Jaina's Vengeance

By Kretin, in Star Wars: Armada Fleet Builds

I'm new to the forums and have done a lot of lurking. Picked up a lot of really cool ideas and came up with this build.

+++ Jaina's Vengeance (393pts) +++

++ Rebel Fleet (Standard) (393pts) ++

+ Assault Frigate MkII (130pts) +

Assault Frigate Mark IIB (130pts) [Electronic Countermeasures (7pts), Slaved Turrets (6pts), •Admiral Ackbar (38pts), •Raymus Antilles (7pts)]

+ CR90 Corvette (129pts) +

CR90 Corvette A (69pts) [Advanced Projectors (6pts), Intel Officer (7pts), Nav Team (4pts), Slaved Turrets (6pts), •Jaina's Light (2pts)]

CR90 Corvette A (60pts) [Electronic Countermeasures (7pts), Slaved Turrets (6pts), •Leia Organa (3pts)]

+ Squadrons (134pts) +

X-Wing Squadron (13pts)

X-Wing Squadron (13pts)

•Dash Rendar (24pts)

•Han Solo (26pts)

•Jan Ors (19pts)

•Luke Skywalker (20pts)

•Wedge Antilles (19pts)

+ Objectives +

Assault Objective [Advanced Gunnery]

Defense Objective [Fire Lanes]

Navigation Objective [intel Sweep]

The idea is to have Jaina on the outside of the other vette which acts as a 'screen' yet both pack a powerful punch... Staying to the outside of the opposing fleet, circling like the rebels do. The frigate is there to help push the squadrons along in the beginning, pump some damage in the middle (or repair if it's targeted), and then at the end hit with more damage or use squadrons to catch up or finish off a ship/squadrons for points (with advance gunnery all you need to do is put a damage card on your opponents ship). With ackbar you're almost guaranteed to not be within range of a second target on the opposite side (unless you're gung-ho about Leeroying it, which is dumb, don't do that).

Start your speeds high with the vetted and come up behind your enemy.

This build is a ton of fun to play because you're stalking your prey. :)

Criticisms extremely welcome.

Hi I would defiantly go with TLRC over slaved turrets on the CR90s, that ability to turn a red die to double hit is massive....the thing is you want your ackbar side arcs as your main optimisation, but you also want to keep the chance of a double arc (two small hits are better than one large) the Ackbar sides on a CR90 are nice with the dice turn, but being able to turn a double hit on the front arc ( from the two reds) and ensure the single red from the side is a double means you have a minimum damage of 4 max 6 and likely 5, ( without concentrate fire) that's the most reliable damage you can get....

With the AF again you don't want to miss the possibility of a double arc shot. So slaved turrets reduces your flexibility for a very nominal gain to potential damage, again TLRC give you more reliable damage, as a 6 dice broadside is likely to give you a coulpe of blanks so turning one to a double is great.

But to be honest I would think about gunnery teams instead... it helps stop you getting mugged by multiple ships charging striat at you ( they have to be a bit clever and avoid both getting in your side arc at the same time ( so even if you never fire a second shot with gunnery team, it impacts on the game) and if you do get two ships in the same arc boom........

Put ackbar in your JL CR90, he's far safer and can leg it if needed.....

Think about:

Drop ECM from the CR90, it's 7 points to protect a shield divert.......

Drop inte officer, from the CR90 your opponent would be nuts to burn a brace to save 2 damage unless it's end game......

Drop nav team from CR90

Lose Han

Buy a 3rd CR90 A with TLRC ( I like a four ship activation)

I actually really like your suggestions! I played the original build last night and I did lose due to bad movement and horrible rolls. I do think that ensuring extra hits would have changed this. I will take a good hard look at these updates

That's a lot of points in a little CRvette. A single Acc and it's more or less toast. A Rhymer-ball and it's toast. A Demolisher and it's toast.

Anyway. CR90A+TRC+JL is as far as I'm willing to go. That's 53 pts of flexibility.

I'm new to the forums and have done a lot of lurking. Picked up a lot of really cool ideas and came up with this build.

+++ Jaina's Vengeance (393pts) +++

++ Rebel Fleet (Standard) (393pts) ++

+ Assault Frigate MkII (130pts) +

Assault Frigate Mark IIB (130pts) [Electronic Countermeasures (7pts), Slaved Turrets (6pts), •Admiral Ackbar (38pts), •Raymus Antilles (7pts)]

+ CR90 Corvette (129pts) +

CR90 Corvette A (69pts) [Advanced Projectors (6pts), Intel Officer (7pts), Nav Team (4pts), Slaved Turrets (6pts), •Jaina's Light (2pts)]

CR90 Corvette A (60pts) [Electronic Countermeasures (7pts), Slaved Turrets (6pts), •Leia Organa (3pts)]

+ Squadrons (134pts) +

X-Wing Squadron (13pts)

X-Wing Squadron (13pts)

•Dash Rendar (24pts)

•Han Solo (26pts)

•Jan Ors (19pts)

•Luke Skywalker (20pts)

•Wedge Antilles (19pts)

+ Objectives +

Assault Objective [Advanced Gunnery]

Defense Objective [Fire Lanes]

Navigation Objective [intel Sweep]

The idea is to have Jaina on the outside of the other vette which acts as a 'screen' yet both pack a powerful punch... Staying to the outside of the opposing fleet, circling like the rebels do. The frigate is there to help push the squadrons along in the beginning, pump some damage in the middle (or repair if it's targeted), and then at the end hit with more damage or use squadrons to catch up or finish off a ship/squadrons for points (with advance gunnery all you need to do is put a damage card on your opponents ship). With ackbar you're almost guaranteed to not be within range of a second target on the opposite side (unless you're gung-ho about Leeroying it, which is dumb, don't do that).

Start your speeds high with the vetted and come up behind your enemy.

This build is a ton of fun to play because you're stalking your prey. :)

Criticisms extremely welcome.

JonDavies72 updates are spot on for what I would say. My only addition is that I don't think the rebel aces are anywhere near as capable as the imperial, so there are a lot of points there that could be used to increase numbers. Your not running Dodonna, so I don't like luke here. I think 2 X's are far better for your fleet than Han, especially with Jan Braces. If you run Wedge, I think Dutch would be a replacement for luke. Good combo on one of their aces. Activate with Dutch, tap with 6 dice from wedge on activated squad. I like Dash for the Rogue and the re-rolls, just expect him to take dmg a lot since he needs to be engaged with a lot to reroll. Just my two pennys....

Alright I have added another cr90 and TLRC on all 4 ships, moved ackbar to Jaina's Light, gunnery teams and Antilles on AF.

For squadrons I have 2 xwing, 2 yt2400, Dutch, Jan, and Wedge.

I'm at 398. Should I just drop the yt2400s for xwings to gain 6 points on initiative?

Alright I played this build tonight (updated) and absolutely wrecked an imp/vsd/glad combo. I ended up dropping just one yt2400 for an extra Xwing. It ended up helping with fighter control. Then tons of damage on the glad, and pot shot the vsd/imp to put some damage on the board. Didn't lose a single ship and only 1 damage card on 2 of my vettes.

I prefer to pick fire lanes against Ackbar fleets. You get the dice in the first turn or so, but the realization that ackbar's dice don't count, and the fact that you'll probably move past them once we're engaged, helps :D