Mothma Fleet

By Kerg12, in Star Wars: Armada Fleet Builds

Fleet: 390/400 Pts:

Assault Frigate MkII-B: 121 Pts

Mon Mothma

ECM

Walex Blissex

Gunnery Team

CR90A:53 Pts

Jaina's Light

TRC

MC30 Torpedo: 80 Pts

APT

Foresight

Ordance Experts

Neb-B Support:64 Pts

Salvation

Slaved Turrets

Squadrons: 72 Pts

A-wng x1

X-wing x2

Jan Ors

Tycho Celchu

Objectives:

Most Wanted

Hypersapce Assault

Dangerous Territory

Any suggestions or changes are always helpful, been trying to find a fleet that can consistently do well against almost everything.

I always try to find a way to make my squadron numbers even. 2 squadrons represents a placement. Ship composition is fine, and assuming you're not actually changing it, you've got several options. You've got a pretty big bid. You could probably drop it somewhat and still be alright. 390 means that you'll likely be able to choose first against all but the DeMSUs that are bidding in the 370s and 380s. Outside of those builds, I find that people tend to hug 400. I'm not sure your build actually requires that you go first, that's more of a "would be nice." So it will help to get a few games of experience going second so you can see how that plays. To get a 6th squadron, you'll have to drop an upgrade somewhere. Alternatively, you could drop a squadron and really play around with upgrades.

Some thoughts:

1. If you're seeing tons of Intel Officers, Walex is wonderful insurance on your brace. If not, then Lando is better. Lando might be better anyway, since you can take a really high damage shot and have your opponent reroll a good portion of it. Lando is your insurance against manipulated dice and against shots that average themselves out very highly. In short, your Lando rerolls can end up stopping as much damage as your use of the Brace, but without having to spend it one round, and then activate the next round so you can use Walex immediately. He's also a point cheaper.

2. I find Gunnery team more of a "nice-to-have" in this build, rather than a must have. With Mothma, you can afford to fly your Frigate more aggressively and although your front and back arcs are not nearly as good as your side, you're not paying extra just to shoot from them. In short, it is an option. Depending upon what kind of numbers you end up with on your squadrons, Flight Controllers might be a better option here. Given that squadron heavy builds are doing better in the regionals, you definitely want to be geared to tip that fight into your favor as much as possible.

3. Slaved turrets is awesome, but when it comes to making hard choices about what to include and where, I'd really at least consider it on the chopping block, much like gunnery teams. If you need the points for the squadron game, you can drop it. This isn't a suggestion that you have to take, I'm trying to describe a mental process of categorizing what is absolutely necessary (having a plan to fight squadrons, keeping Foresight and Mon Mothma alive) and what is optional.

4. Foresight versus Admonition: Foresight just screams MM, but Admonition's ability to pitch tokens to stave off damage seems to prevent more damage in any list (including an MM list) than Foresight. You might also consider putting Lando here to keep your MC30 alive that much longer. Redundant shields are also justifiable, in that MC30s are usually going to be able to get a couple of good regens in. If this is the difference between being destroyed and staying alive, that's huge by itself. The upgrade is expensive. Even if you do get destroyed, if your upgrade forces your opponent to commit more units than he would like to its destruction, that's an indirect benefit that your other ships derive from it.

5. Squadrons: For as many non-rogue squadrons as you have, Expanded hangers would be nice. I don't mind taking 4 squadrons for 3 activations, but when they all need to be activated, I know I'm losing some efficiency. Alternatively, if your last two squadrons are rogue, you'll introduce some flexibility into your fleet. YT2400s are more expensive, and if you spring for Dash or Han it gets worse. What I find works is engaging with your A's and then using your YT2400s to finish off key squadrons.

6. Objectives: I think these are fine. Most Wanted and Hyperspace assault (Salvation) are absolutely right.

I'm going to leave the specifics up to you. What I'm offering here is more of a mental process on some of your upgrades and how your fleet fits together.

I've been playing Armada for a fairly short period of time, but I've had more fun playing my Mon Mothma fleet over my Admiral Ackbar fleet. I have a slightly different fleet setup (which I will post below), and I've taken Fire Lanes for the defensive objective.

I've determined that my fleet is best-equipped at 400-points, so it's very likely that my opponent will take initiative. This suits my style well, by allowing me to force longer-range shots from my opponent (which I can possibly shake-off/negate) and then return fire once they are at closer range. 3 of the 4 ships can travel at speed 4, with the 4th topping out at speed 3; this allows me to navigate out of main firing arcs/range 1 shots (again, limiting the amount of dice my opponent can throw).

The 6 YT-2400s do a good job at disrupting a large portion of the squadrons that my opponents have thrown at me (although I take casualties, I tend to inflict more casualties). Flying Rogues also allows my capital ships to focus on commands that benefit them in the heat of battle.

Running 4 capital ships and 6 squadrons provides me with the ability to delay placing my larger capital ships on the field until after my opponent has placed the bulk of their capital ships. I can't say this has been a major issue, for most place their capital ships first and then squadrons, so just running 4 capital ships compared to most running 3 capital ships has provided me with a minor advantage (at least in my book).

Being that I play in the same region as the current reigning World Champion of Armada, I resort to playing for fun (for there isn't much glory when matched against him or his apprentice). As I suggest to anyone playing Armada and/or X-Wing, find ships that you enjoy flying and then tweak them to fit your play style and have fun. With enjoyment comes experience, and with experience comes success.

Rebel 400-Point Armada Fleet
Author: Griffon78

Faction: Rebel Alliance
Points: 400/400

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory

Assault Frigate Mark II A (81 points)
- Paragon ( 5 points)
- Raymus Antilles ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
= 106 total ship cost

MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Ordnance Experts ( 4 points)
= 75 total ship cost

CR90 Corvette A (44 points)
- Leia Organa ( 3 points)
= 47 total ship cost

[ flagship ] CR90 Corvette A (44 points)
- Mon Mothma ( 30 points)
= 74 total ship cost

6 YT-2400s ( 96 points)

I always try to find a way to make my squadron numbers even. 2 squadrons represents a placement. Ship composition is fine, and assuming you're not actually changing it, you've got several options. You've got a pretty big bid. You could probably drop it somewhat and still be alright. 390 means that you'll likely be able to choose first against all but the DeMSUs that are bidding in the 370s and 380s. Outside of those builds, I find that people tend to hug 400. I'm not sure your build actually requires that you go first, that's more of a "would be nice." So it will help to get a few games of experience going second so you can see how that plays. To get a 6th squadron, you'll have to drop an upgrade somewhere. Alternatively, you could drop a squadron and really play around with upgrades.

Some thoughts:

1. If you're seeing tons of Intel Officers, Walex is wonderful insurance on your brace. If not, then Lando is better. Lando might be better anyway, since you can take a really high damage shot and have your opponent reroll a good portion of it. Lando is your insurance against manipulated dice and against shots that average themselves out very highly. In short, your Lando rerolls can end up stopping as much damage as your use of the Brace, but without having to spend it one round, and then activate the next round so you can use Walex immediately. He's also a point cheaper.

2. I find Gunnery team more of a "nice-to-have" in this build, rather than a must have. With Mothma, you can afford to fly your Frigate more aggressively and although your front and back arcs are not nearly as good as your side, you're not paying extra just to shoot from them. In short, it is an option. Depending upon what kind of numbers you end up with on your squadrons, Flight Controllers might be a better option here. Given that squadron heavy builds are doing better in the regionals, you definitely want to be geared to tip that fight into your favor as much as possible.

3. Slaved turrets is awesome, but when it comes to making hard choices about what to include and where, I'd really at least consider it on the chopping block, much like gunnery teams. If you need the points for the squadron game, you can drop it. This isn't a suggestion that you have to take, I'm trying to describe a mental process of categorizing what is absolutely necessary (having a plan to fight squadrons, keeping Foresight and Mon Mothma alive) and what is optional.

4. Foresight versus Admonition: Foresight just screams MM, but Admonition's ability to pitch tokens to stave off damage seems to prevent more damage in any list (including an MM list) than Foresight. You might also consider putting Lando here to keep your MC30 alive that much longer. Redundant shields are also justifiable, in that MC30s are usually going to be able to get a couple of good regens in. If this is the difference between being destroyed and staying alive, that's huge by itself. The upgrade is expensive. Even if you do get destroyed, if your upgrade forces your opponent to commit more units than he would like to its destruction, that's an indirect benefit that your other ships derive from it.

5. Squadrons: For as many non-rogue squadrons as you have, Expanded hangers would be nice. I don't mind taking 4 squadrons for 3 activations, but when they all need to be activated, I know I'm losing some efficiency. Alternatively, if your last two squadrons are rogue, you'll introduce some flexibility into your fleet. YT2400s are more expensive, and if you spring for Dash or Han it gets worse. What I find works is engaging with your A's and then using your YT2400s to finish off key squadrons.

6. Objectives: I think these are fine. Most Wanted and Hyperspace assault (Salvation) are absolutely right.

I'm going to leave the specifics up to you. What I'm offering here is more of a mental process on some of your upgrades and how your fleet fits together.

Alright so I changed up some things let me know what you think. I decided to put a Engineering captain on my mc30 instead to give me maneuverability with the ability to switch when i need also is cheap than redundant shields.

Fleet: 390/400 Pts:

Assault Frigate MkII-B: 121 Pts

Paragon

ECM

Walex Blissex

CR90A:53 Pts

Mon mothma

Lando

Jaina's Light

TRC

MC30 Torpedo: 80 Pts

APT

Eng. Captian

Foresight

Ordance Experts

Neb-B Support:64 Pts

Salvation

Squadrons: 72 Pts

Dash Rendar 24pts

Tycho Celchu 16pts

YT-2400 x2 32pts

Objectives:

Most Wanted

Hypersapce Assault

Dangerous Territory