and Home One will not have a fun time being double rammed 3-4 times.

People forget that for nearly the same points as engine techs you can give CR90As Turbolaser Reroute Circuits. Mix that and Riekaan, guarantee a minimum 4 damage per turn on all double arc corvettes.

People forget that for nearly the same points as engine techs you can give CR90As Turbolaser Reroute Circuits. Mix that and Riekaan, guarantee a minimum 4 damage per turn on all double arc corvettes.

I'll raise you...Corvette B, Engine Techs, SW-7 Ion Batteries. 53pts full of 'Worth'. Rolling only required to proc crits, otherwise 5 damage guaranteed on double arc...7 on a double collision...8 if the Corvette activate before the ship it blocked in the front.

Multiply within your list at your leisure. Rebels gonna be stronk wave two.

This is where Demolisher eats a power pellet and turns all your ghosts blue, killing one every time it looks at one.

This is where Demolisher eats a power pellet and turns all your ghosts blue, killing one every time it looks at one.

.

Stack up your quarters then mang.

If you're like me, you need to put your hand in the fire to know what hot is. You don't get it by someone just telling you. I too thought little of iReekan. But I assembled lists for science in the lab. The math is there, you just have to see it in play, not words. My example was just ONE iReekan Corvette...two double collisions and 1 hull worth of damage kills Demolisher.

This is where Demolisher eats a power pellet and turns all your ghosts blue, killing one every time it looks at one.

.

Stack up your quarters then mang.

If you're like me, you need to put your hand in the fire to know what hot is. You don't get it by someone just telling you. I too thought little of iReekan. But I assembled lists for science in the lab. The math is there, you just have to see it in play, not words. My example was just ONE iReekan Corvette...two double collisions and 1 hull worth of damage kills Demolisher.

Im wondering if deploying speed 1 in a corner then navigating immediately to speed zero with a 2 ISD carrier, max rhymerball would work as a counter to this (objectives allowing, of course). In my calculations it is possible to build a pretty fierce rhymerball with 2 ISDs running expanded comms/hangar bays. You hold the squadron back until 2 or more of the corvette missiles are in range and then start popping them off (in my calcs you can roll fairly average and guarantee a Corvette dead per activation). Store a nav token and bring the speedup general and surge to speed 3 in one go to charge out at just the right time in good formation guns blazing. No idea if it would work but GOOD GOLLY it would be fun to try!

My second ISD is on preorder and all paid for so I guess I can find out fairly soon!

Thinking:

ISD 1 x 2: 220

Hangar, Comms x 2: 18

5x tie bomber, 3x Tie advanced, Soontir, Rhymer, Firespray: 133

then either Motti and a 5 point bid or Ozzel with a 9 point bid

Alternately can run 2x ISD IIs with all firesprays and not worry about activating them for 14 blue bomber dice

Or run 13 tie bombers and Rhymer if you aren't worried about enemy fighters (and feel like spending $140 on fighter packs) for 14 black dice

People forget that for nearly the same points as engine techs you can give CR90As Turbolaser Reroute Circuits. Mix that and Riekaan, guarantee a minimum 4 damage per turn on all double arc corvettes.

I'll raise you...Corvette B, Engine Techs, SW-7 Ion Batteries. 53pts full of 'Worth'. Rolling only required to proc crits, otherwise 5 damage guaranteed on double arc...7 on a double collision...8 if the Corvette activate before the ship it blocked in the front.

Multiply within your list at your leisure. Rebels gonna be stronk wave two.

CR90B with NWA Ions is most definitely going to be a thing of beauty.

Perhaps Reiken is a game changer, but in my experience every time I have moved Demolisher towards a cr90, the cr90 is removed from the table.

My experience has been the same but please keep in mind that with Rieekan, what you're used to being a cloud of debris may linger on zombie mode, firing on you and then ramming you twice before finally expiring. Obviously this is dependent on your target selection and order of activation (if you're good you can catch an already-activated CR90), but with 6 CR90s I think it's fair to assume that activation advantage should probably tip to the Rebel side, all things otherwise being equal.

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ARM%252520REB%252520CORVETTE%252520BR.pn ARM%252520REB%252520CORVETTE%252520BB.pn


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Rhymer ball the little ####er.

Engine techs, and Reikien... Yoda help us

Yeah you could run 8 corvette Bs, 7 with engine techs, and the last with Riekien. If that becomes the new meta I might stop playing in tournaments because that would just ruin the game for me. Especially if you become forced to counter a suicide squad.

It is really thematic though. Many of those GR-75s (rebel transports) in the background at the Battle of Endor were supposedly packed full of explosives and piloted by droids with the expressed purpose of running into enemy ships. Which makes sense, given that the GR-75s don't have any hardpoints (weapons) of their own, and you wouldn't need that many of them as fighter comm support, target coordinators, shield projectors, and the other supportive roles the transports could conceivably fill in combat. It's not inconceivable that Reikan would orchestrate a similar tactic, especially when coordinating evacuations (his specialty). Pack half of the smaller ships full of ordnance and droid crews, and them surprise the Imperial ships that are trying to capture them.

Also, I'm not sure Engine Techs are worth it. The double-ram is nice, but you're sacrificing two CR90s to pack on some of those expensive 8pt teams, and you'll be losing more of your own points, making those 10-0 wins more difficult.

Perhaps Reiken is a game changer, but in my experience every time I have moved Demolisher towards a cr90, the cr90 is removed from the table.

My experience has been the same but please keep in mind that with Rieekan, what you're used to being a cloud of debris may linger on zombie mode, firing on you and then ramming you twice before finally expiring. Obviously this is dependent on your target selection and order of activation (if you're good you can catch an already-activated CR90), but with 6 CR90s I think it's fair to assume that activation advantage should probably tip to the Rebel side, all things otherwise being equal.

Imperials will have access to a "spammable" ship now too, however. No idea if it will be viable and I haven't given it much thought but those things can hit pretty hard and in the right hands might be a real threat to CR90 spam.

Imperials will have access to a "spammable" ship now too, however. No idea if it will be viable and I haven't given it much thought but those things can hit pretty hard and in the right hands might be a real threat to CR90 spam.

Perhaps, but Raiders don't have a plausible ram threat and they don't continue on in a zombie state once destroyed. Their maneuverability at speed 3-4 is also inferior compared to CR90s. The do have the notable upside of hitting extremely hard if upgraded properly (Expanded Launchers + Ordnance Experts should evaporate any CR90 that gets into short range of the front arc). I'm not sure that it's a workable solution, though, as Raider spam would have problems against other Rebel builds (like Ackbar big guns) I would imagine. 1-2 Raiders in a list would certainly help, though. I love my little Raider guy so I don't need any convincing, haha.

Engine techs, and Reikien... Yoda help us

Yeah you could run 8 corvette Bs, 7 with engine techs, and the last with Riekien. If that becomes the new meta I might stop playing in tournaments because that would just ruin the game for me. Especially if you become forced to counter a suicide squad.

It is really thematic though. Many of those GR-75s (rebel transports) in the background at the Battle of Endor were supposedly packed full of explosives and piloted by droids with the expressed purpose of running into enemy ships. Which makes sense, given that the GR-75s don't have any hardpoints (weapons) of their own, and you wouldn't need that many of them as fighter comm support, target coordinators, shield projectors, and the other supportive roles the transports could conceivably fill in combat. It's not inconceivable that Reikan would orchestrate a similar tactic, especially when coordinating evacuations (his specialty). Pack half of the smaller ships full of ordnance and droid crews, and them surprise the Imperial ships that are trying to capture them.

Also, I'm not sure Engine Techs are worth it. The double-ram is nice, but you're sacrificing two CR90s to pack on some of those expensive 8pt teams, and you'll be losing more of your own points, making those 10-0 wins more difficult.

Does anyone else have a problem with the Rebellions cavalier use of droids for suicide missions?

This is why we need Emperor Palpatine's firm, but fair, approach to such matters. Aliens are the more economical use for such things.

I could be way off base, but I feel like most balanced lists should be able to deal with the spam. When rolling small numbers of read dice there are just to many duds. And squadrons and ackbar should do a number on those lists.

We're not talking about small numbers of red dice here, though: we're talking about CR90B's, the rebellion's oft-overlooked close range heavy hitter. It's no ACM Glad, but you give one of these a double arc and you're looking at 6 blue dice (I pretty much always assume CF on corvettes... You always have it when you want it with 1 command dial) for 39 points a pop.

If it becomes a problem. Change riekan to only medium ships or only named ships as the squadrons.

But let those min/maxer buy expansions packs before ...

It's creative but it goes against the spirit of the game for me.

I'm new to Armada, but have been playing X-Wing for a year. I was wondering if a CR-90 swarm was viable. Guess it is.