How to: Stopping the Clon Army (Fleet)

By CaribbeanNinja, in Star Wars: Armada

The Emporer has called for a summit of the minds.

He has asked for all of his admirals to come together and suggest ways for stopping a Fleet such as the one masterfully flown by his beloved Clontrooper.

This of course is only in case rebel scum or breakaway factions get a hold of the fleet. It has nothing to do with his fear of Clon rising up or anything like that.

It was suggested last night on the World Cup twitch by Biggs and Co that Rieekan might be the answer on the Rebel scum side.

But what about us? We need decisive action and lists to counter this monster, I mean awesome fleet.

And no " take lower than 387" baloney. I'm talking 2nd player.

My take on this would be a heavy heavy bomber or firespray ball. Madaghmire setup his squads as mines and tore Demolisher up singlehandedly. This has to happen BEFORE the next round though.

I think a minimum of four FS or six to eight bombers.

My I suggest for those of us not intimately familiar with the Clon Fleet that you post what was fielded that gave other fleets such trouble. Kind of hard to comment without knowing exactly what the issue was...

From the other thread that popped up at the same time :

I think that, indeed, clontrooper5's list is invicible, and that it currently isn't and probable will never be countered ! Like Darth Vader said in Episode V : you are beaten, it is useless to resist.

Just kidding ! I think that if Clontrooper5 proved something is that he is one hell of a player to be able to pace himself with such short range ships and that the Raiders aren't half bad as many people thought ;) If we analyse Clon's list very coldly, we can see that it has a major comfort zone but several aspects that it is possible to exploit :

1) It hasn't got a great squadron defense. Sure, he has 3 TIE Fighters to tie things up and the Raider's 2 AS dice isn't too bad, but throwing 3 to 4 squadrons on 1 Raider will crack its shields open with relative ease.

2) It is vulnerable to large attack pools with accuracies, due to mainly having small ships that rely on their single Brace which is heavily shut down.

3) It is suprisingly flimsy at medium-clos range : The Raiders' Evade tokens won't save it at close medium, which is also where attack pools will be larger. But at long range, it can take a beating.

4) It is vulnerable in the squadron phase : Clon's activation advantage banks on being able to wait until all ships have been activated to set up his next turn activation without being shot at. Rogues and squadrons that are able to respond to that by being able to attack in the squadron phase are something he will probably want to avoid.

5) It is deceptively defensive. Short range dice have a surprising defensive value, while they require more work (initiative, activation advantage, etc) to be used offensively. I'm sure clon's list loves nothing more than other short range lists !

6) It will have trouble catchin up with fast fleets. Aside from Demo, it will have trouble applying damage on elusive fleets that kite and swirl around. So, if Demo is target painted and killed, the adversary can just focus on not dying.

Not saying this to diminish any accomplisment by Clon's on his well deserved victory !

So what was his build?

Executive decision: This thread got ninja'd. Please stop replying.

(LOL Carribean Ninja got Ninja'd - you get it right LOL)