Tournament Fleet Build

By panzerdaddy, in Star Wars: Armada Fleet Builds

Hi Guys,

Building a fleet to play in my store tournament. Was building a fleet to:

1. Flexible to manage most missions.

2. Enough ship activations to provide sufficient tactical movements.

3. Flexible squadron build to engage other squadrons or else anti-ship.

Comments are welcome.

7th Republican Navy Section

Faction: Rebel Alliance

Points: 396/400

Commander: Admiral Ackbar

Assault Objective: Most Wanted

Defense Objective: Fire Lanes

Navigation Objective: Intel Sweep

[ flagship ] MC80 Assault Cruiser (114 points)

- Admiral Ackbar ( 38 points)

- Home One ( 7 points)

- Engine Techs ( 8 points)

- Electronic Countermeasures ( 7 points)

- Heavy Turbolaser Turrets ( 6 points)

Assault Frigate Mark II A (81 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

- Heavy Turbolaser Turrets ( 6 points)

CR90 Corvette B (39 points)

- Jainas Light ( 2 points)

2 X-Wing Squadrons ( 26 points)

2 Scurrg H-6 Bombers ( 32 points)

1 Tycho Celchu ( 16 points)

Fleet created with Armada Warlords

Any comments to the build? Welcome any tips to play this build as well. ☺

I'll give some comments for your proposed build. :)

Do you have access to X17-Turbolasers, and Turbolaser Reroute circuits? if yes I'd suggest the following changes :

Rebel Fleet 395pts

MC80 Assault Cruiser (180pts)

Admiral Ackbar

ECM

X17 Turbolasers

Engine Techs

Home One

Assault Frigate MK II B (92pts)

Gunnery Team

ECM

X17 Turbolasers

CR90 Corvette A (53pts)

Turbolaser Reroute Circuits

Jaina's Light

A-Wing x4 (44pts)

Han Solo (26pts)

Objectives :

Most Wanted, is a good choice,

Fire Lanes, (Iirc Ackbar does not work for this) change to Hyperspace Assault (placing an Assault Frigate or the CR90A at the rear of opponents fleet is a potential game changer).

Intel Sweep, is a risk, Superior positions is an excellent alternative, forcing them to place their entire fleet with no idea where you are setting up is great, combined with Han if you can keep him alive, is easy Vp's from rear shots, especially as he can go before they move.

Changing the HTT to X17, you have home one, giving your AFMK II and CR90 a guaranteed Accuracy to target Brace Defense Token, so it seems a bit contradictory to take Tl upgrades that make a Brace less effective when used, ideally with home one, it is not going to be used period, combined with the X17 and you have negated the effectiveness of the Imperial class I, the Victory class I&II, and the Gladiator class I&II(leaving an evade token), and Raiders will be left with 2 evade tokens.

Upgrading the CR90 A over a B allows you to utilize Ackbar more efficiently it also allows a TRC upgrade, which gives you 3 red dice from a side arc, 4 with a concentrate fire, allowing 1 accuracy, 2 damage and what ever the others rolled, a maximum of 6 damage, which can't be braced (outside of ECM, which is everything but an Imp II), and with Jaina's light you can keep the CR90 A on the outside arc of either the Cruiser or Frigate, or on the other side of Debris/Asteroids, allowing you to fire unimpeded, and making your opponent have obstructed shots if they choose to engage the CR90 A, seems a powerful combo if you can maneuver it right.

Changed your fighter compliment around some, with Ackbar one of your biggest concerns will be a Rhymer combo, A-wings are fast, have great health, good attack dice, and counter 2, for 11 points each they are insanely good at interdicting enemy squadrons, and Han, this guy is a monster when used right, he murders squadrons, and he does good damage vrs ships, combined with Rogue and his special, he can go last, then first, that is either 4 blue 4 black at a squadron, or 2 blue 2 black at a ship, sad as it makes me to admit, this guy used by my friend has finished off Motti and Screed before they could activate at the start of the ship phase (Rebel player was 2nd player both times.) Now my fleets have a kill on sight order for Han Solo, no more Imperial Admirals for his kill markings!

Anyway some food for thought.

Good review of the fleet build.

Concur on your points.

Unfortunately when I was checking the fleet points, I will need to use a MC80 command cruiser instead of the assault cruiser if I need the 4 x A-wings.

Here's the updated list.

The list below has 4 squadrons which I felt is below the standard 5 squadrons builds I usually play with.

7th Republican Navy "Lions of Corellia" Section

Faction: Rebel Alliance

Points: 393/400

Commander: Admiral Ackbar

Assault Objective: Most Wanted

Defense Objective: Hyperspace Assault

Navigation Objective: Superior Positions

[ flagship ] MC80 Assault Cruiser (114 points)

- Admiral Ackbar ( 38 points)

- Home One ( 7 points)

- Engine Techs ( 8 points)

- Electronic Countermeasures ( 7 points)

- XI7 Turbolasers ( 6 points)

Assault Frigate Mark II A (81 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

- XI7 Turbolasers ( 6 points)

CR90 Corvette A (44 points)

- Jainas Light ( 2 points)

- Turbolaser Reroute Circuits ( 7 points)

3 A-Wing Squadrons ( 33 points)

1 Han Solo ( 26 points)

Fleet created with Armada Warlords

Hyperspace Assault is also a potential liability to your fleet. With only 3 ships to start with you'll limit yourself to 2 activations in the early game, in return for the possibility of dropping the last ship into an advantageous position. More likely you'll get outmaneuvered and be forced to deploy the hyper-ship in a less than optimal position.