Super Anxious about this build

By BigBearCDN, in Star Wars: Armada Fleet Builds

Hey gys check this out. I've been wanting to rock Mon Mothma with the MC-30s for a while but its so hard to give up the Ackbar.

I'm goin straight for the biggest fattie with my 2 MC-30s and my AF2 and Jan are gonna try and deliver some Scurrgs for good measure.

Only thing is...... 14 hull points total and 1 Brace Token in an entire 400 point fleet? My nerves are gonna be shot before we deploy the first ship!

Merry Xmas Richard
Author: BigBearCDN

Faction: Rebel Alliance
Points: 393/400

Commander: Mon Mothma

Assault Objective: Precision Strike
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

[ flagship ] Assault Frigate Mark II B (72 points)
- Mon Mothma ( 30 points)
- Paragon ( 5 points)
- Raymus Antilles ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Walex Blissex ( 5 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Lando Callriassian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

2 Scurrg H-6 Bombers ( 32 points)
1 Nym ( 21 points)
1 Luke Skywalker ( 20 points)
1 Jan Ors ( 19 points)

Fleet created with Armada Warlords

All criticism graciously accepted ;)

Firstly, the Assault Frigate - What do you intend to do with this ship in battle?

If it is your carrier, does it need to have exactly 5 activations for the 5 squadrons you are taking? Raymus and Expanded Hanger is a lot of upgrade, when once one squadron dies you only require 4 activations and so on. Is this efficient use? I'd understand more if you had surplus squadrons.

If it is meant for firepower, would Gunnery team not be more appropriate than expanded hanger to get use out of Paragon?

It appears that you want everything out of this single ship, and in all likelyhood will be spamming squadron tokens out of it, missing the control fire and navigate tokens you need to get the best out of Paragon and X17's.

Secondly , I understand where you are coming from with the upgrades on the MC30's, and the synergy you are going for. However, lets be clear here, these are two ships with total 8 hull that you have every intention of throwing at the enemy. What are the chances of them walking out alive? Do you really want to arm them to the teeth and give extra points to the opponent. Ordnance Experts arent going to help the MC30's survive. Personally, I'd either change them to Scout Frigates, or drop some upgrades to fit extra capital ships in the build.

Thirdly, squadrons. Luke and Nym dont require Jans special abilities, the standard HWK 290 will suffice. Luke will bear the brunt of the attacks due to his escort, so the H6 bombers cannot use Jans braces until Luke dies, and once Luke is dead there are far greater problems to face. 92 points to get so little anti squadron dice seems quite extreme to me. What is your plan should your opponent turn up with a bunch of interceptors?

The objectives I get. Precision strike, you are packing black dice, makes sense, especially as you have so little hull points to give to your opponent in terms of bonus victory points. Hyperspace assault, the torpedo frigate is set up for this, though I suggest you only require one torp frigate for this objective, and clearly wont need 5 activations if three of your squadrons are in hyperspace. Minefields I can see destroying your own ships, as they dont have the hull to survive and you clearly want to rush into combat.

In summary, I personally would swap one torpedo frigate for a scout frigate, drop a lot of the upgrade cards in favour of an extra corvette. Switch Jan for Hwk, or Luke for two X's and consider diversifying the H6's into some Y's to give you redundant squadrons.

Secondly , I understand where you are coming from with the upgrades on the MC30's, and the synergy you are going for. However, lets be clear here, these are two ships with total 8 hull that you have every intention of throwing at the enemy. What are the chances of them walking out alive? Do you really want to arm them to the teeth and give extra points to the opponent. Ordnance Experts arent going to help the MC30's survive. Personally, I'd either change them to Scout Frigates, or drop some upgrades to fit extra capital ships in the build.

I disagree with this part. I run similar torpedo shrimp regularly, and this is the best way I've found to build them. You're right that they're under significant threat, but that's the point of the build: it's hair-raising risk in exchange for dealing pants-shitting damage at a bargain price.

OE: you're already putting ~80 points out there (after defensive upgrades) with a very real chance of dying after delivering ONE, maybe two, really good rounds of fire. You *really* don't want to waste it on a whiff, and four more points is almost always worth it to mitigate that risk.

APT: With your OE and ability to concentrate fire at the right time, you have a very good chance of pulling down crits. Make them worth something for 5 or 7 points.

Edited by Ardaedhel

Secondly , I understand where you are coming from with the upgrades on the MC30's, and the synergy you are going for. However, lets be clear here, these are two ships with total 8 hull that you have every intention of throwing at the enemy. What are the chances of them walking out alive? Do you really want to arm them to the teeth and give extra points to the opponent. Ordnance Experts arent going to help the MC30's survive. Personally, I'd either change them to Scout Frigates, or drop some upgrades to fit extra capital ships in the build.

I disagree with this part. I run similar torpedo shrimp regularly, and this is the best way I've found to build them. You're right that they're under significant threat, but that's the point of the build: it's hair-raising risk in exchange for dealing pants-shitting damage at a bargain price.

OE: you're already putting ~80 points out there (after defensive upgrades) with a very real chance of dying after delivering ONE, maybe two, really good rounds of fire. You *really* don't want to waste it on a whiff, and four more points is almost always worth it to mitigate that risk.

APT: With your OE and ability to concentrate fire at the right time, you have a very good chance of pulling down crits. Make them worth something for 5 or 7 points.

I have a question for someone who has used similar before, and hopefully you can help. Does the Assault Frigate need ECM with those two bad boys on the table? Who is shooting the AF in preference to the torps?

Ever since I had an AF2 one-shotted in my first Wave 2 game, I'm a huge believer in ECM. If you're building it as a long-range carrier or something like that, you can get away with no ECM if you're good at flying defensively. If you're flying in such a way that your Paragon isn't wasted, though, you're definitely going to want ECM on there.

Thanks for the feedback guys. Ginkapo I think you're right about the AF2. Its job is to deliver Nym and the Scurrgs onto the target so I've dropped Paragon, Raymus and XI-7 in favour of Gallant Haven and an additional X-Wing.

I dropped Lando off of Foresight as well to maintain my intiative bid.

Jan Oors is there so Luke has access to 4 Braces as I expect him to take a pounding. All squads will hug Gallant Haven for my opponent's intial anti-squadron alpha strike and then use Jan's ability to wiggle loose and go bomb.

ECM is an auto include on the AF2 for me specially as if Mon Mothma goes down the whole fleet is nerfed.

Merry Xmas Richard
Author: BigBearCDN

Faction: Rebel Alliance
Points: 392/400

Commander: Mon Mothma

Assault Objective: Precision Strike
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

MC30c Torpedo Frigate (63 points)
- Walex Blissex ( 5 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

[ flagship ] Assault Frigate Mark II B (72 points)
- Mon Mothma ( 30 points)
- Gallant Haven ( 8 points)
- Expanded Hangar Bay ( 5 points)
- Electronic Countermeasures ( 7 points)

1 Nym ( 21 points)
1 Jan Ors ( 19 points)
1 Luke Skywalker ( 20 points)
2 Scurrg H-6 Bombers ( 32 points)
1 X-Wing Squadron ( 13 points)

Fleet created with Armada Warlords

Bear with me, I'm new...

I'm trying to understand under what circumstances Luke would need four brace tokens. I've just played a few kitchen table games so far, but my understanding is brace is never going to reduce damage to less than one. In the case of fighter combat, you're usually going to take 1-2 damage when you use the brace token.

With only 5 hull, chances are you would be toast even if you used all four, no? Moreover, since a token can be used twice, Luke does have access to four braces. The fact that you would have to discard the tokens after the second use is irrelevant, as by definition, each time you use one you are taking at least one damage, so by the time all four are gone, you only have 1 hull left.

I may be missing some thing or a lot of things, but based on this I agree that Jan's points could be more effectively used elsewhere.

I would drop Jan Ors and take another X-Wing Squadron instead for added anti-fighter firepower. If you desire so, take Wedge. T65 is right here...4 Braces are enough, he is going to die from the 1-damage attrition before you can make use of these added braces.

I also reckon that your Initative Bid is rather low. Since you actually want to use these black dice you absolutely need to be first player. Maybe take an ordinary X-Wing instead of Wedge then ;-)

Edited by ThreeJay

I guess its not about 4 total braces but rather having Jan's 2 braces that cannot be neutralized by accuracies. Also I need her Intel to allow Nym and the Scurrgs to get out of the furball and execute their bombing runs.

I guess its not about 4 total braces but rather having Jan's 2 braces that cannot be neutralized by accuracies.

This is the value Jan adds to nameds. You're going to last a couple of shots longer if you have backup braces to 1) prevent the forced burn-off if they shoot an accuracy when you have one green and one red brace, and 2) guarantee brace availability even if those 6-die swarming Interceptors or 7-die Wedges are rolling hot.