Dodonna Wave 3 online tourney, need advice

By SkyCake, in Star Wars: Armada Fleet Builds

Hello all, going to switch it up and go rebels for upcoming online tourney... I've always been intrigued by Dodonna's ability and I'm hoping it's not somewhat lackluster...

Thoughts about this list... I was considering the apt/mc30 route but a few things were sticking in my mind...

1.no way to guarantee apt crits

2. Mc30s want to be close range, ergo you want to be first so you can activate, get in crits, then move out Of harms way... thus you need a big bid, and again it's up in the air whether or not you win initiative

3. It seems every rebel squadron has bomber, delicious delicious bomber, and squads seem to be able to stick to a target turn after turn after turn better than a ship moving at speed 3/4...

4. Wave 3 squadron buffs seem too good to pass up

So I decided to go the squadron route, and here is the list

Faction: Rebel Alliance

Points: 400/400

Commander: General Dodonna

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Dangerous Territory

Nebulon-B Escort Frigate (57 points)

- Yavaris ( 5 points)

- Adar Tallon ( 10 points)

GR-75 Medium Transports (18 points)

- Raymus Antilles ( 7 points)

- Expanded Hangar Bay ( 5 points)

- Bomber Command Center ( 8 points)

GR-75 Medium Transports (18 points)

- Toryn Farr ( 7 points)

- Expanded Hangar Bay ( 5 points)

CR90 Corvette A (44 points)

- Intel Officer ( 7 points)

- Turbolaser Reroute Circuits ( 7 points)

[ flagship ] CR90 Corvette A (44 points)

- General Dodonna ( 20 points)

- Intel Officer ( 7 points)

- Turbolaser Reroute Circuits ( 7 points)

1 Luke Skywalker ( 20 points)

2 X-Wing Squadrons ( 26 points)

1 Wedge Antilles ( 19 points)

1 HWK-290 ( 12 points)

1 "Dutch" Vander ( 16 points)

1 Y-Wing Squadron ( 10 points)

1 Nym ( 21 points)

Of course, I'm still very much open to the idea of dropping some squads for ships if it seems worth it... other things I'm thinking about are..

1. Do I need slicer tools?

2. Should I change upgrades on carriers, or move them around

3. Intel officers needed on corvettes??

4. Should I include a smallish bid in order to gain initiative against other squadron builds??

5. Objective selection

Thanks in advance, cheers

1. Do I need slicer tools?

That depends, I would suggest not though. Slicer tools has two main purposes, to remove squadron command from carrrier lists. In this case you should be able to win the squadron fight without this. The second use is to remove navigate command from Demo/MC30 fleets. In this case there is use and might be part of your planned counter to swarm lists. Best combined with tractor beams so you can remove nav tokens and change top dial to take all control away from the danger ship.

If you do decide to take slicer tools, put it on Toryn Farr as the range distances are similar.

2. Should I change upgrades on carriers, or move them around

Yes! Adar Tallon should not be on Yavaris! Adar Tallon is activated BEFORE Yavaris to move Wedge/Nym/Luke or Dutch into position for the double tap. Amusingly this means that you can do a triple tap with Luke on a ship supported by bomber command with realistic chance of doing 6 hull damage.... If Nym can knock the brace of first, then happy days.

So with this in mind:

Neb E - Yavaris, Raymus (extra triple tap)
GR75 Transport - Adar Tallon, Boosted Comms, Bomber Command Centre (This is a lot of points, so wont want to be in the thick of the battle, hence boosted comms)

GR75 Transport - Toryn Farr, Bright Hope (Going to run in the middle of the fight, hence Bright Hope)

Now I have reduced your overall activations. Whilst you will find that you wont want/need to activate all your squads every turn (Hwk/Y wing/engaged X's etc), I will point out that Dash absolutely loves Bomber Command Centre as it takes him up to two rerolls, which can be used very aggressively for the double hit to kill of a heavily wounded ship in the squad phase.

3. Intel officers needed on corvettes??

Not particularly helpful. In this fleet you are relying on lots of little bites to do the damage rather than high burst damage. Defence tokens are pretty rubbish against minor damage so no real need to overload the corvettes. I would advice Jaina Light for the flagship though.

4. Should I include a smallish bid in order to gain initiative against other squadron builds??

YES! You dont NEED to go first, but with 5 ships you have the option to set up a big first activation for the next turn. Allowing Yav to double tap with Luke, Nym and Dutch at the start of a turn does a lot of damage, as does a double arcing TRC corvette at close range against a raider etc.

5. Objective selection

Agree with Precision Strike and Dangerous Territory. Contested Outpost is probably the least of all evil with the yellow objectives. The problem with rebel synergy is you dont want to send anyone single unit into hyperspace as it loses the support that makes it so effective. I'd expect a lot to take you up on this objective.

Other advice. Keyan is a god amongst men.

Good post Gink... thanks for the help... going to reformat now...

Taking in comments from Ginkapo, I'm digging this new list...

Faction: Rebel Alliance

Points: 396/400

Commander: General Dodonna

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Dangerous Territory

[ flagship ] CR90 Corvette A (44 points)

- General Dodonna ( 20 points)

- Jainas Light ( 2 points)

- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)

- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Escort Frigate (57 points)

- Yavaris ( 5 points)

- Raymus Antilles ( 7 points)

GR-75 Medium Transports (18 points)

- Bright Hope ( 2 points)

- Toryn Farr ( 7 points)

- Expanded Hangar Bay ( 5 points)

- Slicer Tools ( 7 points)

GR-75 Medium Transports (18 points)

- Adar Tallon ( 10 points)

- Boosted Comms ( 4 points)

- Bomber Command Center ( 8 points)

1 Luke Skywalker ( 20 points)

1 Wedge Antilles ( 19 points)

2 X-Wing Squadrons ( 26 points)

1 "Dutch" Vander ( 16 points)

1 Y-Wing Squadron ( 10 points)

1 Nym ( 21 points)

1 HWK-290 ( 12 points)

Fleet created with Armada Warlords

Decided to keep an expanded hangar bay, I think it's worth it to activate more squads at once... also added a slicer tool for, well mostly experimentation... it will be interesting to see how many demos bring nav officer... also I think it could be really juicy against carriers... question about adar..

In the above scenario where I send in Luke, then adar him, then yvaris for another double tap... don't I want yvaris to activate first, especially when I'm first player??

About raymus, was considering putting in vet captain as a way to save points, yvaris usually only lasts a turn our two anyways... but I have points to spare I guess...

Hyperspace assault looked sexy as well, specially after getting trounced by Matt bringing his yvaris out in front of my ISD... still hurts!!!

Cheers,

In the above scenario where I send in Luke, then adar him, then yvaris for another double tap... don't I want yvaris to activate first, especially when I'm first player??

That depends on wether Yavaris ended the turn with Squadrons Ready to kill, or wether you need to wait for your opponent to move in to Squadron Activation Range.

Balancing act.

Regardless, you get more use out of Adar elsewhere, than putting him on Yavaris itself. Yavaris gets more mileage from Raymus at the moment (and possibly Wing Commander later, if Slicer Tools end up everywhere...)

If Luke is in range of his target and blue range of yav alongside two comrades, then yes you want to activate yavaris first. This is rare.

You may or may not need adar to set it up. You will find the blue range of yavaris is restrictive, and quite often you wait for them to come to you. The corvettes let you delay activating.

I usually run vet cap instead. Yav always dies. Thats when the points matter.