My first list. Please give advice!

By Sybreed, in Star Wars: Armada Fleet Builds

Hey guys, here's my first list ever. Can you plz give advice on objetives and upgrades, these are the things that I'm still getting used to.

The overrall goal is to use the MC80 as a carrier and to gain tokens with Raymus to use all 5 squadrons all the time. The MC30s go around to flank survivors.

Sea Buffet
Author: Vhailor

Faction: Rebel Alliance
Points: 400/400

Commander: General Dodonna

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


[ flagship ] MC80 Command Cruiser (106 points)
- General Dodonna ( 20 points)
- Home One ( 7 points)
- Raymus Antilles ( 7 points)
- Engine Techs ( 8 points)
- Boosted Comms ( 4 points)
- SW 7 Ion Batteries ( 5 points)
= 157 total ship cost


MC30c Scout Frigate (69 points)
- Foresight ( 8 points)
- Lando Callriassian ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 86 total ship cost


MC30c Scout Frigate (69 points)
- Admonition ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 82 total ship cost


1 Luke Skywalker ( 20 points)
3 X-Wing Squadrons ( 39 points)
1 "Dutch" Vander ( 16 points)

Card view link

Fleet created with Armada Warlords

I'm really not sure I need Engine techs

With two mc30 you will benefit from Mon Mothma a lot. I will try to add OE to both of MC30 as well. Getting all 5 squadrons to activate at once sounds like an overkill to me, so i may drop Raymus.

hmmm. Raymus may be overkill for squads, but you will appreciate him for nav tokens and extreme engineering. A crutch to be sure, but the best kind.

With the MC30's running around, engine techs might be useful, but are you going to use nav commands? If not I'd drop it.

I would also considering dropping SW7's and Home One. SW7's is nice, but you dont have the points for it. Similar for Home One.

I would also look to get a nice round 6 squads. This will help your deployment no end. If you have to drop Dutch to do so, then i wouldnt be too upset.

And yeah as PT says, OE is crucial if you want those APT's to fire.

Without Ackbar or TRCs the MC30s won't be firing at long range too often so downgrade them to torpedo versions to free up points for Ordnance experts for them.

I think I would drop Home One for Defiance and Luke for Jan to protect the X-wings while they protect her.

That's freed up 7 points. XI7s on the MC80 maybe?

Thx for the advice! So it's not really important that I can't activate all my squads at the same time? Is it me or ion canon upgrades are rarely used besides leading shot?

Usually it is nice on turn 2 to activate all squadrons and get the jump on someone to kill off a tie fighter or two and reduce the retaliation somewhat. You have to remember it's a 6 turn game with maybe 4-5 turns of dogfights and you will begin to loose squadrons. Spending points to make sure you can still activate all 5 fighters on turns 5-6 are probably a waste. Having 1-2 fighters above what you can efficiently activate isn't too bad as they act as reserves or blocking units. If worried by it drop Dutch for a YT2400 that has rogue.

I'm not that keen on SW7s or ion cannons in general. The new MS-1s are cheap and occasionally useful and leading shots is ok if you completely wiff a result.