150 pt "Take the Station" scenario builds

By steakywhizzletooth, in Star Wars: Armada Fleet Builds

Any good build ideas for this new official scenario? keep in mind its tough to predict weakness' of certain builds in a big old FFA----

im thinking for the first try to just roll a ISD2 to the station nice and slow ? let them get the objective and try and shoot as many of them down as possible

Something like

ISD-II, Redundant shields, Gunnery team, XI7, Wulff. 148

Normally I like ISDs with ECM but I think regenerating a shield a turn may be better as there are fewer chances of getting ganged up by several allied enemy ships. Wulff can bank a repair token and keep using it every turn to get you 2 shields back a turn or 4 shields with a repair command.

"Fleet" (of one) I recently used in my first game of TTS:

Come At Me (150/150)

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Home One: MC80 Command Cruiser (106 + 44)

+ Raymus Antilles (7)

+ Quad Laser Turrets (5)

+ Electronic Countermeasures (7)

+ Leading Shots (4)

+ Engine Techs (8)

+ H9 Turbolasers (8)

+ Defiance (5)

My goal was to pop small fast ships while making it as undesirable as possible to attack me. I initially built this with a few squadrons, but decided to roll all of my points into the MC80 to preserve points. So instead, I went with QLT's for my squadron defense, which actually worked reasonably well (killed 1 of 2 Firesprays in conjunction with one anti-squadron shot).

I'm not going to be the first to the station with this, but I have a very good chance of getting there on turn 3 if it becomes an all-out race for the station. And if someone does get there the turn before me, there's a very good chance they're about to zoom right into my side arcs. And if they've manipulated the turn order to activate first for the 50-point token drop, that's a Defiance shot.

That's the theory anyway. In practice, the game was a giant CF that hinged on who betrayed whom and allied with somebody else.

Please excuse my naivety, but don't these lists compromise the 'no flagship/commander' rule? Or do they not because Wulf/Antilles aren't proper 'commanders' and would not make them flagships?

Wulff and Antilles are not Commanders. They are Officers... Its a totally different upgrade Slot.

Only Commanders make them Flagships...

And indeed, there are a couple of Admiral cards that are not Commanders, only Officers... (Admiral Montferrat, for example)

Perfect. Thank you!