Release the MSU! vs Strieekan Hold

By Parkdaddy, in Star Wars: Armada Fleet Builds

Im looking at changing my current competition fleet to incorporate wave 3, and am looking for thoughts on how things would work/suggestions/ridicule for going "full MSU". My competition list fell right into the middle of the pack at the one regional I took it to (which was also the first time I played it).

I'll go ahead and say up front that I'm most worried about the way my squadrons will be working going from 1 to the other. With Rieekan, Han and Dash were literally able to hold off a full bomber wing for 3 rounds on their own, but I'm losing that staying power with the new one.

I also like going second and playing my own objectives.

Old List

Strieekan Hold

Author: Parkdaddy

Faction: Rebel Alliance

Points: 393/400

Commander: General Rieekan

Assault Objective: Most Wanted

Defense Objective: Hyperspace Assault

Navigation Objective: Intel Sweep

[ flagship ] CR90 Corvette A (44 points)

- General Rieekan ( 30 points)

- Jainas Light ( 2 points)

- Turbolaser Reroute Circuits ( 7 points)

= 83 total ship cost

Nebulon-B Support Refit (51 points)

- Salvation (7 points)

- Turbolaser Reroute Circuits (7)

= 65 total ship cost

Nebulon-B Escort Frigate (57 points)

= 57 total ship cost

CR90 Corvette B (39 points)

- Dodonnas Pride ( 6 points)

- SW 7 Ion Batteries ( 5 points)

= 50 total ship cost

CR90 Corvette B (39 points)

- SW 7 Ion Batteries ( 5 points)

= 44 total ship cost

CR90 Corvette B (39 points)

- SW 7 Ion Batteries ( 5 points)

= 44 total ship cost

1 Dash Rendar ( 24 points)

1 Han Solo ( 26 points)

New List

Release the MSU! (Cracken, 7 ships)

Author: Parkdaddy

Faction: Rebel Alliance

Points: 393/400

Commander: General Cracken

Assault Objective: Opening Salvo

Defense Objective: Fire Lanes

Navigation Objective: Intel Sweep

CR90 Corvette B (39 points)

- Dodonnas Pride ( 6 points)

- SW 7 Ion Batteries ( 5 points)

= 50 total ship cost

[ flagship ] CR90 Corvette B (39 points)

- General Cracken ( 26 points)

- Jainas Light ( 2 points)

- SW 7 Ion Batteries ( 5 points)

= 72 total ship cost

CR90 Corvette B (39 points)

- SW 7 Ion Batteries ( 5 points)

= 44 total ship cost

Nebulon-B Support Refit (51 points)

- Salvation ( 7 points)

- Turbolaser Reroute Circuits ( 7 points)

= 65 total ship cost

Nebulon-B Escort Frigate (57 points)

= 57 total ship cost

GR-75 Combat Retrofits (24 points)

- Quantum Storm ( 1 points)

- Lando Callriassian ( 4 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Slicer Tools ( 7 points) = 42 total ship cost

GR-75 Medium Transports (18 points)

- Bright Hope ( 2 points)

- Toryn Farr ( 7 points)

- Repair Crews ( 4 points) = 31 total ship cost

2 YT-2400s ( 32 points)

Toryn Farr - Doesnt work well with SW7's

Lando - Accuracies are locked in before he is used, so damage will bypass scatter regardless, in which case Lando wont save you. Walex on the other hand...

Overall fleet. There comes a point where having an extra ship activation stops being beneficial, and at the moment it appears to be somewhere around the 5 ship mark. 7 is just overdoing it. And as you have noticed you have woefully comprimised your anti squads power, whilst adding an abundance of squad activators!

I actually have Toryn there primarily for Flak shots. Which is also why the second Neb is an escort (2 blue AS), but that may be overdoing it. Perhaps I can downgrade the vanilla to a support refit, trim a couple points elsewhere, and switch the 2 YTs for 4 A-wings.

And I was also debating between Lando and Walex. My thought was that Lando could potentially "scatter" an entire shot if an accuracy locked the scatter token. But the points/upgrade might be better spent elsewhere, like getting those 4 As. Or getting Jainas Light to a TRC90

As far as having so many activations, yeah... I just like the thought of having so much guaranteed damage that I can focus on a single enemy ship where the defense tokens will basically vaporize too minimal effect. Even with just single front arcs from the SW90s, I can do 9 damage, brace-able twice to 7, followed by a TRC-Ed shot from Salvation, minimum of 2 damage with a crit. That's the bare minimum, but the damage jumps to 17 with 7 total attacks, 20 if I use CFs. They'll probably destroy 1 SW90 first, though, so that could drop significantly, but not enough for most ships. And that's not including the other Neb.

Also, I'm only actually using 5 of my activations to attack enemy ships. The other 2 are to the benefit of my own fleet. I do appreciate the criticism of so many ships, and I do have much of the same doubt. I'm just trying to argue for it. I've also seen hypotheticals with an ISD and a ton of Gozantis, so this list could potentially get 1 or 2 ships extra activation to out maneuver that.

Edited for poor grammar

Edited by Parkdaddy