Rebel Sushi Platter

By thecactusman17, in Star Wars: Armada Fleet Builds

392/400

AFmk2B

Mon Mothma

Intel Officer

Gunnery Teams

Advanced Projectors

Turbolaser Reroute Circuits

AFmk2B

Intel Officer

Gunnery Teams

Advanced Projectors

Turbolaser Reroute Circuits

MC30c Torpedo Frigate
Ordinance Experts
Electronic Countermeasures
H9 Turbolasers
MC30c Torpedo Frigate
Ordinance Experts
Electronic Countermeasures
H9 Turbolasers

I'm realizing that with the extreme damage output possible with the MC30s, the extra added by an Ordinance card may be negligible next to interfering with a brace or redirect at the right moment. Mixed with the Intel Officers hitting hard at long range, I can get rid of pesky braces, evades and Redirects as the MC30s close for the kill.

Unlike most Assault Frigate lists, this one is dependent on an overwhelming direct offense. No skirting around the toilet bowl here, the ships must engage early and often. As such, I've chosen 3 objectives that focus on getting into engagement range quickly or deploying onto unprotected flanks. Also, this list needs to plan on double arcing often when possible, but has Gunnery Teams to ensure that larger enemy fleets can't escape.

I dont like the use of TLRCs on the AFs as Mon Mothma makes your evades useful even at short range and if you exhaust them while shooting you may have to burn them while defending.

Also not sure about ECM on MC-30s as you have doubles of both Redirect and Evade.

Not taking Foresight when Mon Mothma is in command seems like a huge waste of potential as well.

It looks like a fun list though. I may just whip up my own version. Thanks for the ideas :)

I hear you on the TRCs. I think it's important to keep in mind that the AF2 isn't meant to get in close, especially in this list where I'm trying to shove units into point blank range. It's supposed to stay out a bit, tailing the MC30 in and taking out Defense Tokens. So I think that ensuring I take out enemy defense tokens is actually the higher priority. The shooting stops really quick after the MC30s go, and I'll still have Brace/Redirect to protect the ship.

I would put ECM onto those AF instead of AP.

You going to want that brace with ISDs or Ackbar fleets around.

I also prefer XI7s on my AFs especially with Intel Officer. Intel the brace and screw with the redirects.

Without Ackbar, the AF2 doesn't have enough consistent damage output to make an opponent seriously consider Brace. Especially with 5-8 damage barreling in at speed in the form of an MC30.

If you haven't before, take a look at this excellent article on Armada Dice Results probability: http://www.wwpd.net/2015/10/star-wars-armada-stats-101-expected.html

At long range, the side arc matches the damage output of a Nebulon-B frigate, and looking at that there is a high probability of doing 1-2 damage. This is great, because we have a GUARANTEED ability to do 2 damage. Combined, the average attack should be doing around 3-4 damage. At 3-4 damage, that's an entire hull of shields gone. Which makes Brace an important tool to mitigate the damage. If they choose not to use Brace, they will have weaker shields when the MC30 hits for significantly more damage, guarantees at least one denied defense token, and likely does significant damage to the hull on most enemy ships.

Maybe it's just me, but with the redundant tokens, I find that I do not need to use ECM's on the mc-30s. Then again, I use the scout variants and Ackbar...so they're not forced to get into med-close range for dmg. Also, Foresight is always an auto include for me...that title is too good.

So i created an alternative variant of this list. The biggest differences are the extra ship activations and one or two extra tricks.

393/400

AFmk2B

Mon Mothma

Electronic Countermeasures

MC30c Torpedo Frigate
Ordinance Experts
H9 Turbolasers
Foresight
MC30c Torpedo Frigate
Ordinance Experts

H9 Turbolasers

Admonition

Nebulon-B Support Refit

Turbolaser Reroute Circuits

Salvation

CR90A

Turbolaser Reroute Circuits

Jaina's Light

Opening Salvo

Hyperspace Assault

Superior Positions

Again, hyper-aggressive build designed to rapidly go through enemy ships by overwhelming them with incoming firepower and token denial on a critical turn, then leave before getting blasted in response by the survivors. Double Arcs are the order of the day in this list, with the obvious exception of Salvation.

I like having first turn with this, otherwise I'd seriously consider taking Raymus on the Salvation.

I like this list. Salvation is going to put in work. The only thing I'd try to do differently is try to put slaved turrets on Salvation and dropping some other things to keep an decent init bid.

7 points is a decent initiative bid in ago but the most extreme cases. And no to Slaved Turrets. Salvation wants what TRC is offering in this case. The ability to guarantee a critical result is too valuable to increase the chances of any extra damage by 5/8ths.

When using MM, keep TRC on CR90s and MC30s only as they have double evade tokens.

I like this list. Salvation is going to put in work. The only thing I'd try to do differently is try to put slaved turrets on Salvation and dropping some other things to keep an decent init bid.

Take a look at my modified list right above your post.