First Attempt - 400pts rebel for tournament

By louisjrt, in Star Wars: Armada Fleet Builds

Based on comments, here's a revised version...

1 X Admiral Ackbar (38)

1 X MC80 Star Cruiser Assault Cruiser (114)+ Electronic Countermeasure (7) + Redundant Shield (8)

Total : 167pts

4 X CR90 Corvette A

Total : 176 pts

5 X A-Wings

Total : 55pts

Army Total : 398pts

Tactic :
Corvette run fast, working as flankers.
A-Wings tags along the MC80 to protect it.
MC80 ponders the meaning of life of brian and the holy grail [Monty Piton, sorry]

Edit [This was the original post] :

I'm new to armada and really like the feel it gives. I'm sure my idea is nothing new... but anyway if you guys could tell me the flaws I would have with this list in a constructive way...

[38pts] Admiral "Trap" Ackbar
[97pts] Assault Frigate Mark II A [81pts] + electronic countermeasure [7pts] + Turbolaser Reroute Circuits [7pts] + Bright Hope Title [2pts]

[264pts] 6 X CR90 Corvette A [44pts]

399pts


The basic tactic would be to have 2 or 3 wave of 3 or 2 corvettes working together to maximize the extra 2 red dices given by Ackbar, while the admiral ship adapts. the whole fleet remains as far as possible, as fast as possible. The sheer amount of ship felt like it could also get rid of squadrons if synchronized properly (dropping the red dices for combined shooting)

My main fear is against squadrons... I can't quite evaluate how much of a treat they really are to me...

thanks for any constructive comments!

Edited by louisjrt

Bright hope is a GR75 upgrades and can only be given to them (either combat or transport versions.)

I would move the TRC to a CR90 so your flagship doesn't loose its evade. A Gunnery team could let it shoot twice out of a single side arc.

You will also need some fighter support. Dropping a CR90 for 4 A-Wings is probably a minimum. If not using Gunnery team on the flagship then a set of flight controllers could give the A-wings a nice extra kick.

Edited by Mad Cat

It's not too shabby of a swarm list just because of the sheer amount of dice and Ackbar makes circling easier. As stated above you may want to consider a different Turbo than TRC because the MKII is the obvious target, so it's probably going to need it's evade...to evade. XI7 or Heavy Turbo's are decent for pushing damage (XI7s are better but only come in the Nebulon). I second the gunnery team use on the MKII. The ability to spread damage with the gunnery team will really help the CR90s. The other issue I see with your list is that if you take out the MKII, you pull a lot of the teeth from your list since you are relying on unmodified red dice from the CR90's. It can work if you lose the MKII, but be prepared to get hosed by dice around 1 in 3 games (conversely, that is why the TRC90 is so popular). Armada seems to have hit that sweet spot for a game where upgrades can really be worth it over just taking more models, but what to take and in what amounts really comes down to experience and playstyle.

As for anti-squadron, a lot of that is going to have to come down to your playstyle. If you fly consistently at speed 4 you probably don't have to worry too much since you'll probably give up the MKII and a CR90 or two, but as long as you play aggressively you can probably pull a win by headhunting the ships. If you want some minimal squadron defense, bodies and speed mean more than quality, so at least four squadrons and at least speed 3. Don't be afraid to give your CR90's a squadron command if it means you can squeak a squadron to where you need it.

...Also, objectives are really important...

Thanks!!!

I'm already looking into modifications (happy to see some of the ideas I had gets an echo in your minds!!!)

Yea : title are linked to the ship model... stupid little me! Thanks Mad Cat!

Switching the TRC for a gunnery team could be a great idea (slightly better overall efficiency for a slightly less impressive single target efficiency... and better survival-ability)

I also think I could drop up to 1 or 2 corvettes for 4 to 8 A-Wing squadrons.

Last but not least... should I switch the "Assault frigate Mark II" A for an "MC80 Star cruiser - Assault Cruiser"? it would upgrade the overall survival of Ackbar and improve the gunnery team efficiency (2 X 6 red dices on 2 different target is quite something!)

It would be something like dropping 2 corvette for a MC80 upgrade and 5 A-wings... could be good no? I would still have 4 corvettes... not too shabby... yet definitively less swarmy... it would be a 397pts army... although dropping to 4 A-Wings could leave me with 2 electronic counter measure on the MC80 and the Defiance title... total 398pts... so many possibilities!


PS : sorry but I don't get the TRC90 reference [what's that?].

Edited by louisjrt

The problem with the Assault Cruiser - It cannot take Gunnery Teams :)

The TRC90 is a Reference to a CR90 with the Turbolaser Reroute Circuits... Immensely popular as it has the Evades to be able to spend to flip its dice on every attack, the speed to stay at range, and the maneuverability to double-arc an opponent.

Darn it! true that! I'm so new to the game! I make obvious mistakes!

If you're new to the game and playing in your first tournament, maybe go straight CR90's with Ackbar? One of the dangers for beginners in this game is keeping track of all the little upgrades and what they do. Ackbar CR90's are great for beginners because you can start at speed 4, bank a nav token on the first turn for speed change on demand, and just keep 4 red dice in your hand the entire time so there's very little to forget.

True that : the main idea behind this list was to go for 2 or 3 different ship/squadron total [minimum diversity = easier to master] with modifications concentrated on the admiral ship (1 model to really look at when stuff happens with it).

So far I make mistake when building the list, but I don't forget too much on the table.

Edit : and adding A-wing isn't much too take into considerations...

Edited by louisjrt

Oki I changed the original list

You cannot equip duplicate upgrade cards... Another thing that wasn't in the Manual (because at the time, it was physically impossible to do), but has been added to the FAQ as an Errata :D




If you're looking at going as defensive as possible on the MC80 Assault Cruiser, then you look at either taking ECM + Advanced Projectors (for -1 point), or ECM + Redundant Shields (at +1 point).....

Edited by Drasnighta

Thanks (to think I read the basic manual twice... and it didn't include all rules!)

I dropped the Fighter Coordination Team and converted the secondary ECM to a redundant shield, lowering the army value to 398pts