Fighter Bomber, MC80

By tunewalker, in Star Wars: Armada Fleet Builds

Been trying to make a Fleet build with Fighters bombers, and an MC80 that doesnt use duplicates of any of the boxes. One of the things I really wanted was all of my ships to have strong "anti-fighter" armament so they can help clear enemy fighter screens to get my bombers through. So Far this is what I have come up with, any advice on alterations would be great.

Edited to add in the total.

Total: 398

Ship 1 (150)

MC 80 Assault Cruiser (chosen because it has 2 blue anti-squad guns, though I am thinking about droping this down to the classic and for the same points get the Independence title)

General Rieekan

Advanced Projectors

Ship 2 (101)

Assault Frigate Mark II A (same reason as the first, heavy anti-squad guns)

Adar Tallon

Flight Controlers

Boosted Comms

Ship 3 (62)

Nebulon B-escort Frigate (more heavy squad guns)

Yavaris

Squad total: 85

Squad 1 Luke

Squad 2 Wedge

Squad 3 Kayan

Squad 4 B-wing

Squad 5 HWK-290

I havent decided on objectives, but basically I picked Rieekan because I was running heavy "aces" in my fighters and that was he same reason for Adar Tallon, double activating Luke allows alot of shield ignore damage, Double Kayan, is pure damage, and Double Wedge, allows for heavy anti-squad fire with the proper timing. Still slightly unsure with the ship list itself, as I feel very limited on upgrades, and even though I have spent 85 on squads I actually feel my squad list is a little light... What are others thoughts on this list.

Edited by tunewalker

I actually really like this Riekaan aces build. I would drop the generic bwing for dutch, you dont lose a ton of bomber utility, and you get a significant boost in a yavaris led antisquad activation, which may help you get even more mileage from your limited number of stands. Plus he benefits from Zombie Lord. I would drop to the command cruiser, and those 8 points can go a bunch of places, although Independence actually isnt my first choice. I would instead maybe put ecms on the afmk and the moncal. Alternately, maybe G.Haven on the guppy and switch boosted comms to the moncal, or E.Tech the moncal. Raymus on Yavaris could also be a way to spend those points.

I don't think this list is gonna be a world beater, but its gonna be way more resilient then an unwary opponent realizes, and it can pack some really surprising burst with that fighter complement. Let us know how it fares on the table!

Edited by Madaghmire

Its been my experience that my squadrons tend to engage the other squadrons 1-2 turn earlier than they come into range of my blue anti-squadron guns. Especially when I'm running Yavaris. Yavaris is sheperding the B-wings to target and the faster squadrons tend to roam ahead to screen for them. The screening squadrons tend to be too far ahead for anti-squadron fire to make an impact. Its also been my experience that usually (not always) I'd rather fling dice at a ship than at the squadrons.

Careful and conservative movement with squadrons can mitigate that though. Just something to think about, you might not need that much dedicated anti-squadron fire if the squadron fight is basically decided by the time your ship is in range to contribute.

Its been my experience that my squadrons tend to engage the other squadrons 1-2 turn earlier than they come into range of my blue anti-squadron guns. Especially when I'm running Yavaris. Yavaris is sheperding the B-wings to target and the faster squadrons tend to roam ahead to screen for them. The screening squadrons tend to be too far ahead for anti-squadron fire to make an impact. Its also been my experience that usually (not always) I'd rather fling dice at a ship than at the squadrons.

Careful and conservative movement with squadrons can mitigate that though. Just something to think about, you might not need that much dedicated anti-squadron fire if the squadron fight is basically decided by the time your ship is in range to contribute.

To be honest the antisquad guns are done mostly because I feel my list fears heavy Counter squads, like a lot of A-wings or Interceptors and the like, so the Anti-squad guns are another method to remove painful sqauds from the path of the bombers, also thank you to the top person its given me a lot to think about with alterations to the list and the advice about keeping them close enough for Anti-squad guns, when neccisary does give me some more ideas for some alterations, going to play with it a bit, and try some variations... thank you all for this.