Dodonna the Oppressor

By Lyraeus, in Star Wars: Armada Fleet Builds

Dodonna the Oppressor
Author: Lyraeus

Faction: Rebel Alliance
Points: 394/400

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

[ flagship ] CR90 Corvette A (44 points)
- General Dodonna ( 20 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

MC30c Scout Frigate (69 points)
- Admonition ( 8 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)
- Assault Proton Torpedoes ( 5 points)

MC30c Scout Frigate (69 points)
- Foresight ( 8 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)
- Assault Proton Torpedoes ( 5 points)

This is a CRUEL list. I will be adding BDA from Armada Tactics News as I upload them on this list.

Thoughts, questions, comments, and criticism are welcome.

EDIT: 1st Video

Edited by Lyraeus

I've played a list like this list as well, it's brutal. Went for torpedo MC30, no Intel officer ( they don't need it) no TLRC, played for first player ( to get my MC30 in and out). I am thinking about playing MM mainly to give security against Rymer/fire balls.

I've played a list like this list as well, it's brutal. Went for torpedo MC30, no Intel officer ( they don't need it) no TLRC, played for first player ( to get my MC30 in and out). I am thinking about playing MM mainly to give security against Rymer/fire balls.

This will sound mean but trust me it is not.

If you used Torpedoe Frigates then it was nothing like this list.

The list is meant to push damage through with the TRC's, using Dodonna as a huge threat. With every ship running Intel Officer and Turbolaser Reroute Circuits, you are consistently getting a minimum of 10 damage on a ship that is being focused by all of your ships.

Intel Officer is to force them into a hard place with taking damage from upwards of 5 attacks or burning a token for good, maybe even 2 of 3 tokens in a single turn.

Late game (turn 6), Intel Officer does not do much but that is fine.

Love the list! Only thing I'd maybe change is the total lack of squadron support: even a couple A's or YT could go a long way in playing hide n seek with enemy bombers, not mentioning they give you one more deployment unit for added flexibility. To do that I'd remove some Intel Officers on the vettes: they're not raiders, I don't think their damage output will be high enough to actually force token discards. Otherwise, very solid list.

Love the list! Only thing I'd maybe change is the total lack of squadron support: even a couple A's or YT could go a long way in playing hide n seek with enemy bombers, not mentioning they give you one more deployment unit for added flexibility. To do that I'd remove some Intel Officers on the vettes: they're not raiders, I don't think their damage output will be high enough to actually force token discards. Otherwise, very solid list.

Remember, each TRC90 is doing 2 to 4 damage an activation if not some more.

I would suggest Most Wanted over Precision Strike, as Firespray Spam can really be bad news against you and the extra die of damage for free against a ship you picked out, per attack, can really turn the tide. Looks solid, though. I fly something similar but with Mon Mothma and it is a fun time.

I would suggest Most Wanted over Precision Strike, as Firespray Spam can really be bad news against you and the extra die of damage for free against a ship you picked out, per attack, can really turn the tide. Looks solid, though. I fly something similar but with Mon Mothma and it is a fun time.

Most Wanted would be OK but I would rather not give my opponent a free die against one of my ships. . . I will test it tonight though.

I would also not recommend fleet ambush. That objective did really bad as 2nd player in the Vassal tournament and against a list that wants to get close you are just doing them a favor. I do like the overall gist of the list and it should really put a hurting especially if flown well with 5 activatons.

I would also not recommend fleet ambush. That objective did really bad as 2nd player in the Vassal tournament and against a list that wants to get close you are just doing them a favor. I do like the overall gist of the list and it should really put a hurting especially if flown well with 5 activatons.

It is a toss up but there are no good yellow objectives for me. What it does allow me to do is to gauge where to start my activations.

And if you place the markers far enough back, that gives you a ship deploying behind your enemy. So they will either ignore that ship entirely, or have to dedicate one of their own ships to guard against it. Considering that all rear arcs are pretty terrible, getting a ship behind the enemy battle line can be a huge advantage. It also takes away shields that the enemy can draw from for cheap engineering points.

And if you place the markers far enough back, that gives you a ship deploying behind your enemy. So they will either ignore that ship entirely, or have to dedicate one of their own ships to guard against it. Considering that all rear arcs are pretty terrible, getting a ship behind the enemy battle line can be a huge advantage. It also takes away shields that the enemy can draw from for cheap engineering points.

The markers have a very specific set of spots to put them. You cant choose where that is.

Ugh, I was thinking Hyperspace Assault. Four hours' sleep is not good for thinking. . .

Well, how'd it do?!?

Well, how'd it do?!?

I faced a 2 ISD, 2 Raider fleet, a Mon Mothma TRC fleet and Mikael Hasselstein's standard bomber force (which had Rhymer 3 bombers, 2 Firesprays, some jumpmasters and TIE Fighter.

I was first for all 3 games though in game 2 it was up to a coin toss.

First game was a 5-5 win for me with a 1 point difference but that is because I made 2 mistakes. I should of had 158 more points but I killed one of my CR90's by ramming myself and I lost my Admonition due to not speeding up.. . And a lucky Structural Damage crit. ..

In game 2 my opponent played aggressive with me. I chose his Fleet Ambush and placed both MC30s into the Ambush zone as well as one of my basic TRC90's. I deployed in such a way that his already deployed Torpedo Frigate and CR90 B were JUST in long range. He activated on T2 in the wrong order. He had an SW90 and decided to save it instead of using his Torpedo Frigate. That left me free to kill his Torpedo Frigate before it activated which meant he was down to 4 activations and I stuck at 5.

From there he moved Mon Mothma in her TRC90 in front of one of my TRC90's and I activated it last hit her side shield dropped both front and side to 0, rammee her and did it again at first activation the next turn.

In the end I had my flagship and 1 MC30 left but I tabled him.

Last was Mikael Hasselstein who had 3 VSD's with little to no upgrades and a TON of bombers.

We played my ABSOLUTE FAVORITE objective Precision Strike. I got a total of 12 Victory Tokens though this game. Mikael got 6.

My MC30's were deployed to flank since Mikael started in the corner. I started one at the back board at speed 4 and was able to intercept his flagship on T2. It took a beating from squadrons but only took damage on the last Firespray so no tokens for Mikael.

At the start of T3 with his flagship in near perfect condition (right side had shields down), I attack with the point blank range a double arcing MC30 Scout Frigate. My front arc rolls a hit/crit, hit and the red I TRC into a double. I Intel Officer the brace and Mikael choses not to use it. He takes an APT hit which was structural damage (thank you Dodonna) and his front is at 1. I attack with my side arc to his now mangled side and I roll an Accuracy on a red die! Yay no Brace! So I spend a hit flip a card which was structural damage and he takes 4 cards and APT's so I am up 45 points already while Motti has 2 HP left.

The great this was that my second MC30 was at long range double Arcing his front hull. Which will do 4 damage. I tell him that in the first attack it will be 2 damage and I will Intel his Brace and the second attack will be 2 damage minimum and I will kill him (which did end up happening). Mikael focused down Foresight for its transgressions towards Motti and it died that turn giving Mikael 4 of his tokens.

So to win the tournament I knew I needed at least an 8-2 to win. Knowing this, and know that in Precision Strike my MC30's could in theory get 60 points per activation, I was able to count that it I tabled Mikael I could lose every ship BUT Dodonna and win with an 82.

In the end I did table Mikael. The Scout Frigates were MVPs though they did go down but not after utterly crippling one each of the VSD's. Mikael's middle VSD had an unfortunate accident with a Shield failure on my second MC30 attack due to APT's and had already lost shields due to the TRC90's nomming away at them. So it lost its last front shield and 1 of its side shields right before taking 6 points of damage with no brace.

I won my last game at 580 points to 348 lost.

I won the tournament on 22 points and like 470 something MoV. Shmitty (US Nationals 2nd place) had 21 points and about 450 MoV.

Edited by Lyraeus

I like your list and would fly it my self but I need more ships

I might try this once I lift my self imposed Dodonna ban

Rebels Fleet (380 of 400 pts)
Commander: General Dodonna (20 pts)
Flagship: (68 pts)

  • Nebulon-B Support Refit(51 pts)
  • Salvation (7 pts)
  • Engineering Team (5 pts)
  • XX-9 Turbolasers (5 pts)


Fleet Ship 1: (58 pts)

  • CR90 Corvette A(44 pts)
  • Intel Officer (7 pts)
  • Turbolaser Reroute Circuits (7 pts)


Fleet Ship 2: (58 pts)

  • CR90 Corvette A(44 pts)
  • Intel Officer (7 pts)
  • Turbolaser Reroute Circuits (7 pts)


Fleet Ship 3: (98 pts)

  • MC30c Scout Frigate(69 pts)
  • Admonition (8 pts)
  • Intel Officer (7 pts)
  • Ordnance Experts (4 pts)
  • XX-9 Turbolasers (5 pts)
  • Assault Proton Torpedoes (5 pts)


Fleet Ship 4: (98 pts)

  • MC30c Scout Frigate(69 pts)
  • Foresight (8 pts)
  • Intel Officer (7 pts)
  • Ordnance Experts (4 pts)
  • XX-9 Turbolasers (5 pts)
  • Assault Proton Torpedoes (5 pts)


Squadrons (0 of 134 pts):



Objectives: Most Wanted , Fire Lanes , Superior Positions

what do you think? would it work as well as yours?

I think the Engineering Teams is unneeded. I think the Escort Frigate is a better choice

Congrats on the win Lyraeus, and thanks for the report.

X Wing Nut, don't the XX-9's and APT's have a mutually exclusive effect?

Congrats on the win Lyraeus, and thanks for the report.

X Wing Nut, don't the XX-9's and APT's have a mutually exclusive effect?

once the shields are down APT don't really do anything so the XX-9's will take effect. I put them on there to get the most out of Dodanna I've used them before with him and it is so demoralising to you opponent asking for 4 damage cards resolve the crit then ask for another 4

Edited by X Wing Nut

Well done Lyraeus, and congrats on winning the whole thing. I think our game in round two (that was my Mon Mothma list mentioned above) showed how important it is that this type of list go first, especially if both players have the same number of activations. While there's certainly no excuse for the stupid mistakes I made, there were at least two instances where the biggest difference between who's ship got blown up was that you activated first. (Of course, this is where Rieeken would have come in handy but in my other 2 games I lost zero ships to enemy ships, due in large part to Mon Mothma)

Congrats on the win Lyraeus, and thanks for the report.

X Wing Nut, don't the XX-9's and APT's have a mutually exclusive effect?

once the shields are down APT don't really do anything so the XX-9's will take effect. I put them on there to get the most out of Dodanna I've used them before with him and it is so demoralising to you opponent asking for 4 damage cards resolve the crit then ask for another 4

I like the concept but at the same time there are crits in the deck that could actually help you at that point. There is the crit that does not let them redirect for instance, that just messes everything up for a large ship like the MC80.

Well done Lyraeus, and congrats on winning the whole thing. I think our game in round two (that was my Mon Mothma list mentioned above) showed how important it is that this type of list go first, especially if both players have the same number of activations. While there's certainly no excuse for the stupid mistakes I made, there were at least two instances where the biggest difference between who's ship got blown up was that you activated first. (Of course, this is where Rieeken would have come in handy but in my other 2 games I lost zero ships to enemy ships, due in large part to Mon Mothma)

As they are talking about on the General forums, it comes down to chess theory for Activations. That and proper speed control.

I will do a better AAR on the general page later today.

Congrats on the win Lyraeus, and thanks for the report.

X Wing Nut, don't the XX-9's and APT's have a mutually exclusive effect?

once the shields are down APT don't really do anything so the XX-9's will take effect. I put them on there to get the most out of Dodanna I've used them before with him and it is so demoralising to you opponent asking for 4 damage cards resolve the crit then ask for another 4

Also, even with the shields down the APT allows you to place an extra damage card on the enemy....face up. Whether that's better than two face up but -1 damage....your call.

I see what you're going for there. Use the APTs to help while shields are up, but as soon as you're doing two damage to the hull, switch to XX-9s for ungodly Dodonna shenanigans. My gut reaction was to say "Drop 'em, they're redundant!" But being able to choose two critical effects on something like a Motti ISD is pretty nice. I'm starting to see how important options are in this game, and that's a pretty good option combination. Don't forget that the APTs add an extra point of damage, though, so if you're only one damage short from finishing off a ship, trigger the APT crit effect to finish it off.

Personally I might swap them for XI7s. Against your barrage of black dice, your opponent can brace and redirect a lot of that damage. But XI7s force your opponent to take almost all of it right where you put it, so you'll be hitting the hull faster.

Edited by reegsk

I feel like another list has overtaken my aggro control list. . .

I like the XI7s on my MC30s along with APT. It's quite satisfying when you kill a ship that still has a bunch of shields left on it.

I like the XI7s on my MC30s along with APT. It's quite satisfying when you kill a ship that still has a bunch of shields left on it.