Fighter screen help! Minimal!

By Kretin, in Star Wars: Armada Fleet Builds

I need to fill 33-39 points for a fighter screen.

Currently using a triple mc30 torp build with vette and mon mothma.

How to hold a rhymer ball still at least an extra turn or 2? I tried using 3xYT-1300 and it did decently well but I feel the escort is wasted.

Ideas?

Are you saying you have 39 points total for a fighter screen or an extra 39 points ontop of the 3 yt1300? You really can't screen a rhymer ball with 39 points. Whatever you bring will last for one turn, two if you're extremely lucky. Either free up more space for fighters or put those 39 points into upgrading your existing ships and fly them at speed 3 the whole game.

# Shrimptastic (357pts) #

## Rebel Fleet (Standard) (357pts) ##

### CR90 Corvette (93pts) ###

* #### CR90 Corvette B (93pts) ####

Projection Experts (6pts), Redundant Shields (8pts), •Mon Mothma (30pts), •Raymus Antilles (7pts), •Tantive IV (3pts)

**CR90 Corvette B:** Hull:4|Anti-Squadron Value:1 Blue|Command:1|Squadron:1|Engineering:2|Defense Tokens:Evade, Evade, Redirect|Front Firing Arc:3 Blue|Left Firing Arc:2 Blue|Right Firing Arc:2 Blue|Rear Firing Arc:1 Blue|Front Shield Value:2|Left Shield Value:2|Right Shield Value:2|Rear Shield Value:1|Upgrade Bar:Officer, Support Team, Defensive Retrofit, Ion Cannon

**Mon Mothma:** Commander Ability:When a friendly resolves the evade token effect, it can cancel 1 die at medium range or reroll 1 die at close range or distance 1.

**Tantive IV:** Ship Title Abilities:Before you gain a command token, 1 friendly ship at distance 1-5 may gain that token instead.

**Raymus Antilles:** Officer Ability:When you reveal a command, you may gain 1 matching command token without spending the command dial.

**Projection Experts:** Support Team Ability:Engineering: You may spend up to 2 engineering points to move that many shields from your ship to a friendly ship at distance 1-5.

**Redundant Shields:** Defensive Retrofit Ability:Modification. At the start of each Status Phase, you may recover 1 shield.

### MC30c Frigate (264pts) ###

* #### MC30c Torpedo Frigate (89pts) ####

Advanced Projectors (6pts), Ordnance Experts (4pts), Rapid Reload (8pts), •Admonition (8pts)

**MC30c Torpedo Frigate:** Hull:4|Anti-Squadron Value:1 Blue|Command:2|Squadron:1|Engineering:3|Defense Tokens:Evade, Evade, Redirect, Redirect|Front Firing Arc:1 Blue, 2 Black|Left Firing Arc:2 Blue, 3 Black|Right Firing Arc:2 Blue, 3 Black|Rear Firing Arc:1 Blue, 1 Black|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Defensive Retrofit, Ordnance, Turbolasers

**Admonition:** Ship Title Abilities:While defending, during the Spend Defense Tokens Step, you may discard a defense token to cancel 1 attack die.

**Ordnance Experts:** Weapons Team Ability:While attacking, you may reroll any number of your black dice.

**Advanced Projectors:** Defensive Retrofit Ability:When you resolve the Redirect token effect, you can choose more than one hull zone to suffer damage, which may include a nonadjacent hull zone.

**Rapid Reload:** Ordnance Ability:Modification. The battery armaments for your left and right hull zones are increased by 1 black die.

* #### MC30c Torpedo Frigate (85pts) ####

Advanced Projectors (6pts), Ordnance Experts (4pts), Rapid Reload (8pts), •Lando Calrissian (4pts)

**MC30c Torpedo Frigate:** Hull:4|Anti-Squadron Value:1 Blue|Command:2|Squadron:1|Engineering:3|Defense Tokens:Evade, Evade, Redirect, Redirect|Front Firing Arc:1 Blue, 2 Black|Left Firing Arc:2 Blue, 3 Black|Right Firing Arc:2 Blue, 3 Black|Rear Firing Arc:1 Blue, 1 Black|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Defensive Retrofit, Ordnance, Turbolasers

**Lando Calrissian:** Officer Ability:While defending, during the Spend Defense Tokens Step, you may discard this card to force the attacker to reroll 1 or more dice of your choice.

**Ordnance Experts:** Weapons Team Ability:While attacking, you may reroll any number of your black dice.

**Advanced Projectors:** Defensive Retrofit Ability:When you resolve the Redirect token effect, you can choose more than one hull zone to suffer damage, which may include a nonadjacent hull zone.

**Rapid Reload:** Ordnance Ability:Modification. The battery armaments for your left and right hull zones are increased by 1 black die.

* #### MC30c Torpedo Frigate (90pts) ####

Intel Officer (7pts), Ordnance Experts (4pts), Rapid Reload (8pts), •Foresight (8pts)

**MC30c Torpedo Frigate:** Hull:4|Anti-Squadron Value:1 Blue|Command:2|Squadron:1|Engineering:3|Defense Tokens:Evade, Evade, Redirect, Redirect|Front Firing Arc:1 Blue, 2 Black|Left Firing Arc:2 Blue, 3 Black|Right Firing Arc:2 Blue, 3 Black|Rear Firing Arc:1 Blue, 1 Black|Front Shield Value:3|Left Shield Value:3|Right Shield Value:3|Rear Shield Value:2|Upgrade Bar:Officer, Weapons Team, Defensive Retrofit, Ordnance, Turbolasers

**Foresight:** Ship Title Abilities:When you resolve the Evade defense effect, you can affect 1 additional die. When you resolve the Redirect defense effect, you can choose 1 additional adjacent hull zone to suffer damage.

**Intel Officer:** Officer Ability:While attacking, after you roll your attack pool, you may exhaust this card to choose 1 defense token. If that token is spent during this attack, discard that token.

**Ordnance Experts:** Weapons Team Ability:While attacking, you may reroll any number of your black dice.

**Rapid Reload:** Ordnance Ability:Modification. The battery armaments for your left and right hull zones are increased by 1 black die.

### Objectives ###

* #### Assault Objective ####

Opening Salvo

**Opening Salvo:** Setup:After deploying fleets, assign 1 objective token to each ship.|Special Rule:The first time a ship performs an attack against another ship, discard the attacker's objective token. If the attacker belongs to the first player, he adds 2 red dice to the attack pool. If the attacker belongs to the second player, he adds 2 dice, each of any color to the attack pool.|End of Game:Each player increases his final score by half the fleet point cost of each enemy ship in the play area that has at least 1 damage card, rounded up.|Victory Token Value:

* #### Defense Objective ####

Fleet Ambush

**Fleet Ambush:** Setup:The portion of the setup area that is beyond distance 5 of any edge of the setup area is the Ambush Zone. Players mark the corners of the ambush zone with objective tokens. Players take turns deploying fleets as normal, but must deploy all ships before deploying any squadrons. The first player must deploy ships within the ambush zone on his odd-numbered deployment turns, starting with his first turn. He cannot deploy ships or squadrons overlapping obstacles in the ambush zone. After setup is complete, he removes all objective tokens from the play area.|Special Rule:|End of Round:|Victory Token Value:

* #### Navigation Objective ####

Superior Positions

**Superior Positions:** Setup:The first player must deploy all of his ships and squadrons before the second player.|Special Rule:After a ship or squadron performs an attack against the rear hull zone of another ship, if the defender suffered at least 1 damage, the attacker's owner gains 1 victory token.|End of Game:|Victory Token Value:15

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This is what I have so far, I just wanted to squeeze in some squadrons

With no efficient squadron activations you probably want to stick with Rogue fighters otherwise you just move around and the enemy shoot your squadrons down and with 40 points or so that is not enough to absorb a shot and then do something.

I suggest Han or Dash and a YT2400 for 40-42 points.

Han going first gets you a kill with decent rolls and 7 hull with 2 braces means he will survive most things. Up to you how many enemies you engage as a rhymer ball may just move on leaving Han to chew on a wounded fighter or two rather than sending a jumpmaster to free up a couple of TIEs.

Is not using squadrons at all a viable strategy?

Against someone with 5 TIEs or 3 X-Wings it is a perfectly valid strategy.

A sizeable Rhymer ball, firesprays or the Yavaris + 3 B-Wings however will ruin your day.

I wonder how effective the defensive upgrades will be. Most Imperial players in my area can't resist taking an Imperial Star Destroyer which can kill or cripple small ships in one shot.

Well with mon mothma, they're surprisingly resilient. The only real counter is avenger I think? Can't spend exhausted defense tokens. But even then admonition isn't 'using' a token, so it can discard one to cancel a die. Also foresight at close range, force 2 dice rerolls? It's really nice. Once their shields are gone they don't really have much else going for them. So it is important to try and approach from the side and not get hit by that front arc.

I have one design like this I haven't tried yet.

3 scout shrimp loaded, all have redundant shields, OE, Proton torps, 2 have TRC. For squads it's Han, Dash, and a YT-2400.

I plan to come on at speed 3 and stay there. Hopefully Mon Mathna plus the titles will let them survive up close.

Tycho and Jan. (Or Tycho and Dash if you can stretch to it)

Raymus Taintive can activate squadrons if the opportunity arives. If not both Tycho and Jan have counter and cannot be prevented from moving.