New ideas and uses for the Assault Frigate with wave3+4?

By Blail Blerg, in Star Wars: Armada

Any new concepts or ideas? I'm finding that the new toys are much synergistic with the rest of wave3 and 4 than the AF is. The AF loved Ackbar.

AFMK2A + Spinal Armament

AFMK2A + Spinal Armament

+ Paragon

AFMK2A + Spinal Armament

+ Paragon

Because I shoot what ever I want and I don't care where you are!

Yeah saw that and lolled. Good for double arc play style. Versus single arc ackbar style. Defensive.

Actually. Taking the mkA version with spinal makes the AF an equally strong ship forward and sides. Might mean that it actually will allow multiple AFs to be good flying forward at speed 2 and 3. Whereas 3 AFs normally have to do a predictable and blocks me conga line.

Hmm. A good all comers variant.

AF MKII a/b

-IO

-Veteran Gunners (for those fickle reds)

-ECM

-Spinal Armament

A=109 points each

B=100 points each

+5 for paragon title

It just seems like Ackbar is still the way to go for these, unless you're building primarily for carrier style. But time will tell.

Also, I know this question belongs in the rules forum, but while I'm here: with the paragon title reading "while attacking a ship you have already attacked this round," would that technically go to include ships you attacked with your other ships? The way I've seen it played only came into effect when getting the double arc and attacking twice, adding the die on the second attack only, but the wording allows for a different interpretation (you referring to the player vs the ship). This would also be very similar to Defiance, which costs the same and let's you choose the color.

I haven't seen a FAQ for it, so I am curious as to what would happen if someone tried using the inclusive interpretation at a tournament. From my reading (and limited understanding) of the RRG, it does not preclude that interpretation. I know that Imperial Assault specifically addresses effects using "you," but Armada does not have the same specification as far as I know.

Also, I know this question belongs in the rules forum, but while I'm here: with the paragon title reading "while attacking a ship you have already attacked this round," would that technically go to include ships you attacked with your other ships?

RRG, Page 13, Upgrade Cards:

• On upgrade card effects, the term “you” refers to the ship that the upgrade is equipped to.

So it only works on Paragon's Second Shot.

It is priced similar to defiance, but unlike Defiance, its not contingent on your Enemy having done something beforehand.

Things generally get seen quicker in the Rules Section.... But despite living there with nought but a cardboard box and a hexamine stove, I tend to leak out elsewhere to find rules questions :D

Edited by Drasnighta

Also, I know this question belongs in the rules forum, but while I'm here: with the paragon title reading "while attacking a ship you have already attacked this round," would that technically go to include ships you attacked with your other ships?

RRG, Page 13, Upgrade Cards:

• On upgrade card effects, the term “you” refers to the ship that the upgrade is equipped to.

So it only works on Paragon's Second Shot.

It is priced similar to defiance, but unlike Defiance, its not contingent on your Enemy having done something beforehand.

Things generally get seen quicker in the Rules Section.... But despite living there with nought but a cardboard box and a hexamine stove, I tend to leak out elsewhere to find rules questions :D

Thank you. I definitely missed that when I checked

Cracken, Spinal, Gunnery Teams all seem good

Cracken is dependent on not running into too many tractor beam/interdictors no? Do you combo that with Garm or Tantive IV or Comms Nets?

Cracken is dependent on not running into too many tractor beam/interdictors no? Do you combo that with Garm or Tantive IV or Comms Nets?

They would need many medium or large ships to stop cracken. If that occurs you can plan around it and stay at red range. Just make sure to limit the amount of tractor beams that catch you and pass along tokens like you suggested with comms net and the Raymus Tantive combo.

AFMK2A + Spinal Armament

+ Paragon

+ veteran gunners.

You then have a 100 point ship that's able to handle all kind of threats and can do reliable damage under all circumstances. Best used with Madine for costant double arcs IMO.

Madine* with AF spam might be an interesting choice. Flood the board with flying potatoes.

Edited by Onca

Madine makes AFs super-bendy :D

My AF2A+Spinals will be double-arcing you :D

Gallant Haven, fighter command.

Squads end up in protective bubble, rather than guessing.

Okay. We got a few ideas now:

1. AF-As with Spinals for FORWARD FLYING all comers guns. Cracken or Madine. The beauty of this is that it opens up the nav chart, as you aren't awkwardly always flying sideways anymore. I still think another admiral might be better, as you can't go speed 3 across the board for very long.

2. Gallant Haven with Madine.

Can I see some builds? I'm so tired.

(400 of 400 pts) Faction: Rebel Alliance Commander: General Madine (30 pts)

Flagship: (107 pts) Assault Frigate Mark II A (81 pts) Paragon (5 pts) Veteran Gunners (5 pts) Electronic Counter Measures (7 pts) Spinal Armament (9 pts)

Fleet Ship 1: (95 pts) Assault Frigate Mark II B (72 pts) Gallant Haven (8 pts) Flight Commander (3 pts) Expanded Hangar Bay (5 pts) Electronic Counter Measures (7 pts)

Fleet Ship 2: (26 pts)GR-75 Medium Transports (18 pts) Bomber Command Center (8 pts

) Fleet Ship 3: (58 pts) Nebulon-B Support Refit (51 pts) Salvation (7 pts)

Squadrons (84 of 134 pts): 5x X-Wing Squadron (65 pts) 1x Moldy Crow - Jan Ors (19 pts)

Objectives: Most Wanted , Hyperspace Assault , Superior Positions

Edited by MandalorianMoose

Okay. We got a few ideas now:

1. AF-As with Spinals for FORWARD FLYING all comers guns. Cracken or Madine. The beauty of this is that it opens up the nav chart, as you aren't awkwardly always flying sideways anymore. I still think another admiral might be better, as you can't go speed 3 across the board for very long.

2. Gallant Haven with Madine.

Can I see some builds? I'm so tired.

You can't go across the board for very long... But at Speed 3, you're quite nav-bendy as it is... I've been practicing for a few weeks just with triple Ackbar Gupps never slowing down to Speed 2, and aiming to Ackbar Slash rather than Toilet Bowl... Nothing's even been close to the board edge :D

I had been recently trying to use a MKII A with Paragon, TRC, Walex, and AP(which I would change to ECM). I was trying to get better at double arcing. I found it hard to consistent get the double arcs I wanted against smaller ships, and SMU lists are pretty popular. It was good when I landed the double arcs with a CF command. I used Walex so that I could burn my Evade on a double arc and then just snag it back next turn. Pretty useful.

Hmm That is a weakness. =/

Mandalorian Moose's list looks pretty good. Though its a little all comers style. I'm still not sure Gallant Haven is worth it, cuz you tend to fly away from the scrum and its only good for like a turn.

Hmm That is a weakness. =/

Mandalorian Moose's list looks pretty good. Though its a little all comers style. I'm still not sure Gallant Haven is worth it, cuz you tend to fly away from the scrum and its only good for like a turn.

:) Edited by MandalorianMoose

Imo, i think using both dilutes the effectiveness of both concepts...

However you do have Gallant Haven and 2 AA blue from the AF-A to try and win the first engagement. Then BCC should help you use those Xwings later as bombers. However, if you're unable to defeat a 8 squadron dedicated mass group, you might be in a lot of trouble.

You have definitely some ship attack: namely the AF-A. But the AF-B contributes some. Sadly, as someone said, its actually not that easy to get double arcs with AFs, especially on the prevalent small ships. You also have Salvation, which is good, but probably only the firepower of a normal AF. So, I could basically about 3 AFs of power, without additions like Ackbar or Gunnery Team.

Like I said, its okay.

I want to say it feels like its a little rough: only 3AFs of firepower + 6 squadrons of firepower. BUT, if you look at that, I'd say that's probably enough for a game plan. Its just, you really have to work in conjunction with both elements, as neither are superiorly powerful.

8 squadrons or over 3 AFs of firepower/hull tend to be where superior power exists, but those are skewed power in only one direction, ship centric or squadron centric. Your list is half and half. Interesting.

edit: 6 squadrons + support.

whereas 8 sqauds + support would be extremely strong squadron wise. or 8 w/ named.

Edited by Blail Blerg

Imo, i think using both dilutes the effectiveness of both concepts...

However you do have Gallant Haven and 2 AA blue from the AF-A to try and win the first engagement. Then BCC should help you use those Xwings later as bombers. However, if you're unable to defeat a 8 squadron dedicated mass group, you might be in a lot of trouble.

You have definitely some ship attack: namely the AF-A. But the AF-B contributes some. Sadly, as someone said, its actually not that easy to get double arcs with AFs, especially on the prevalent small ships. You also have Salvation, which is good, but probably only the firepower of a normal AF. So, I could basically about 3 AFs of power, without additions like Ackbar or Gunnery Team.

Like I said, its okay.

I want to say it feels like its a little rough: only 3AFs of firepower + 6 squadrons of firepower. BUT, if you look at that, I'd say that's probably enough for a game plan. Its just, you really have to work in conjunction with both elements, as neither are superiorly powerful.

8 squadrons or over 3 AFs of firepower/hull tend to be where superior power exists, but those are skewed power in only one direction, ship centric or squadron centric. Your list is half and half. Interesting.

edit: 6 squadrons + support.

whereas 8 sqauds + support would be extremely strong squadron wise. or 8 w/ named.

That is the point of gallant haven+ Jan. Between braces and an auto damage reduction, those 5 x-wings should last a whiiiiile.

And double arcing with the AF should be a breeze with madine. Also, imo salvation is much stronger than most people realize. And I can use that to my advantage, with the AF's able to charge the enemy head on, while salvation trails behind to snipe anyone trying to flank/get behind me.

I agree that double-arcing with Assault Frigates in their basic form is not easy to do, especially against smaller ships. With Madine, I think you'll find it becomes much easier.