Tourney list - Really in doubt here..

By GilmoreDK, in Star Wars: Armada Fleet Builds

Hi folks ..

It would would be great with some feedback on this list before the upcoming Copenhagen regionals next sunday..

The last couple of times i have played a Ackbar double AFII + MC30 Scout list.. with ok but not outstanding succes - often with the TRCed and UpAckbared Foresight as the real star. Based on recent discussions in here i thought it might be the time to try out a more slippery list and include Mon Mothma..

I almost know that prevalent lists will be:

MC80 + Dual MC30 + A-wings

Double ISD + Rhymerball

ISD + double GSD + some rogues

ISD + Vic + GSD + some Tie screen

Almost naked MC30 + CR90 Rebel swarm

So i came up with this lists (se below)... I think it would be fun to play .. and Mothma really helps all the ships here.. and it has a lot of dynamic survivability (Motma, titles,

Lando etc) but:

-It has few hull points.

-It centers on the survivability of the lone AFII carrier baing assured by the two MC30s and squadrons

-as an idea i have added Cluster bombs as bug deterrent to the two MC30s as they tend to getting swarmed early by bombers.. If i can get a couple of hits on a bomber from flak and my squads that bomber would stay away from the Cluster bombs.. But then again: I have never tried them and they could be a pure point sink..

- Objectives ? I always flunk on these..

- Strong initiative bid needed i guess.. ?

I do not have the level of experiences as 80% of my opponents but by now i fly a decent congoline and can run a MC30 efficiently (that is agressive and spamming Nav commands).

Dear hivemind .. help!

Mini carrier + Dual Scrimp

Faction: Rebel Alliance
Points: 391/400

Commander: Mon Mothma

Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

[ flagship ] Assault Frigate Mark II B (72 points)
- Mon Mothma ( 30 points)
- Raymus Antilles ( 7 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
= 126 total ship cost

MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Ordnance Experts ( 4 points)
- Cluster Bombs ( 5 points)
- Assault Proton Torpedoes ( 5 points)
= 85 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Callriassian ( 4 points)
- Ordnance Experts ( 4 points)
- Cluster Bombs ( 5 points)
- Assault Proton Torpedoes ( 5 points)
= 89 total ship cost

3 A-Wing Squadrons ( 33 points)
1 Han Solo ( 26 points)
1 YT-2400 ( 16 points)
1 Tycho Celchu ( 16 points)

Edited by GilmoreDK

I like the list, but if it was me - I'd drop the Cluster Bombs to save 10 points.

Then, if you would be happy to reduce your bid a bit you could take a second YT-2400 that you might get more use out of?

I agree with losing the cluster bombs, dropping them and using up a little of your bid to get XI7's onto your MC30's would be my advice.

Cluster mines.... It might be that your opponent can activate squadrons, fire at you and you trigger them, and then your squadrons go in to clean up. I'd still rather not have a bunch of squadrons shooting at my ships, especially ones that I need to hit hard and live. In any event, you've got 6 squadrons. That's enough to do quite a number on any opposing squadron build.

Thanks to your bid, you'll probably get first player, but if you do get stuck with second player against a high activation list, your opponent could easily force you to move up with no shots before committing his ships with the best shots and the ability to arc dodge.

Vergilius points out what I see as the biggest issue with this set up. If you could somehow find the points for a vetteB with SW7 or vetteA with TRC's it might help even out the activation count a bit and end up being the best way to get some added mileage out of your mc30's, rather than having to start activating them after only 1 or 2 enemy ships have moved.

Hi all - Thanks for the feedback. I ended up winning the Copenhagen Regionals with it :-)

I only got out activated in one of the matches (winning the initiative every match)) but ended up tabling the opponent (ISD + 2xGSD + Raider + 4 ties). Han Solo really shone and was worth every point having brought down 2 As, Dengar, Boba, 1 Firespray, 1 TIE and Demolisher when the day ended as well as doing a lot of damage to other squadrons and ships.

I ended up with this list:

Faction: Rebel Alliance
Points: 392/400

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Assault Frigate Mark II B (72 points)
- Mon Mothma ( 30 points)
- Raymus Antilles ( 7 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
= 126 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Callriassian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 84 total ship cost

MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 80 total ship cost

4 A-Wing Squadrons ( 44 points)
1 Han Solo ( 26 points)

2 YT-2400s ( 32 points)

Good list. Congrats on your win.

Any big reflections on what worked well and what didn't? I'm running a similar set-up, but I really don't want to drop to three activations. I guess it might not matter if the MC30s live long enough to punch through some tough targets.

All the opponents bid lower than me on the initiative bid and only had token squadrons 4 As, 4 Ties, Boba+Dengar +2 Firesprays.

If there is a pattern it looks like this:

I used the two MC30s as a screen for the carrier AF keeping the A-wings around the Mcs a rather long distance (Boosted Coms) from the carrier. In turn 2 the enemy figthers were rushed (activating the AF first) by the A-wings and then the roque YTs (and Solo if range) attacking single squads at the fringe. With Flight Controllers and initial attack this was a rather brutal affair freeing up the YT and Solo (with Grit) early to attack ships leaving the A-wings (now out of carrier range) to mop up.

Then in the two last games: In turn 3 Demolisher came barreling in at the rearmost MC30 (Admonition). Each time surprising the opponent that Admonition did not die off 4 Black dice + Concussion as i could sacrifice Lando to reroll Crits, negate dam with tokens (Mothma!) and then discard the same tokens removing the last crits. Then i could activate Admonition. The first time i did a lot of damage and the Solo, YTs and a couple of A-wing finished it of. The second time Demolisher ended up on the side a bit ahead of Admonition and then i could activate Admonition for one broadside and then using token + navigate go to speed 1 keeping Demo in black range. Next turn i starting with Admonition Demo went down.

At the same time the AF had been defending against the ISD in both cases speeding down to get out of the front arch (took considerable Dam though but Mothma and ECM helps).

But then it was A-wings, Roques and 2 MCs to mop up.. The non Demo GSDs didnt do much as i could move Foresight in last and then activate first the following round.

In the last game i tabled the opponent losing only Admonition (by ramming the ISD before it could recover shields) and a couple of As.

I think my key takeaway here is that Admonition with lando is the hard counter against Demolisher i have been looking for.. For even more survivability Advanced projectors would help.. Foresight doest gain much from that but Admonition will when the first Demo salvo hits.

I've been running a similar set-up the past three weeks. I decided to test out Redundant Shields. Demolisher is the most scary when you've got the Expanded Launchers and the potential for a triple tap. Admonition will stand up to the double-tap version of that. Although APTs and ACMs are really mean out of that 4 dice side arc, taking them cuts the damage possibility in the front arc considerably. A fully decked out defensive Admonition will stand up to that.