Unhappy With List

By Stasy, in Star Wars: Armada Fleet Builds

So since I've been doing non stop OT, and I'd really just like to win one Regional match-up I'm at a crossroads.

Do I run the list I've been working on that has so far led to a few low end wins when I manage to squeeze a game in against myself or do I change the list up or straight up change what I take?

Right now I am running:

MM Skirmishers (396/400)

=======================

CR90 Corvette: CR90 Corvette A (44 + 37)

+ Mon Mothma (30)

+ Turbolaser Reroute Circuits (7)

CR90 Corvette: CR90 Corvette A (44 + 7)

+ Turbolaser Reroute Circuits (7)

MC30c Frigate: MC30c Torpedo Frigate (63 + 9)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

MC30c Frigate: MC30c Torpedo Frigate (63 + 9)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

Nebulon-B Frigate: Nebulon-B Escort Frigate (57 + 15)

+ Adar Tallon (10)

+ Yavaris (5)

Squadrons: X-wing Squadron (13)

Squadrons: X-wing Squadron (13)

Squadrons: A-wing Squadron (11)

Squadrons: A-wing Squadron (11)

Objectives Defense: Fire Lanes (0)

Objectives Navigation: Superior Positions (0)

Objectives Assault: Advanced Gunnery (0)

Right now I wanted to get away from Rieekan. I tried him and wasn't thrilled. I liked the use of evades here...just doesn't always feel like it lands enough damage.

Stays looks like a sound list that would cause any other list a bit of stress. The only small things I would do differently:

1) this list does not seem to care if it's first or second. the mc30s and yavaris love second, the five activations also mean the they like going first against lower activation lists. So I would just loose the four point bid, spend it and put the ball in the other guys court.

2) Tallon on yavaris does not give a lot for his 10 points, just buy better/more fighters.

3) your preset fighter wing could be a optimised a bit more for anti ship, without losing to much anti fighter.

So taking points 1 and 2, you would have 62 points to spend on fighters, I would go something like:

Jan 19

x wing 13

Dutch 16 ( this guy is so underrated, he's a shut down beast with yavaris)

B wing 14

That gives your yavaris double tap a lot more options and power.

*sings* Do-donna, do-donna

With Dodonna and a decent bid you could add XI7 Turbolasers to the Torpedo Frigates. You can also swap out your 4 squadrons for up to 3 YT2400's

Won't lie... hmm, wish I had the 3rd 2400 to run.

Won't lie... hmm, wish I had the 3rd 2400 to run.

Key thing to remember. Overlapping fields of AA fire are your best friend

I've run a very similar list quite a bit, and trust me this is a list that definitely loves going first. The ability to do first/last (or at least first) and get your shrimp in and out of danger zones is one key to success. You should really increase your bid by... a lot. Not sure what the going rate for first is in your area.

I agree with Lyraeus - 2 YT-2400s are fine. Speed is your best defence against fighters, and speed 4 YT's have an easier time keeping up with the fleet. Plus as rogues even if they get left behind they can still fight effectively, unlike speed 3 rebel fighters. Alternatively you could field 3 B-wings (or Scurrgs) with Yavaris for a heavy punch, but I found it difficult to coordinate with the rest of the fleet - often Yavaris would get overwhelmed or the fighters tied up by only a moderate screen. That's why I switched to Salvation - easier to use all around.

I agree with jondavies about Tallon - there are better ways to use the points in this list (bid!!). If you do decide to stick with Yavaris, really consider a vet captain. And extra turn of 3 double tapping squadrons instead of 2 is totally worth 3 points.

If this is what you've been practicing with then don't stray too far from the original list. Stick with what you know....though tweaking the list should be fine.

Good luck!

The MC30s really love their titles. Admonition is great in any fleet, and Foresight thrives in a Mon Mothma list. And I agree that your squadrons aren't optimized.

I agree with the point above about Adar, your squadron efficiency and the 2400s. For example, dropping Adar and either the As or the Xs, you can pick up those 2 2400s in return. That's a pretty simple change. The As trade straight up, and if you're trying to double-tap Yavaris, you're going to get a bit more mileage out of the extra die on the X-wing.

If you need to free up more points, you can change the non-MM TRC Corvette into an SW-7 Corvette. I think it helps layer your threats better. You've got two ships that want to be at red range, 2 at black range, and that leaves you with a ship that wants to be at range 2.

Here's a bigger key, I think. If you're having trouble winning consistently with your fleet above, you should keep practicing with it and watch the movements carefully. Where are you losing dice? When are ships getting destroyed? First, ask if there is someway that you could have maneuvered or positioned better and thus avoided throwing fewer dice or being destroyed. Then, start looking at your fleet and seeing if some different upgrades may help make it more efficient. That will probably be worth the most.

Best of wishes to you!

I want to respond to everyone later but for posterity sake, here is what I'm running:

Dodonna Skirmishers (395/400)

============================

CR90 Corvette: CR90 Corvette A (44 + 27)

+ General Dodonna (20)

+ Turbolaser Reroute Circuits (7)

CR90 Corvette: CR90 Corvette A (44 + 7)

+ Turbolaser Reroute Circuits (7)

MC30c Frigate: MC30c Torpedo Frigate (63 + 15)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

+ Heavy Turbolaser Turrets (6)

MC30c Frigate: MC30c Torpedo Frigate (63 + 15)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

+ Heavy Turbolaser Turrets (6)

Nebulon-B Frigate: Nebulon-B Escort Frigate (57 + 5)

+ Yavaris (5)

Squadrons: YT-2400 (16)

Squadrons: YT-2400 (16)

Squadrons: X-wing Squadron (13)

Squadrons: Y-wing Squadron (10)

Objectives Assault: Advanced Gunnery (0)

Objectives Defense: Fire Lanes (0)

Objectives Navigation: Intel Sweep (0)

Be careful with HTT's. They are good but if you are hunting anything that has no brace you will feel some problems. I still recommend XI7 Turbolasers. Same price and works on all ships including other Shrimp Frigates which might be your targets for the day.

On MC30T, H9 is fantastic. 100% guaranteed accuracy is a big deal. HTT is pretty situational; XI7 is nice if your target has redirects; H9 hurts everything.

Be careful with HTT's. They are good but if you are hunting anything that has no brace you will feel some problems. I still recommend XI7 Turbolasers. Same price and works on all ships including other Shrimp Frigates which might be your targets for the day.

Htt doesn't work on mc30s or cr90s.

It still comes down to preference

Be careful with HTT's. They are good but if you are hunting anything that has no brace you will feel some problems. I still recommend XI7 Turbolasers. Same price and works on all ships including other Shrimp Frigates which might be your targets for the day.

xi7 doesn't work on raiders or neb-b

Htt doesn't work on mc30s or cr90s.

It still comes down to preference

XI7's work in more likely situations and help you shove damage through. He's are nice but I talk about them. In my next post

Edited by Lyraeus

On MC30T, H9 is fantastic. 100% guaranteed accuracy is a big deal. HTT is pretty situational; XI7 is nice if your target has redirects; H9 hurts everything.

The reason I prefer multiple is because of those Electronic Countermeasures. Sure they will use the brace o center bit they lose ECM's for the rest of the turn which is where your chance lays

On MC30T, H9 is fantastic. 100% guaranteed accuracy is a big deal. HTT is pretty situational; XI7 is nice if your target has redirects; H9 hurts everything.

I like the H9 route when you have multiple of them. Remember they are more expensive.

The reason I prefer multiple is because of those Electronic Countermeasures. Sure they will use the brace o center bit they lose ECM's for the rest of the turn which is where your chance lays

Edited by Ardaedhel

I've really come around to the H9 as well, especially when you've got multiple shots. Even if he does have ECM, he gets one good brace out of it, and then you've got it locked down. I ran the math on a MC30T+H9 and the value of the H9 averaged 1.12 per shot. That's up there with the very best upgrades in the game.

I'll recap my outcome tomorrow, but I was 1-2 on the day for 10 of 16.

I was happy with the list, but it just ran into the overall winner (I'll call him Pinball Wizard as in nothing he did could go wrong) and a lot of blank reds (TRC only goes so far).

I'll recap my outcome tomorrow, but I was 1-2 on the day for 10 of 16.

I was happy with the list, but it just ran into the overall winner (I'll call him Pinball Wizard as in nothing he did could go wrong) and a lot of blank reds (TRC only goes so far).

I'll recap my outcome tomorrow, but I was 1-2 on the day for 10 of 16.

I was happy with the list, but it just ran into the overall winner (I'll call him Pinball Wizard as in nothing he did could go wrong) and a lot of blank reds (TRC only goes so far).

Sorry to hear that. Can't wait to read your report.

Hell, I won one of my 6 regional games so far. I'm thrilled!!!

I'll recap my outcome tomorrow, but I was 1-2 on the day for 10 of 16.

I was happy with the list, but it just ran into the overall winner (I'll call him Pinball Wizard as in nothing he did could go wrong) and a lot of blank reds (TRC only goes so far).

Sorry to hear that. Can't wait to read your report.

Hell, I won one of my 6 regional games so far. I'm thrilled!!!

On MC30T, H9 is fantastic. 100% guaranteed accuracy is a big deal. HTT is pretty situational; XI7 is nice if your target has redirects; H9 hurts everything.

Aye it is, it is why I listed them for the Anti Clon build (negating 7/8 Imperial ships brace for 8pts is a steal.) and with the advent of Wave 3 ships, guaranteed accuracy is going to be even more valuable to negate them Scatter Def Tokens, Sadly for the Imperials no TL upgrade on Gladiators or Raiders, which means getting ISD/VSD, into blue dice range, and that is not going to be easy.

A decided advantage for Rebels, especially when they have Homeone available also. Will be interesting to see just how hard it is for Imperials to deal with the new Flotillas.

I have to say the final list was developed on the 2hr ride to NY. I had taken several of the changes from Lyraeus as well. I don't regret changing to HTT's, when I landed hits, they had to soak them up.

I think it performed well. I think most of the issues came from 'user error'. I don't know if high activation lists are for me, but I've not been super successful with lower counted ones either. Either way, I'm likely to put the game down for a month to refresh. The unlimited OT at work (50-65 hrs) for the last several months at work has made practicing nearly impossible. And the high stakes of Regionals has definitely made me stress out over a game more than I should.

MSU lists take a lot of practice to get used to.

A few of the things it needs to know more than most builds include:

Threat Range (clontroper5 made a thread on this)

Types of movement (using the inside tool move vs outside

And speed control. You can always be putting the pedal to metal sometimes it is better to watch and then strike.