Rebel "Dreadnought" Build - Feedback Appreciated

By Crazyshak48, in Star Wars: Armada Fleet Builds

So this is a list I tried for a change of pace the other day, and it actually worked really well for me, enough so that I might run it at regionals. I'd be curious to hear critiques, suggestions, and so forth.

MC80 Assault Cruiser (flagship):

General Rieekan

Defiance

Raymus Antilles

XI7 Turbolasers

Redundant Shields

Electronic Countermeasures

MC30 Torpedo Frigate:

Assault Proton Torpedoes

Ordnance Experts

XI7 Turbolasers

Advanced Projectors

MC30 Torpedo Frigate:

Assault Proton Torpedoes

Ordnance Experts

XI7 Turbolasers

Advanced Projectors

Squadrons:

Han Solo

Dash Rendar

Objectives:

Advanced Gunnery

Hyperspace Assault

Superior Positions

Total Points: 395

The idea being the MC80 "dreadnought" soaks the damage, regenerating up to 4 shields per turn with redundant shields and engineering commands (which gain tokens simultaneously with Antilles). This happens while spewing broadsides as the MC30s race in for close range pain. As for the squadrons, well, I wanted something effective that didn't require much management from the capital ships. So far I've been quite pleased with the results, but admittedly our crowd of Armada players is fairly small, so I'm open to suggestions from the wider community.

Admonition I think is better than Advanced projectors on one of the MC30s.

TRCs may be preferable on them too.

Foresight is ok but without Mon Mothma (and if getting in close to use the APTs/black dice) it is probably better left out for APs.

So this is a list I tried for a change of pace the other day, and it actually worked really well for me, enough so that I might run it at regionals. I'd be curious to hear critiques, suggestions, and so forth.

MC80 Assault Cruiser (flagship):

General Rieekan

Defiance

Raymus Antilles

XI7 Turbolasers

Redundant Shields

Electronic Countermeasures

MC30 Torpedo Frigate:

Assault Proton Torpedoes

Ordnance Experts

XI7 Turbolasers

Advanced Projectors

MC30 Torpedo Frigate:

Assault Proton Torpedoes

Ordnance Experts

XI7 Turbolasers

Advanced Projectors

Squadrons:

Han Solo

Dash Rendar

Objectives:

Advanced Gunnery

Hyperspace Assault

Superior Positions

Total Points: 395

The idea being the MC80 "dreadnought" soaks the damage, regenerating up to 4 shields per turn with redundant shields and engineering commands (which gain tokens simultaneously with Antilles). This happens while spewing broadsides as the MC30s race in for close range pain. As for the squadrons, well, I wanted something effective that didn't require much management from the capital ships. So far I've been quite pleased with the results, but admittedly our crowd of Armada players is fairly small, so I'm open to suggestions from the wider community.

Why Rieekan over Ackbar? Those extra red dice will put an even bigger target on your MC80 and help your MC30s.

Defiance is also tricky since you may not necessarily have activation advantage.

Overall a good list. If I were playing against it I'd probably try to draw the MC30s in and handle them first; depending on what I traded for them I could either focus down the MC80 or just fly off with a win. Those MC30s, esp with the upgrades, aren't exactly cheap.

I went with Rieekan so the torpedo frigates could still deliver their black die even if they got killed on approach. However, if I'm using scout frigates and Ackbar, I suppose they could just hang out at range pecking with Ackbar and TRCs, not even needing their munitions upgrades. Perhaps this could be a good alternative?

MC80 Assault Cruiser (flagship):

Admiral Ackbar

Defiance

Raymus Antilles

XI7 Turbolasers

Redundant Shields

Electronic Countermeasures

MC30 Scout Frigate:

Turbolaser Reroute Circuits

Advanced Projectors

MC30 Scout Frigate:

Turbolaser Reroute Circuits

Advanced Projectors

Squadrons:

Han Solo

Dash Rendar

Objectives:

Advanced Gunnery

Hyperspace Assault

Superior Positions

Total Points: 397

I could also swap Defiance for Home One for 399, but thus far I've had pretty good luck being able to trigger Defiance. Plus I like being able to add in black or blue die even at extreme range.

I tend to think so. With a list like that, you want them to come to you (hence the big delicious MC80). An MC30 with ackbar gets 4 red dice at long range, one of which is guaranteed to be a double hit. Once they close (and you want them to close, and with all those red dice they will) you get 7 dice out of your MC30s' broadsides.

I tend to see Rieekan more on corvette/MC30 spam; you want to get as much mileage out of him as possible.

Alright cool. I'll try that out at our next game day. Thanks for the advice.

Secondary question: With that build, am I better off keeping the advanced projectors on the MC30s, or should I trade them for Ordnance Experts or APTs for added close range bang? They saved my neck the other day (took six frontal damage from an ISD and kept all of it off the hull), but with XI7s being strong in the meta these days, I'm wondering if I'm better off trading them for added close range firepower.

Alright cool. I'll try that out at our next game day. Thanks for the advice.

Secondary question: With that build, am I better off keeping the advanced projectors on the MC30s, or should I trade them for Ordnance Experts or APTs for added close range bang? They saved my neck the other day (took six frontal damage from an ISD and kept all of it off the hull), but with XI7s being strong in the meta these days, I'm wondering if I'm better off trading them for added close range firepower.

XI7s mitigate APs which is why you never see them anymore.

From what I understand, MC30s are basically torpedoes; you circle if you can, then close hard, broadside, and explode as two of your defense tokens become worthless.

Alright, then I'll swap them for ordnance experts. At that range, I want to make sure my damage sticks. That puts me down to 393. Then I've got other options for upgrades. I can add Leading Shots to the MC80 so I can get some rerolls there (397), swap out the titles on the cruiser for Home One (395), or both for 399. Plenty of options to play with.

If your taking Ackbar and Scouts you want Gunnery teams on them. If you're willing to take the damage you can double TRC with each 4 red dice shot. Take pot shots with them and don't worry about the black dice unless something(Demolisher) tries to close on the M80's.