The Deadly Combos <Ships>

By WGNF911, in Star Wars: Armada Fleet Builds

I've tossed old wullfy on the demo/et/acm, bank a nav token turn one, and, barring crit effects, can always be able to activate et while taking other commands.

I'm claiming Deadliest Combo:

+++ Clonisher (98pts) +++

Gladiator I-Class Star Destroyer (98pts) [Engine Techs (8pts), Expanded Launchers (13pts), Intel Officer (7pts), Ordnance Experts (4pts), •Demolisher (10pts)]

when paired with screed or Vader Can Reliably Kill any ship in the Game with a double activation (3 shots) plus rams if it needs it.

Pretty sure nothing else can give that level damage consistently

Edited by clontroper5

I'm claiming Deadliest Combo:

+++ Clonisher (98pts) +++

Gladiator I-Class Star Destroyer (98pts) [Engine Techs (8pts), Expanded Launchers (13pts), Intel Officer (7pts), Ordnance Experts (4pts), •Demolisher (10pts)]

when paired with screed or Vader Can Reliably Kill any ship in the Game with a double activation (3 shots) plus rams if it needs it.

Pretty sure nothing else can give that level damage consistently

I've thought about expanded launchers, they are just soooo expensive hahaha

I'm claiming Deadliest Combo:

+++ Clonisher (98pts) +++

Gladiator I-Class Star Destroyer (98pts) [Engine Techs (8pts), Expanded Launchers (13pts), Intel Officer (7pts), Ordnance Experts (4pts), •Demolisher (10pts)]

when paired with screed or Vader Can Reliably Kill any ship in the Game with a double activation (3 shots) plus rams if it needs it.

Pretty sure nothing else can give that level damage consistently

I sat down with the FFG Dice App the other evening when I had nothing better to do and ran a close range front shot scenario easily more than 100 times. So, that's the dice only aspect of the engagement without accounting for maneuvering and the spending of defense tokens. With Screed and Ord Experts, rerolling every blank or single hit black die, and utilizing Screed's ability, I never saw any fewer than 5 damage with critical effect. No hard stats but it seemed like the average would have been somewhere around 7-8 damage. The most I saw was 11 (with crit) and I got tired of going for the dozen damage. Looking at the stats, it's a .004% probability of you rolling double damage on each die on the first roll. Of course Ord Exp and Screed increase the odds of getting a dozen dramatically but it's still a long shot. The odds of rolling all blanks on the first roll are .024%.

This is an expensive build for a Frigate: 98 for a GSD1, 104 for a GSD2 and 26 points for Screed; but ohhhh the punishment.

Ok, what are the deadly combos for the Mc30 Frigate? I don't have this ship, I only play Imperial but I really want some assault proton torpedoes.

I'm claiming Deadliest Combo:

+++ Clonisher (98pts) +++

Gladiator I-Class Star Destroyer (98pts) [Engine Techs (8pts), Expanded Launchers (13pts), Intel Officer (7pts), Ordnance Experts (4pts), •Demolisher (10pts)]

when paired with screed or Vader Can Reliably Kill any ship in the Game with a double activation (3 shots) plus rams if it needs it.

Pretty sure nothing else can give that level damage consistently

I sat down with the FFG Dice App the other evening when I had nothing better to do and ran a close range front shot scenario easily more than 100 times. So, that's the dice only aspect of the engagement without accounting for maneuvering and the spending of defense tokens. With Screed and Ord Experts, rerolling every blank or single hit black die, and utilizing Screed's ability, I never saw any fewer than 5 damage with critical effect. No hard stats but it seemed like the average would have been somewhere around 7-8 damage. The most I saw was 11 (with crit) and I got tired of going for the dozen damage. Looking at the stats, it's a .004% probability of you rolling double damage on each die on the first roll. Of course Ord Exp and Screed increase the odds of getting a dozen dramatically but it's still a long shot. The odds of rolling all blanks on the first roll are .024%.

This is an expensive build for a Frigate: 98 for a GSD1, 104 for a GSD2 and 26 points for Screed; but ohhhh the punishment.

thats pretty much my experience. 7-9 damage pretty regularly, 9-11 with a CF command.

No Rebs want to wow us with torpedo frigate mods? No Imps with good intel?

I'd be interested in people who can make the MC30 work. (in a way I like it)

Or the raider for that matter.

I only use the torpedo variant now, but the combo of ordnance experts with APTs and titles makes them last long enough to get some good punches in, and comes out to exactly 80 points. Lando as an officer on them is also great. You pretty much want Rieekan or Mon Mothma as your general if you want to kit out your MC30s for close range. If I only take one MC30, it is definitely Admonition for the consistency.

I'd be interested in people who can make the MC30 work. (in a way I like it)

Or the raider for that matter.

I was contemplating not even asking about the Raider and pointing folks to the volumes of material already here on the forum hahaha.

A buddy of mine runs his MC30 Torpedo Frigates with:

  • Ordnance Experts
  • Expanded Launchers
  • Intel Officer
  • Admonition

That's a lot of upgrades for one ship, but it can consistently double-arc most prey and it hits HARD before it makes its getaway. Admonition is very helpful for improving its life expectancy for about 1-2 more turns.

MC30 Scout Frigate setups depend a lot on what commander you're running them with and their intended use. A "fake Assault Frigate with option to aggro" is going to be built a lot differently from a "dedicated Torp frigate with option to throw red dice when it's got nothing better to do."

Armada Jim's latest podcast: http://www.firewhenreadypodcast.com/ gives a thorough and spot on analysis in my opinion.

For me, the MC30 that can give people fits in a Mon Mothma fleet:

Admonition

Lando

Ordnance Experts

APTs

I might have to drop me my beloved Dodonna (won me many games!) for a Mothma try-out.

Thanks for the suggestions.

In the same way I launch a bottle rocket from my bare hands: what are your Raider deadly combos? NO! You may not remark on how useful/useless it is hahaha. There is another thread for that (probably 5 hahaha). Just what do you put on it to make it useful please. Thanks.

In the same way I launch a bottle rocket from my bare hands: what are your Raider deadly combos? NO! You may not remark on how useful/useless it is hahaha. There is another thread for that (probably 5 hahaha). Just what do you put on it to make it useful please. Thanks.

A basic Raider-1+ Ordnance Experts is all you really need, and my preferred method of running them. Keeps them cheap and effective. Add either title as necessary.

You can jazz it up to a BATTLE RAIDER (clontroper5-style) by adding Expanded Launchers and Intel Officers to the above. You need to handle them really carefully, though.

In the same way I launch a bottle rocket from my bare hands: what are your Raider deadly combos? NO! You may not remark on how useful/useless it is hahaha. There is another thread for that (probably 5 hahaha). Just what do you put on it to make it useful please. Thanks.

Raider I : Ordnance Experts

Raider I : Ordnance Experts : APT

Raider I : Ordnance Experts : ACM

Raider I : Ordnance Experts : ACM : Intel Officer

Raider I : Ordnance Experts : ExLaun

Raider I : Ordnance Experts : ExLaun : Intel Officer

Are the combos I have worked with, after playing several games, I much prefer the ACM + Intel over ExLaun + Intel, 2 extra dice on one arc, vrs 4 damage from 2 arcs, the ACM should give more average damage output.

That seems to be a thing in general, upgrades that add dice just do not seem worth it anymore, so many consistent ways of getting damage that taking the risk on a random dice roll just doesn't seem worth it.

I'm a big fan of the Raider-I with Impetuous and Ordnance Experts. You can hunt any sort of target and have a decent chance of doing proper damage. It's probably worth the points to give it APT or ACM but I rarely have the points.

No love for the Devastator in your Imperial builds? Here's mine:

Imperial II Star Destroyer

Darth Vader

Devastator

Engineering Captain (in case of emergencies)

Gunnery Team

XI7 Turbolasers

SW-7 Ion Batteries

ECM

Quad Laser Turrets (sometimes)

It's extremely spendy (197 points normally, 202 with the QLTs) but has been a monster on the table for me. It pops assault frigates like zits, and consistently does at least 8 damage per forward battery attack. My best damage roll (with some lucky red results, two dice from Devastator, and one more from concentrate firepower) was 14.

As far as the Raiders go, they really sting with the ACMs. You have a reasonable chance of triggering them even without Screed, and they make a great damage multiplier.

Last, but certainly not least; the ship that first appeared on the big screen being chased by the ISD: the CR90 Corellian Corvette.

I'm not a Rebel player, but I think the combo of Dodonna's Pride and Gen Dodonna commanding are awesome. A tiny, fast ship landing a crit is something you can't ignore if you're going against it.

There are two mainstream choices:

CR90A with Turbolaser Reroute Circuits - 51pts

CR90B with SW7 Ion Batteries - 44pts

Oddball:

CR90B with Overload Pulse and Dodonna's Pride. They exhaust all their tokens in prep of Overload Pulse, you ignore and use Dodonnas Pride. Ship crippled

Also Jaina's Light is one of the best and cheapest titles out there.

Most of the time I run 2 in my fleet

Cr90a: trc

Cr90a: jainas light, fleet admiral, trc

Trc's make them hurt, and jainas light keeps the flagship safe from navigational errors.

Plus for 104 points + the cost of a admiral I get 2 activations and 2 ships that are manouverable and fast enough to chase things down.

Also Jaina's Light is one of the best and cheapest titles out there.

When building a rebel fleet I start usually with a corvette, slap on Jaina's light and add Leia.

Very cheap failsafe and pretty effective too.

I might have to drop me my beloved Dodonna (won me many games!) for a Mothma try-out.

Thanks for the suggestions.

NOOOOOOOO DONT DO IT!!!!!! You must Embrace the Dodonna the Oppressor list! (yes. . .yes. . .take a shot) Let it mold you!

In the same way I launch a bottle rocket from my bare hands: what are your Raider deadly combos? NO! You may not remark on how useful/useless it is hahaha. There is another thread for that (probably 5 hahaha). Just what do you put on it to make it useful please. Thanks.

Raider I : Ordnance Experts

Raider I : Ordnance Experts : APT

Raider I : Ordnance Experts : ACM

Raider I : Ordnance Experts : ACM : Intel Officer

Raider I : Ordnance Experts : ExLaun

Raider I : Ordnance Experts : ExLaun : Intel Officer

Are the combos I have worked with, after playing several games, I much prefer the ACM + Intel over ExLaun + Intel, 2 extra dice on one arc, vrs 4 damage from 2 arcs, the ACM should give more average damage output.

That seems to be a thing in general, upgrades that add dice just do not seem worth it anymore, so many consistent ways of getting damage that taking the risk on a random dice roll just doesn't seem worth it.

You will have issues with ships running and gunning with you. Anything that can match your speed and stay at range will cause you fits.