Rebel fleet feedback (dodanna)

By stev, in Star Wars: Armada Fleet Builds

just want some thoughts on this fleet i made and how you think it would fair and if changes need to be made.

Dodanna fleey

Faction: Rebel Alliance
Points: 399/400

Commander: General Dodonna

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Slaved Turrets ( 6 points)

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Callriassian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

[ flagship ] MC80 Command Cruiser (106 points)
- General Dodonna ( 20 points)
- Defiance ( 5 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)

2 X-Wing Squadrons ( 26 points)
1 Y-Wing Squadron ( 10 points)
1 Jan Ors ( 19 points)

Fleet created with Armada Warlords

I like it, just switch slaved turrets for TRC's if you can, it has a greater impact on damage than slaved turrets.

Sadly I only own one mc30

Fair enough then. Which Objective do you want to play? Picking Advanced Gunnery will deny your opponent the opportunity to pick a red objective as they wont want to face a second player advanced gunnery on MC30, Salvation or Defiance.

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

Hyperspace can be dangerous if you get it right with that torpedo frigate. So pretty much everyone will take your blue title. So playtest set ups for those a little bit.

my mind was place station and debree my side so if enemy wants points they have to take 2 crits and sense im dodanna it can get nasty

I like it, it's got a lot of similarities to a Dodonna list I'm refining myself right now. A couple of items:

I'd second the TRC recommendation. One option you might consider is trying to set up a trade with someone for that second TRC, though you may have some trouble with them being kind of the flavor of the month right now. Absent the TRC, though, Slaved Turrets isn't a bad substitute on Salv.

I really recommend Leading Shots on the MC80. Those side arcs look really scary, but you really want those rerolls available for when the reds whiff. Doubly so with Defiance, since you can add a blue at long range to get the rerolls if you get a bum roll out the side. I'd prioritize LS over the XX-9's, as delicious as XX-9's are in a Dodonna fleet.

I'd dump the Y-wing. With such a small squadron force and thus minimal ability to clear off interceptors, you're going to be better off bringing multirole fighters like X's or A's, or just putting those points elsewhere.

The MC30 build is nice. I run two of them personally, with Admonition on one and Lando on the other. I find that both tank pretty well--way better than they look. So well, in fact, that I would consider moving Lando over from Admonition to Defiance's empty officer slot to protect against the Demolisher boogeyman. He's definitely nice on an MC30 too, though, so if you're finding yourself using him a lot on there, it's not a bad spot for him.

I like your objective choices, but I do second the recommendation that you practice your layout for Dangerous Territory, as it's the most likely of your objectives to be picked for most fleets. Keep in mind that your opponent will know that asteroids are terrible for him against Dodonna, so he'll take the station or a debris field on his side for his first obstacle placement, meaning you'll only get two asteroids on his side at best. Not crippling to your battle plan, just something to consider. Another blue objective to consider with Dodonna is Minefields, as you'll get to dictate the battlespace even better than most Minefields commanders, since your mines will be even scarier.

Edited by Ardaedhel

Fair enough then. Which Objective do you want to play? Picking Advanced Gunnery will deny your opponent the opportunity to pick a red objective as they wont want to face a second player advanced gunnery on MC30, Salvation or Defiance.

Assault Objective: Most Wanted

Defense Objective: Hyperspace Assault

Navigation Objective: Dangerous Territory

Hyperspace can be dangerous if you get it right with that torpedo frigate. So pretty much everyone will take your blue title. So playtest set ups for those a little bit.

I wouldn't choose your torpedo frigate for Hyperspace Assault. Since you're going second it's all too easy for your target ship to activate first and get out of black range. Salvation is a much more threatening choice.

my mindset was to have least 4 fighters for light screen which jan multiplies and for deployment advantage and i question if i did take leading shots do i roll the 3 red originally then decide what color die to add with defiance? If so i can choose the better of blue/black in that situation. Last question when would concentrate fire come in and or most wanted.

I updated list what do you guys think about this build for a tourny

Dodonna tourny list

Faction: Rebel Alliance
Points: 400/400

Commander: General Dodonna

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Slaved Turrets ( 6 points)

[ flagship ] MC80 Command Cruiser (106 points)
- General Dodonna ( 20 points)
- Defiance ( 5 points)
- Raymus Antilles ( 7 points)
- Electronic Countermeasures ( 7 points)

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

3 X-Wing Squadrons ( 39 points)
1 Jan Ors ( 19 points)

Why Adomition over Foresight?

I'm just now experimenting with MC30's, but Foresight seems like the better choice to me.

Why Adomition over Foresight?

I'm just now experimenting with MC30's, but Foresight seems like the better choice to me.

*When Mon Mothma is not involved...

It Depends on what you expect your Engagement Range to be.

Both Titled, Effectively, allow you to Remove One Additional Die that you could not normally Do...

Foresight allows you to Remove that One Additional Die at Long Range.

Admonition allows you to Remove that One Additional Die at Short Range, when your Evades are nominally Worthless.

So they're both appropriately costed. They just give a Benefit at Different Steps.

With Mon Mothma. Forsight everywhere...

But with Dodonna, its a Toss up. Just ask yourself, is Dodging at Long Range better for you than Short Range? :)

Makes sense. But I also like Foresight's ability to redirect to two different zones. Kind of like built in Advanaced Projectors.

Edited by Tom Mothma

Makes sense. But I also like Foresight's ability to redirect to two different zones. Kind of like built in Advanaced Projectors.

Like I said, its basically balanced... :D

Foresight needs that little bit to be effective at all ranges, it still falls just as flat to XI7s that Advanced Projectors do, and its the only part of Foresight that is valid at all Ranges...

Where as Admonition is just flat out useful at all ranges as well...

Its not perfectly balanced... And certainly, Mon Mothma throws things out... But for the moment, both choices are Solid and well within Reasonable to make.

My opinion is that Admonition is better in pretty much every list, including Mothma. I mean, the simple truth is, if I'm running Mothma, I'm probably bringing Foresight and Admo together, so there's no decision, but if I had to pick only one, Admo all day.

Admo is GUARANTEED to remove 1 dice from the field. Even Foresight Mothma can't do that. On top of that, Admo can flip an evade to affect one dice then discard the same (now used) defense token to drop a dice. Even when you have no shields or if the enemy has XI7s (which are common), Admo's double redirects are still doing something. Foresight can't claim that. Add Mothma to the list and Admo gets even better.

They are both great titles, but Admo is the best in my opinion and the title I would choose if I could only pick one. Without Mothma, I might throw Walex on it to give it a little more, but with Mothma I find Walex is not needed in the least. Lando is the ultimate troll, and I love him for it, but with Admos ability to drop a dice from the table, I think Walex for one more point is probably going to get you further.

Edited by WuFame

My opinion is that Admonition is better in pretty much every list, including Mothma. I mean, the simple truth is, if I'm running Mothma, I'm probably bringing Foresight and Admo together, so there's no decision, but if I had to pick only one, Admo all day.

Admo is GUARANTEED to remove 1 dice from the field. Even Foresight Mothma can't do that. On top of that, Admo can flip an evade to affect one dice then discard the same (now used) defense token to drop a dice. Even when you have no shields or if the enemy has XI7s (which are common), Admo's double redirects are still doing something. Foresight can't claim that. Add Mothma to the list and Admo gets even better.

They are both great titles, but Admo is the best in my opinion and the title I would choose if I could only pick one. Without Mothma, I might throw Walex on it to give it a little more, but with Mothma I find Walex is not needed in the least. Lando is the ultimate troll, and I love him for it, but with Admos ability to drop a dice from the table, I think Walex for one more point is probably going to get you further.

I think your conclusion is generally right. *Specifically* because of the XI7 interaction, Admonition is better right now, because there is nothing out there that can shut it down. It's reliably useful in virtually every situation; Foresight is very situational, and even in its optimal situation (medium range with MM and no XI7) is not dramatically better than Admonition. The thing is, Admonition fits better with how I generally want to be using the shrimp anyway: burn defense tokens vigorously and aggressively to make sure you get in and get those devastating close-range shots off, then make yourself scarce for the rest of the game.

Foresight might be better if you're looking to build it as a sustained long-range red dice flinger, I guess. But I don't ever use them like that, so I can't really speak to it.

And just to add to your final point, I feel like there are better ships to sling dice long range than shrimp.