Carrier Attempt #1

By puntspeedchunk, in Star Wars: Armada Fleet Builds

I made this list as an attempt to construct a carrier group list. The Mc80 will slingshot the slow bombers while the Assault Frigate provides cover for the other half of the bombing run. I selected Garm, since the two ships can load up on tokens before starting the slingshots (the actual bomber/escort fighters are limited by the fact that I only have 1 of each of the squad expansions).

There are probably some changes that I will need to make (of which I would love suggestions!) - but I am also curious what the viability of Carrier fleets in your (collective) experiences.

2nd Fleet - Garm's Carrier Group
Author: Talon Fleet

Faction: Rebel Alliance
Points: 400/400

Commander: Garm Bel Iblis

[ flagship ] MC80 Command Cruiser (106 points)
- Garm Bel Iblis ( 25 points)
- Independence ( 8 points)
- Raymus Antilles ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
- Leading Shots ( 4 points)

Assault Frigate Mark II B (72 points)
- Paragon ( 5 points)
- Veteran Captain ( 3 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

2 B-Wing Squadrons ( 28 points)
1 Luke Skywalker ( 20 points)
2 A-Wing Squadrons ( 22 points)
1 YT-2400 ( 16 points)
1 Jan Ors ( 19 points)
1 Scurrg H-6 Bomber ( 16 points)
1 X-Wing Squadron ( 13 points)

So I ran a very similar list, some changes to the named squads and ship upgrades, and I had some good results. This is the slightly re-tooled version (I added leading shot and changed one objective to fleet ambush over hyperspace assault). The game that this list was used in saw 3 gladiators and 1 ISD with sontir and 2 tie advances. My screen did the job of letting the bombers go as they pretty much brought down the ISD single handed. My frigate came in on the hyperspace assault turn 3, but most carnage was over and it had almost no effect. What missions are you thinking of taking?

1 • MC80 Command Cruiser - MC80 Mon Calamari Star Cruiser (106) - Garm Bel Iblis (25) - Adar Tallon (10) - Boosted Comms (4) - Advanced Projectors (6) - Leading Shots (4) - XI7 Turbolasers (6) - Independence (8)
• Total : 169 • Code : r19c5o9g3d2i3t4f19
2 • Assault Frigate Mark II B - Assault Frigate Mark II (72) - Gunnery Team (7) - Boosted Comms (4) - Advanced Projectors (6) - XI7 Turbolasers (6)
• Total : 95 • Code : r8w1g3d2t4
3 • HWK-290 - HWK-290 (12)
• Total : 12 • Code : r25
4 • HWK-290 - HWK-290 (12)
• Total : 12 • Code : r25
5 • A-wing Squadron - A-wing (11)
• Total : 11 • Code : r13
6 • A-wing Squadron - A-wing (11)
• Total : 11 • Code : r13
7 • A-wing Squadron - A-wing (11)
• Total : 11 • Code : r13
8 • Keyan Farlander B-wing Squadron - B-wing (20)
• Total : 20 • Code : r10
9 • Scurrg H-6 Bomber - Scurrg H-6 Bomber (16)
• Total : 16 • Code : r27
10 • Nym Havoc - Scurrg H-6 Bomber (21)
• Total : 21 • Code : r26
11 • Luke Skywalker X-wing Squadron - X-wing (20)
• Total : 20 • Code : r5
12 • Objectives - Objectives (0) - Precision Strike (0) - Fleet Ambush (0) - Superior Positions (0)
• Total : 0

List total is 398, I do not think this list depends on having initiative.

I am not as familiar with objectives as I should be - so I am not confident enough to add one, yet.

Why TLRC on your two ships?

You want to keep them at distance and let your squadrons do the dirty business. At distance, your Evades are very useful. And if your opponent closes to knife-fighting range, I doubt that one modification is going to make a difference.

My recommendation would be to ditch TLRC--that frees up 14 points for other things, maybe upgrades that'll keep your fleet alive longer.

I would also try to add one more X-Wing (maybe vice an A-Wing) to help escort your HWKs. Otherwise your HWKs are going down fast.

Edited by TTC

Couple things

1. The MC 80 does not have an evade token, so Turbolaser reroute will not be triggered (unless I've missed a ruling that it could be spent from another ship)

2. I'd probably drop paragon as a title. Getting your ship in the correct position for a dual arc shot is going to be tough with only two activations I think. Gallant haven provides some survivability if needed against very aggressive fighters or the resurgence of the tie swarm.

3. I'd probably drop the scurg for either another b or an xwing. Gives another escort to Jan and provides a much better anti squadron option in case you run into Rhyme Balls

Still looks like a fun list to try out. I've been wanting to field a real carrier fleet