Dodonna Carriers

By Xeletor, in Star Wars: Armada Fleet Builds

First time poster! Can you give me some feedback on this list? The mc80 is designed to repair 4 shields per round and run only repair commands. It still contributes to the squadron gam with fighter coordination team and can switch to a squadron command using leia on the gr75. While the mc80 eats most fire yavaris can hopefully get its trick going. Both ships have 2 antisquadron dice to help clear the air space.

Also both ships can contribute firepower and crits for dodonna.

2 concerns: too many points in mc80, and activation sequence with leia. Will i ever activate her before mc80?

Objectives are secondary since my opponent preferes death match as we are quite new.

Faction: Rebel Alliance

Points: 398/400

Commander: General Dodonna

Assault Objective: Most Wanted

Defense Objective: Fleet Ambush

Navigation Objective: Minefields

MC80 Assault Cruiser (114 points)

- Defiance ( 5 points)

- Raymus Antilles ( 7 points)

- Fighter Coordination Team ( 3 points)

- Redundant Shields ( 8 points)

- Electronic Countermeasures ( 7 points)

- XX-9 Turbolasers ( 5 points)

= 149 total ship cost

Nebulon-B Escort Frigate (57 points)

- Yavaris ( 5 points)

- Flight Commander ( 3 points)

- Fighter Coordination Team ( 3 points)

- Turbolaser Reroute Circuits ( 7 points)

= 75 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)

- General Dodonna ( 20 points)

- Bright Hope ( 2 points)

- Leia Organa ( 3 points)

- Boosted Comms ( 4 points)

- Bomber Command Center ( 8 points)

= 55 total ship cost

1 Luke Skywalker ( 20 points)

1 Keyan Farlander ( 20 points)

3 X-Wing Squadrons ( 39 points)

2 B-Wing Squadrons ( 28 points)

1 HWK-290 ( 12 points)

Overall, the list should be fun and tanky. Though I'd hesitate not spamming Squad Commands on the MC80. Leia can throw Repair in a pinch,but you might want to focus on positioning your bomber net more than anything else.

I've been having a good time trying to get proficient with a similar build for the last couple of months. Over that time I've tried many variants, but have come up with a few things that are consistent. Beyond these core elements, there's a ton of points to mess with obviously.

Lately, I've settled on a fully loaded Liberty dual role carrier/battleship and like the front firing synergy with Yavaris. I messed with unique squads, but seem to be liking a high quantity of generic B Wings over all else. Right now, I've got 6 with support/escort.

I've run this with Salvation, Gallant Haven, Defiance as well and have fun with them all. Garm is also worth looking at. Whatever ship you add, they should at a minimum have FCT to keep those squads flowing where you need them.

'Core' Dodonna

Faction: Rebel Alliance

Points: 150/400

Commander: General Dodonna

Assault Objective: Precision Strike

Defense Objective: Hyperspace Assault / Fire Lanes/ Fleet Ambush

Navigation Objective: Superior Positions / Minefields

Nebulon-B Escort Frigate (57 points)

- Yavaris ( 5 points)

- Flight Commander ( 3 points)

- Fighter Coordination Team ( 3 points)

= 68 total ship cost

GR-75 Medium Transports (18 points)

- Bright Hope ( 2 points)

- Toryn Farr ( 7 points)

- Boosted Comms ( 4 points)

- Bomber Command Center ( 8 points)

= 39 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)

- General Dodonna ( 20 points)

- Leia Organa ( 3 points)

- Comms Net ( 2 points)

= 43 total ship cost

Fleet created with Armada Warlords

With an MC80 that tanky, the points invested in it are relatively safe. Your opponent is going to have to weather a massive storm to get through it, and you have a really good chance of punishing them even worse with well placed bombers.

Though I'd take the TRCs off your Neb. Without the Salvation title, you don't really need it. Then you can look at trimming more points elsewhere to sneak in another Comms net GR75. With Defiance, you get a benefit from more activations, and Leading shots might be a better choice than XX9, even with Dodonna. And right now I think that activations are this list's weakest area.

But if you're not looking for big changes, then you can trade TRCs to upgrade the HWK to Jan.

Superior Positions>Minefields (I get the allure for a Dodonna synergy)

My suggestion is to stop playing death match as soon as humanly possible. One or two games ok, but really the game is infinitely better when there is outside motivation.

When I was starting the person who taught me had me play minefields almost exclusively because it helped you to work on navigation, but also didn't include a huge point swing thing. Essentially, the second player gets a little advantage, but both players have to avoid the mines and you won't have a situation where someone is scoring 600pts in superior positions tokens.

As far as the build goes, I would lose Raymus (MC80 is the recipient of tokens, not the giver), TRC (Yavaris vanilla damage is fine, it needs to focus on bomber positioning not arc positioning), boosted Coms (bright hope wants to be in range), Keyan and get 1 more B and split the remaining points into a second flotilla. Put Torryn (and maybe keep boosted coms on this one if you have points) on one and BH/BCC on the other. This helps with both ship and squad activations.

Also, I would drop Most Wanted like it's hot. You don't want them rolling extra dice against any of your ships because you cannot afford to lose ANY of them unless you can guarantee a trade way way up. Perhaps you were thinking of making the '80 your most wanted ship and just tanking it, which would probably be your best bet, but then you hand your opponent a clear win condition. Sink the big boat and there is no way you can come back short of a table. Its going to bite you in back more times than it works out against a decent opponent.

Plus, the typical bomber objectives of superior positions/precision strike are way too good with Dodonna to pass up. It gives you more points for doing what you want to be doing anyway, which is striking weak shielded zones with bombers and scoring big nasty crits.