Submitted my list... how's about you?

By DUR, in Star Wars: Armada

I dunno about you guys, but doesn't it feel like if you just had say ~50 more points to play with that'd make more of a difference being able to not feel like you're seriously jamming in Gozantis or GR75s and losing something else that you need?

I dunno about you guys, but doesn't it feel like if you just had say ~50 more points to play with that'd make more of a difference being able to not feel like you're seriously jamming in Gozantis or GR75s and losing something else that you need?

But...isn't this the way the game should always feel? It's not challenging unless there's hard decisions to make...

Submitting now!


"Give me liberty, or give me death!"

Faction: Rebel Alliance
Points: 400/400

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] MC80 Battle Cruiser (103 points)
- General Dodonna ( 20 points)
- Liberty ( 3 points)
- Raymus Antilles ( 7 points)
- Flight Controllers ( 6 points)
- Spinal Armament ( 9 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 158 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Flight Commander ( 3 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 36 total ship cost

GR-75 Medium Transports (18 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 23 total ship cost

1 Han Solo ( 26 points)
1 Jan Ors ( 19 points)
3 X-Wing Squadrons ( 39 points)
3 Scurrg H-6 Bombers ( 48 points)

Card view link

Fleet created with Armada Warlords

2015-16 © Armada Warlords
List description:
This list is designed to play as first or second player. It has the tactics and stratergy for both styles.

Playing as First Player: With 4 ships i will have a reasonable activation order. This will allow me to set up the Liberty for a massive First Activation alpha strike. The 8 deployments will also give me a good deployment as first player.

Playing as Second: If I am second this list is about heavy objective punishment.

Precison Strike: With 6 Bombers, 3 Scruggs especially (two dice) this will rack up Objective Points. With Dondona the Red Batteries from the Cr90 and MC80 Xi7/Spinal Laser combo will be able to gain points at long range.

Hyperspace Assault: Depending on the matchup, squadron heavy or light opponent, the Expanded Hanger Bay Rebel Transport will take either 3 Scruggs or 3 Xwings to drop behind the enemy and then move into postion with Flight Coordinator. With Bright Hope it will be difficult to dislodge.

Superior Positions: With mobile Squadrons via Bright Hope carrier and 8 squadrons in total i will rack up lots of points and get a favourable deployment to put the Liberty in a prime position.

Individual Ship Tactics/Synergy:

* Squadrons:

8 squadrons is an even deployment.

The 3 command Transport and 4 Liberty and 1 Rouge ensures each squadron can fully activate each turn.

* MC80 Battle Cruiser: Raymus gives the Liberty token each turn.

Xi7/Spinal Turbolasers combine with Dodonna to bore through one hull zone.

Flight Controllers. The biggest hinderence to Squadrons is other Squadrons. Enemy squadrons need to be destroyed quickly or you will not get full value out of the bombers.

Leading Shot. At Medium Range this battery will compliment the bombers very well as they pressure a single hull zone.

* Rebel Transport/Comms Net/Leia: She feeds spare tokens to required ships, she combines with Raymus to counter Slicer Tools or change to a required command

* CR90 is highly efficent.

* Rebel Trans/Expanded, is a very efficent mobile carrier
Edited by Trizzo2

I did this, wanting to try Konstantine, and see if I can get some life back into Vics by using movement control. Also lots of cards I don't use very often, plus many new card I've yet to try :D

Empire Fleet (400 of 400 pts)
Objectives: Advanced Gunnery , Fleet Ambush , Intel Sweep
Commander: Admiral Konstantine (23 pts)
Flagship: (114 pts)
Interdictor Suppression Refit (90 pts)
  • Interdictor (3 pts)
  • Admiral Titus (2 pts)
  • Medical Team (1 pts)
  • Phylon Q7 Tractor Beams (6 pts)
  • MS-1 Ion Cannons (2 pts)
  • G-8 Experimental Projector (8 pts)
  • G7-X Grav Well Projector (2 pts)
Fleet Ship 1: (109 pts)
Victory II-class Star Destroyer(85 pts)
  • Captain Needa (2 pts)
  • Gunnery Team (7 pts)
  • Phylon Q7 Tractor Beams (6 pts)
  • Turbolaser Reroute Circuits (7 pts)
  • MS-1 Ion Cannons (2 pts)
Fleet Ship 2: (97 pts)
Victory I-class Star Destroyer(73 pts)
  • Skilled First Officer (1 pts)
  • Ordnance Experts (4 pts)
  • Heavy Turbolaser Turrets (6 pts)
  • Expanded Launchers (13 pts)
Fleet Ship 3: (34 pts)
Gozanti-class Cruisers(23 pts)
  • Suppressor (4 pts)
  • Slicer Tools (7 pts)
Squadrons (23 of 134 pts):
  • 1x Tie Advanced Squadron (12 pts)
  • 1x Tie Interceptor Squadron (11 pts)
Edited by Green Knight

Where do you submit lists to?

Also a big bummer that we have to have both a transport and new capital. I have more interesting lists without the capital ships.

My effort - the explanation I submitted is listed below too.

Rebels Fleet (400 of 400 pts)
Commander: General Dodonna (20 pts)
Flagship: (125 pts)

  • MC80 Star Cruiser(96 pts)
  • Mon Karren (8 pts)
  • Gunnery Team (7 pts)
  • Engine Techs (8 pts)
  • Heavy Turbolaser Turrets (6 pts)

Fleet Ship 1: (65 pts)


  • Nebulon-B Support Refit(51 pts)
  • Salvation (7 pts)
  • Skilled First Officer (1 pts)
  • Slaved Turrets (6 pts)

Fleet Ship 2: (69 pts)


  • Nebulon-B Escort Frigate(57 pts)
  • Yavaris (5 pts)
  • Ray Antilles (7 pts)

Fleet Ship 3: (28 pts)


  • GR-75 Medium Transports(18 pts)
  • Bright Hope (2 pts)
  • Bomber Command Center (8 pts)

Squadrons (93 of 134 pts):


  • 1x Dutch Vander Y-Wing Squadron (16 pts)
  • 1x Wedge Antilles X-Wing Squadron (19 pts)
  • 3x B-Wing Squadron (42 pts)
  • 1x YT-2400 (16 pts)

Objectives: Most Wanted , Hyperspace Assault , Dangerous Territory

When playing this fleet you should ideally try to be Second Player to take advantage of the missions.

General tactics:

Mon Karren has been outfitted with Engine Techs to give it an effective speed of 4 that should hopefully allow it to make a successful dash up one side of the board. It will then make hard turns to come at the opposing fleet from the side. If possible it should be accompanied by Salvation to maximise the damage potential.

Ideally this will allow you to take on a single ship at a time and concentrate on it.

Mon Karren should lean heavily on Navigation Orders so as not to get tied down and Salvation might be best used with alternating orders in the stack: Navigation and Concentrate fire/Engineering as the Skilled First Officer can allow the best to be chosen at the critical time.

The other half of the fleet is "Squadron Command" :)

These ships should not be used too aggressively as they will likely fare badly should they try to take on an opposing fleet directly. Better to push the squadrons out front and let the enemy come to you - allowing you to make good use of Yavaris and the Bomber Command Center. Dutch and Wedge are present as a hedge against facing other squadron heavy fleets as their abilities along with Yavaris can be deadly.

The plan for the YT-2400 is for it to accompany the Liberty and attempt to tie up any opposing bomber forces and buy Mon Karren/Salvation time to do some damage.

The main deviation from this plan would be if your opponent chooses Hyperspace Assault as a mission. In this case Yavaris and the 3 B-Wings should be placed in Hyperspace and the CR75 should stick with Mon Karren/Salvation. While this takes from the "hammer and anvil" shape of the fleet, the disruptive effect of Yavaris in Hyperspace can not be underestimated. It can often be worth holding off on deploying it until Turn 3 (or later) if it looks like your opponent has begun to think defensively - gives you more opportunity to maneuver the rest of the fleet :)

Edited by Artifixprime

Well I've submitted as well. Tried to do something a little different with the rebels rather than the Yavaris/Bombers. MC80-Command and MC80-Star Cruiser plus 2 GR75's and A-wings. Lots of ability to control commands and tokens, benefit from Madine and counter the Interdictor.

MC Madine
Author: Vae

Faction: Rebel Alliance
Points: 399/400

Commander: General Madine

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory

[ flagship ] MC80 Command Cruiser (106 points)
- General Madine ( 30 points)
- Defiance ( 5 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 166 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 25 total ship cost

GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost

MC80 Star Cruiser (96 points)
- Endeavor ( 4 points)
- Lando Callriassian ( 4 points)
- Gunnery Team ( 7 points)
- Medical Team ( 1 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 122 total ship cost

6 A-Wing Squadrons ( 66 points)

People say Vader is weak.

People no longer take him to tournaments.

People will suffer for their foolish ignorance!

Attracted by Vader

Author: DarthVeggie

Faction: Galactic Empire
Points: 397/400

Commander: Darth Vader

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

Gozanti-class Assault Carriers (28 points)
- Admiral Titus ( 2 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 36 total ship cost

Gozanti-class Assault Carriers (28 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 34 total ship cost

Gozanti-class Assault Carriers (28 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 34 total ship cost

Gozanti-class Assault Carriers (28 points)
- Phylon Q7 Tractor Beams ( 6 points)
= 34 total ship cost

Gozanti-class Assault Carriers (28 points)
= 28 total ship cost

Gozanti-class Assault Carriers (28 points)
= 28 total ship cost

Gozanti-class Assault Carriers (28 points)
= 28 total ship cost

Gozanti-class Assault Carriers (28 points)
= 28 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Darth Vader ( 36 points)
- Interdictor ( 3 points)
- Skilled First Officer ( 1 points)
- Medical Team ( 1 points)
- Phylon Q7 Tractor Beams ( 6 points)
- G7-X Grav Well Projector ( 2 points)
- G-8 Experiemental Projector ( 8 points)
= 147 total ship cost

Main Strategy: Choose Concentrate Fire commands for your Gozanti armada: 18 red dice throughout 9 attacks plus dreaded Vader rerolls! Your opponent's defens tokens will be sucked away like water in the desert. Use your 5 Tractor Beams and your Flagship to keep your enemy exactly in the center of your firepower.

Initiative: You like to go second: either insane firepower boost or bonus victory points or less trouble with obstacles, which can be a nuisance for your Gozantis to maneuver around. Anyway, you like your opponent to come into your thread range, not the other way round.

Deployment: 9 deployment should help to out-deploy any opponent. Place your flagship last and use its Grav token to maneuver your opponent right into the arms of your Vader powered Gozantis. Place the Tractor Beam Gozantis in a way that the other Gozantis are attacked first. Normally, you place all your ships at speed 1.

Gozanti Commands: First round, get Navigate tokens to be able to adress battlefield development later. From second round on, Concentrate Fire. All. The. Time.

Flagship Commands: First round, get Engineering token. From then on, Concentrate Fire! If your flagship gets seriously hit, use your officer to change to engineering tokens.

Achilles heel: There are two achilles heels to this fleet: Ackbar conga lines (has more red dice) and the dreaded Cracken (at speed three your Gozantis cannot attack). But, there has been a development against our weaknesses lately. Oh, yes. Enter the Interdictor! Use the Grav Well Projector, Titus, and the Experimental Projector to mess with Ackbar's conga line in order to attack him outside his beloved side firing archs and/or to separate his fleet or force it to bump into each other! Use Titus and your 5 tractor beams to slow Cracken down that he will be cracked by your Gozantis.

Thought I would post mine too

Its Crix O' Clock

Points: 400/400

Commander: General Madine

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

MC80 Star Cruiser (96 points)
- General Madine ( 30 points)

- Mon Karren ( 8 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Medical Team ( 1 points)
- Spinal Armament ( 9 points)
- X17 Turbolasers ( 6 points)

Nebulon-B Escort Frigate (57 points)
- Yavaris
( 5 points)
- Veteran Captain ( 3 points)

GR-75 Combat Retrofits (24 points)
- General Madine ( 30 points)
- Bright Hope
( 2 points)
- Bomber Command Center ( 8 points)

GR-75 Medium Transports (18 points)
- Quantum Storm
( 1 points)
- Slicer Tools ( 7 points)

1 x Luke Skywalker ( 20 points)
1 x
Wedge Antilles ( 19 points)
1 x
"Dutch" Vander ( 16 points)
2 x
X-Wing Squadrons ( 26 points)
3 x
Y-Wing Squadrons ( 30 points)

The basic design of this fleet is to have the MC80 form a spearhead with the Escort Frigate and punch out the frontal damage at multiple targets with Gunnery Teams while commanding squadrons combined with the GR75's.

Mon Karren title is token denial for some tough decisions and Lando helps with survival by forcing a big damage reroll. Spinal Armament allow ISD-like frontal dice and Leading Shots assist with bad rolls.

Crix Madine will help with keeping everyone in line and minimise shots on side arcs. This fleet will primarily be using navigate commands and squadron commands while Leia can get that repair command onto the MC80 when needed.

The squadrons are the main threat here. Wedge, Dutch and the 2 X-Wings will attempt space superiority with Luke joining the Y-Wings for bombing runs, assisted by Bomber Command and Yavaris. Once space superiority is achieved, the other squadrons will join in bombing runs. This can be adjusted as necessary based on enemy squadron size.

Leia helps change dials to what is required while repair crews can assist in dropping off damage cards on the MC80 as needed.

Quantum Storm helps keep Bomber Command Centre in range of the bombers, while Flight Commander does similar for Yavaris.

The GR75's will generally stick to the edges of the fleet as blockers/escorts and that's why they have combat refits. The blue die AA fire has the range to make an impact in the squadron fight along with the Escort Frigate as needed.

OBJECTIVES

Most Wanted - Stick on a GR75 and the biggest points value enemy ship = profit

Fire Lanes - Slow roll with the MC80 and Neb claiming tokens at long range and then medium range with the combat retrofits assisting

Superior Positions - Bombers combined with Bomber Command allow a racking up of points

Okay. It's late enough I'll share my actual list (not that anyone will copy it).

Nameless list 400 pts

Precision strike

Fleet Ambush

Superior Positioning

Flagship

Interdictor

Admiral Motti

Interdictor title

Q7 Tractor

Experimental tractor

Reroll defensive upgrade

Engine Tech

Gladiator II

Ruthless Strategist

Gladiator II

Ruthless Strategist

Basic Gozanti

Suppressor title

Jamming field

Bossk

8x TIE Bomber

Did this off memory so I may have missed something. All speed 3 ships (sort of) plus tractors to help get a flank. All elements should attempt to engage the same target at once. The bombers are to be fed to strategists in face of a enemy fighter screen (hence Glad IIs for better Anti-squadron) and can also be deployed wider than a Rhymer ball can. The Gozanti is there to lessen enemy fighter screen damage and other than Bossk they won't be firing back anyway. Bossk is there to play clean up vs tougher enemy fighters. No Rhymer for two reasons. First ruthless strategists wants lots of hit points. Second, the Interdictor should help keep the target ship in range make Rhymer slightly less needed.

I went super cheesy and tried to recreate as much of the Battle of Endor as I could get in a list.

So Ackbar has to lead the assault, no questions, and he must do that from Home One.

He will get support from the GR-75 with repair crews and Redemption (which was the medical frigate being targeted by the imperials during the battle)

Finally Liberty is there pushing Lando (well a YT-1300, but i can pretend) and the rest of the squadrons (I could not fit a Y-wing in :( )

Once Liberty has positioned the squadrons she then can attack from either the front (3 red and 4 blue) with gunnery teams or with Ackbar from the sides (4 red and 1 blue) with gunnery teams and Raymus providing the re-roll from the spamming of concentrate fire commands from turn 4 onwards.

I am not sure how competitive it would be but it would feel like the Battle of Endor. :D

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] MC80 Command Cruiser (106 points)
- Admiral Ackbar ( 38 points)
- Home One ( 7 points)
= 151 total ship cost

GR-75 Medium Transports (18 points)
- Repair Crews ( 4 points)
= 22 total ship cost

Nebulon-B Support Refit (51 points)
- Redemption ( 8 points)
= 59 total ship cost

MC80 Star Cruiser (96 points)
- Liberty ( 3 points)
- Raymus Antilles ( 7 points)
- Gunnery Team ( 7 points)
- Fighter Coordination Team ( 3 points)
= 116 total ship cost

1 B-Wing Squadron ( 14 points)
1 A-Wing Squadron ( 11 points)
1 X-Wing Squadron ( 13 points)
1 YT-1300 ( 13 points)

Suppression Task Force 31

Imperial (400 pts)

Objectives:

Advanced Gunnery

Fleet Ambush

Intel Sweep

Battle Line: 368/400

Victory I-class Star Destroyer 73 (98)

- Admiral Konstantine 23,

- Admiral Titus 2

Imperial I-class Star Destroyer 110 (127)

- Skilled First Officer 1,

- Ordinance Experts 4,

- Phylon Q7 Tractor Beams 6,

- XI7 Turbolasers

Interdictor Suppressor Refit 90 (116)

- Interdictor 3,

- Wulff Yularen 7,

- Projection Experts 6,

- G-8 Experimental Projector 8,

- G7-X Grav Well Projector 2

Gonzati-class Cruiser 23 (27)

- Repair Crews 4

Squadrons: 32/400

TIE Fighter x4 - 32

-------

Main objective, use new speed control mechanics, finally try out a "medic" ship, use VSD, WIN ALL THE CONTESTS (YMMV).

I think for a "tourney" style list I would probably drop the speed control for more fighters/damage dealing OR drop repair tech for more speed control/damage dealing.

Good luck to all, just slightly less so ;)

I will have mine up later tonight. Still debating

I'll toss my own terrible fleet up for consideration - in hindsight there are things I would change, but eh, I figure that's the same with everyone!

Imperial fleet

399pts

Admiral Konstantine

Most Wanted

Contested Outpost

Dangerous Territory

Suppression Interdictor - engine techs, SW-7 ions, G7-X grav, G-8 projector

Suppression Interdictor - engine techs, SW-7 ions, G7-X grav, grav shift reroute

Victory I - flight commander, boosted comms

Gozanti Cruisers - flight commander, comms net

Howlrunner

4x TIE fighter

List is based around the use of the Interdictors completely locking down the opponent's deployment, then using the maneuverability given by Engine Techs to take control of the battlefield objectives and gang up on targets with small but reliable chunks of damage from the SW-7s. Konstantine and the G-8 projector both allow the Interdictors to maintain the maneuverability advantage against most targets, and synergise excellently with the Victory-class.
The Victory's main issue as a whole is its lack of speed and maneuverability, and with the playing field being leveled in that regard, its heavy tank and powerful forward arc should begin to shine far more than it otherwise can. It and the Gozanti are acting as carriers for the small fighter group the list runs, which has been chosen with numbers in mind in order to tie up opposing bomber groups for as long as possible. Both carriers carry Flight Commander to allow the fighters to operate as an aggressive forward screen while keeping in range of commands.
Objectives have all been chosen with the the use of the Interdictor tag-team in mind, with the Grav Shift Reroute allowing for further battlefield manipulation.
Edited by Diabloelmo

Screed's Hammer
Author: jekara

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 79 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Projection Experts ( 6 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Ion Cannon Batteries ( 5 points)
- Grav Shift Reroute ( 2 points)
- Targeting Scrambler ( 5 points)
= 117 total ship cost

[ flagship ] Victory I-Class Star Destroyer (73 points)
- Admiral Screed ( 26 points)
- Captain Needa ( 2 points)
- Phylon Q7 Tractor Beams ( 6 points)
- X17 Turbolasers ( 6 points)
- Assault Proton Torpedoes ( 5 points)
= 118 total ship cost

Gozanti-class Cruisers (23 points)
- Admiral Titus ( 2 points)
- Repair Crews ( 4 points)
= 29 total ship cost

1 "Mauler" Mithel ( 15 points)
2 TIE Interceptor Squadrons ( 22 points)
1 Dengar ( 20 points)

Put obstacles in the way and keep enemy ships out of the fight with titus. use the tractor to keep an enemy in close range. use the admittedly small fighter wing to deal damage to enemy targets with ship AS fire as support. use needa to get the vic in range and blast away with screed's ability. use the interdictor and gozanti to provide shield/damage repair as needed. use the gozanti as fighter wing controller when able.

obvious objective goals are obvious. i really wanna try this list for my next tournaments.

I'll toss my own terrible fleet up for consideration - in hindsight there are things I would change, but eh, I figure that's the same with everyone!

Imperial fleet

399pts

Admiral Konstantine

Most Wanted

Contested Outpost

Dangerous Territory

Suppression Interdictor - engine techs, SW-7 ions, G7-X grav, G-8 projector

Suppression Interdictor - engine techs, SW-7 ions, G7-X grav, grav shift reroute

Victory I - flight commander, boosted comms

Gozanti Cruisers - flight commander, comms net

Howlrunner

4x TIE fighter

List is based around the use of the Interdictors completely locking down the opponent's deployment, then using the maneuverability given by Engine Techs to take control of the battlefield objectives and gang up on targets with small but reliable chunks of damage from the SW-7s. Konstantine and the G-8 projector both allow the Interdictors to maintain the maneuverability advantage against most targets, and synergise excellently with the Victory-class.

The Victory's main issue as a whole is its lack of speed and maneuverability, and with the playing field being leveled in that regard, its heavy tank and powerful forward arc should begin to shine far more than it otherwise can. It and the Gozanti are acting as carriers for the small fighter group the list runs, which has been chosen with numbers in mind in order to tie up opposing bomber groups for as long as possible. Both carriers carry Flight Commander to allow the fighters to operate as an aggressive forward screen while keeping in range of commands.

Objectives have all been chosen with the the use of the Interdictor tag-team in mind, with the Grav Shift Reroute allowing for further battlefield manipulation.

I like it... I think the Interdictor will be fine for damage output, reliable 3-4 damage every shot is solid, if not spectacular. I wanted flight controllers, Howlrunner, and jamming field in my list... But... Points...

Great fleets guys, I only have one question... where exactly, and how, am I supposed to submit mine? :P

I need to get a move on with finishing my list... running out of time.

Errr...if I do run out of time, do I get doobleg's wave 3/4 Full Jar Jar list as an auto submit?

I need to get a move on with finishing my list... running out of time.

Errr...if I do run out of time, do I get doobleg's wave 3/4 Full Jar Jar list as an auto submit?

If I was allowed to make a second list it would be this. Steal it if you want :D You know I just want to see my fleets flown.

Fleet Description;

"You may take my nav dials, you may take my nav tokens, you may control my deployment, but you will never control my speed!

Oh no, you do that as well"

Au Revoir

Author: Ginkapo

Faction: Galactic Empire

Points: 392/400

Commander: Admiral Konstantine

Assault Objective: Most Wanted

Defense Objective: Fleet Ambush

Navigation Objective: Dangerous Territory

[ flagship ] Victory II-Class Star Destroyer (85 points)

- Admiral Konstantine ( 23 points)

- Skilled First Officer ( 1 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Leading Shots ( 4 points)

= 119 total ship cost

Victory II-Class Star Destroyer (85 points)

- Skilled First Officer ( 1 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Leading Shots ( 4 points)

= 96 total ship cost

Interdictor-class Suppression Refit (90 points)

- Skilled First Officer ( 1 points)

- Grav Shift Reroute ( 2 points)

- G7-X Grav Well Projector ( 2 points)

= 95 total ship cost

Gozanti-class Cruisers (23 points)

- Slicer Tools ( 7 points)

= 30 total ship cost

Gozanti-class Cruisers (23 points)

- Slicer Tools ( 7 points)

= 30 total ship cost

2 TIE Interceptor Squadrons ( 22 points)

Card view link

Fleet created with Armada Warlords

Right, that's it. Finally stopped dithering and settled on a list:

Return To Hoth
Author: Akhrin

Faction: Rebel Alliance
Points: 397/400

Commander: General Rieekan

Assault Objective: Advanced Gunnery
Defense Objective: Fleet Ambush
Navigation Objective: Dangerous Territory

MC80 Battle Cruiser (103 points)
- Endeavor ( 4 points)
- Raymus Antilles ( 7 points)
- Sensor Team ( 5 points)
- Engine Techs ( 8 points)
- Spinal Armament ( 9 points)
- Quad Turbolaser Cannons ( 10 points)
- Leading Shots ( 4 points)
= 150 total ship cost

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
- Bomber Command Center ( 8 points)
= 41 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
= 68 total ship cost

[ flagship ] GR-75 Combat Retrofits (24 points)
- General Rieekan ( 30 points)
- Quantum Storm ( 1 points)
- Leia Organa ( 3 points)
- Repair Crews ( 4 points)
= 62 total ship cost

1 Wedge Antilles ( 19 points)
1 Nym ( 21 points)
1 Keyan Farlander ( 20 points)
1 "Dutch" Vander ( 16 points)

Card view link

Fleet created with Armada Warlords

I run through the explanations at the linked fleet page, but here's the gist:

Endeavour cos I'm a special snowflake and everyone else is using Mon Karren and Liberty. The Contain does have some use with Rieekan though.
Yavaris to push squads up, then double-tap them.
GR75s to help Endeavour/Yavaris in their own roles.
Only 4 squads, but Yavaris/Toryn/BCC multiplies the effectiveness and Rieekan keeps them relevant since they're all unique.

I need to get a move on with finishing my list... running out of time.

Errr...if I do run out of time, do I get doobleg's wave 3/4 Full Jar Jar list as an auto submit?

If I was allowed to make a second list it would be this. Steal it if you want :D You know I just want to see my fleets flown.

Fleet Description;

"You may take my nav dials, you may take my nav tokens, you may control my deployment, but you will never control my speed!

Oh no, you do that as well"

Au Revoir

Author: Ginkapo

Faction: Galactic Empire

Points: 392/400

Commander: Admiral Konstantine

Assault Objective: Most Wanted

Defense Objective: Fleet Ambush

Navigation Objective: Dangerous Territory

[ flagship ] Victory II-Class Star Destroyer (85 points)

- Admiral Konstantine ( 23 points)

- Skilled First Officer ( 1 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Leading Shots ( 4 points)

= 119 total ship cost

Victory II-Class Star Destroyer (85 points)

- Skilled First Officer ( 1 points)

- Phylon Q7 Tractor Beams ( 6 points)

- Leading Shots ( 4 points)

= 96 total ship cost

Interdictor-class Suppression Refit (90 points)

- Skilled First Officer ( 1 points)

- Grav Shift Reroute ( 2 points)

- G7-X Grav Well Projector ( 2 points)

= 95 total ship cost

Gozanti-class Cruisers (23 points)

- Slicer Tools ( 7 points)

= 30 total ship cost

Gozanti-class Cruisers (23 points)

- Slicer Tools ( 7 points)

= 30 total ship cost

2 TIE Interceptor Squadrons ( 22 points)

Card view link

Fleet created with Armada Warlords

That's incredible. Before I checked up on this I had just submitted my completed list... it's almost exactly identical to this one!

I'll post it up tomorrow when I'm not quite so tired... thanks anyway though.

That makes me so happy. My padawan has learnt well.