Ackbar TRC90 Swarm - has anyone tried similar?

By GammonLord, in Star Wars: Armada Fleet Builds

Im looking to run the following list and am curious - has anyone else ever fielded similar and if yes, how did it go? Has anyone ever seen something like this at a tournament and did it do well?

CR90a w/ Ackbar, Jaina's Light, TRCs,

6 X CR90a w/ TRCs

= 397 pts

I could drop a TRC90 to get some A Wings in there as a buffer against Rhymer etc, but having 7 x speed 4 mini broad-siders whirling about appeals too much! :D

Edited by GammonLord

I think that dropping 1 for Tantive and Raymus on another and throwing in a squadron or two would really help to increase your flexibility and reduce the likelihood of you running into yourself. Throw on a couple Nav teams and/or engine techs for increased maneuverability. Maybe a Walex Blissex in case you run out of an evade on one corvette. 7 is just too many to coordinate

But to answer your question, I have not done this, but I have thought about it. The suggestions I made were the results of my thoughts over time. And perhaps you are skilled enough to coordinate 7, in which case go for it. I just think that by dropping one you can give yourself a lot more flexibility.

I think the problem is that the rhymer ball will confidently kill one corvette a turn from the time that you are in red dice range. Between that an gunnery teamed big ships and demolisher I think it will struggle massively. That's before you come up against rebels with Akbar gunnery whales and Mc80s too.

Good luck with it, make it work if you can but I think anything with one ship type only just doesn't

Corvette swarms are hard to drive. I fly an 8x SW7/CR90B swarm with Rieekan from time to time, and it really takes some discipline to do it well.

The only way I can manage them consistently is by organizing them into 2-3 ship flights that stay in formation as long as possible. I stagger the deployments so each flight looks something like this:

=     =
|     |
O  =  O
   |
   O

If you do this right, and issue each ship in the flight the same navigation orders for at least the first few turns, you can give the pod as a whole pretty much whatever orders you want and not have to worry about running into yourself.

The other important thing is banking and holding a nav token for as long as you possibly can on as many ships as you possibly can. This allows you to CF when necessary while still retaining your greatest asset: your maneuverability. It also makes you incredibly difficult to predict: you can make life a nightmare for squadrons and anything with black dice.

As for a Rhymer ball killing one per turn: yes, a very heavy Rhymer ball has a good chance to kill one in a turn. There aren't many of those out there: most bring 50/50 anti-squadron, and those will usually take just over one turn to kill a CR90. Also keep in mind that if they're taking advantage of Rhymer's ability and shooting you from medium range, your evades will make killing you a nightmare, as you can reroll up to 4 of their best shots in one turn. If they're not doing it from medium range, OTOH, they're way easier to dodge: remember that nav token you banked? That means that, at speed 2, you can be going anywhere from 0 to 4 at the drop of a hat, with almost any maneuverability you want.

Also, with respect to massed squadrons of any kind: you should see what 7 or more (CR90 double arcs are easy) individual blue AS dice does to a Rhymer ball, especially with a few CF's thrown in for good measure. :)

In short: if you've got the stuff for it (seven MC30s!), give it a shot! I bet it'll be amazing. But don't try it for the first time at a tournament, because you'll probably lose a few times before you figure out how to fly it. It's pretty different from flying a more normal fleet.

Thanks for the input guys - the flying formation tactic is especially useful (and 8 CR90b list sounds amazing!)

I'll have a few dry runs at home before unleashing it on the local area...

Corvette swarms are hard to drive. I fly an 8x SW7/CR90B swarm with Rieekan from time to time, and it really takes some discipline to do it well.

Put together an SW7/CR90b list on fleet generator... 8 of them (with Dodonna's Pride for good measure) for 388 points! Amazing!

Dropping Ackbar and TRC90s in favour of this, cheers for the suggestion Ardaedhel!

Just gotta buy a couple more Corvettes now....

I'm lost...why use Ackbar?

I'm lost...why use Ackbar?

Up to 24 bonus dice...

If you are going to Ackbar with CR90s would it maybe make any sense to take slaved turrets and run circles around the enemy at top speed?

Kind of like how sharks would circle around a school of fish to create a target rich killzone in the middle?

e0990fa1b59cf41bafd916ad922c0849.jpg

I know TRC's are probably still better, but for those of us without 7 MC30's would this potentially be a workable alternative?

Edited by BrobaFett

Admittedly getting my hands on the required TRCs, let alone the CR90s to mount them on, is an ongoing project... in the interim, making do with a mix of cards and CR90a/ bs will have to suffice.

Loving the shark metaphor! A speed 4 version of this with bonus broadside dice is the plan!

Edited by GammonLord

For practice, you could use the A and B cards with nebulae or something as a stand in for other half of the vetted just to test. Just have to play a few casual games to see if it's viable. I'll give it a test to since I have honestly been thinking along the same lines

I think the problem is that the rhymer ball will confidently kill one corvette a turn from the time that you are in red dice range. Between that an gunnery teamed big ships and demolisher I think it will struggle massively. That's before you come up against rebels with Akbar gunnery whales and Mc80s too.

Good luck with it, make it work if you can but I think anything with one ship type only just doesn't

Exactly. A Rhymer ball kills 1-2 Corvettes a turn depending on the composition.

But a TRC90 swarm kills back 1-2 ISDs a turn in exchange.

What I've realized about TRC90s after my last regionals is that Ackbar is 100% the wrong way to go. Those small attacks are the strength, not the weakness. They batter through shields and defense tokens quickly, are tough to mitigate more than 1-2 times each, and by the end of a turn your ship may have been hit over a dozen times.

Mix in Riekaan, and you might be hitting even after those 1-2 Corvettes "die." And that's a big "might" because they're fast enough and agile enough to completely avoid enemy kill-zone arcs while still putting out full damage.

Binning Ackbar would free up a few points. I think i'll have to give the list a try with a few different Admirals, priority for me being Riekaan and Ackbar, with Mothma following.

Totally gone off big ships at the moment, all about CR90s, MC30s and Glads.

Reeiken zombie swarm of CR90's would be most better...

You could have six of them, with Intel Officer and TRC....

Oh and a 20 point bid is always swell to have as well!