Cracken's Bombers

By SoonerTed, in Star Wars: Armada Fleet Builds

I think the idea of this list is clear, but it definitely isn't fleshed out. Feedback is appreciated. Speed 3 all the way on this list.

Cracken's Bombers

Faction: Rebel Alliance
Points: 398/400

Commander: General Cracken

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

Assault Frigate Mark II A (81 points)
- Gallant Haven ( 8 points)
- Ruthless Strategists ( 4 points)
- Boosted Comms ( 4 points)
- H9 Turbolasers ( 8 points)
= 105 total ship cost

Assault Frigate Mark II B (72 points)
- Flight Controllers ( 6 points)
- Boosted Comms ( 4 points)
= 82 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 Cracken ( 26 points)
- Quantum Storm ( 1 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 50 total ship cost

5 Y-Wing Squadrons ( 50 points)
3 X-Wing Squadrons ( 39 points)
1 Jan Ors ( 19 points)
1 Rogue Squadron ( 14 points)

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Fleet created with Armada Warlords

Edited by SoonerTed

I would think about putting Toryn Farr on AFIIB so the loss of BCC flotilla doesn't weaken you too much.

I would think about putting Toryn Farr on AFIIB so the loss of BCC flotilla doesn't weaken you too much.

I thought about that, but how would she then affect the fighters in anti-squad rolls? Would she be too far away? I speak from a place of ignorance.

This list is challenging because of the trade-offs I'm not good at making :)

Edited by SoonerTed

I also think this fleet has some serious issues, but not sure how to make those trade-offs necessary.

Drop boosted comms from Gallant Haven. If your squads arent distance 1 you've screwed up.

Switch Cracken onto Bomber command flotilla.

Drop boosted comms from Toryn Farrs flotilla

Drop boosted comms from Gallant Haven. If your squads arent distance 1 you've screwed up.

Switch Cracken onto Bomber command flotilla.

Drop boosted comms from Toryn Farrs flotilla

I love idea of dropping boosted comms from Gallant Heaven.

Questions for you (mostly because I do not understand, not because I'm arguing):

Why put Cracken onto the flotilla that is going to be closer to harms way? Bright Hope should be trailing the formation, feeding tokens to the bigger ships.

I've gotten burned sometimes by getting bombers outside medium range of my activator is why I had boosted comms on the Toryn Farr flotilla. I can see where you are coming from though. Is this suggestion to get me to play better or save points? (or both?)

What do you need more, bomber command or tokens?

Bomber command should be clear of the fight with cracken.

Whilst toryn and comms net go into the midst.

Save points and get better. Flotilla is command 1 so you can plan at the start of each turn. Toryn is dist 3, so boosted comms is a failsafe you dont need.

You could drop the other AF for Yavaris and get a larger bid, even with FC and FCT. I play Rebel squads almost exclusively, and I think Yavaris will get you more DPS than the AF. And use Yavaris for AA instead of shooting ships.

But definitely drop Boosted Comms from Toryn Farr because you want Toryn Farr all up in there for the rerolls, and if you are activating at long range you aren't fully utilizing your potential.

I've tried the Leia/Comms Net transport, and I feel it doesn't do a whole lot. And taking it just to counter Slicer isn't a good reason to invest 5 points. You might feel like it gives you a ton of flexibility, but to get it to work you give up your first/second activation to use Leia, instead of using an AF to put the hurt on. I've always found it more beneficial to suck it up and use a poor command dial, than to give up the Alpha strike. I will admit however, I have found myself wanting to throw a Repair/Maneuver instead of a CF/Squad, so take my advice with a grain of salt. I'd drop both for another BCC and putting Boosted Comms on that, so you can stay away from the fight and still get rerolls and squad activations.

Stick with the AF...I think it's a viable idea. But your transport load outs need work.

You have two roles for them: admiral's lifeboat/long range support, and close range support with TF. You'll need to equip them appropriately, but be aware your close up transport will often die, due to blue dice attacks from ships, even with Bright Hope. Maybe it's better to keep Bright Hope on the admiral's lifeboat in order to reduce incoming fire even more.

QS does relatively little for either ship - do you think you see a role for a speed 4 transport? In addition, consider how often you'll be issuing nav commands. You have 5 squad commands with your AF's, up to 7 with tokens. Your long range support transport contributes 2/3 more.

So do you see yourself needing the transport to contribute squadron commands? If so, then forget quantum storm....you'll rarely have the chance to use it.

Will you use comms net to give your FC AF an extra token each turn? If so, forget Quantum Storm for the same reason.

Do you not want to outpace your speed 3 fighters with a speed 4 ship? If so, forget Quantum Storm.

Now, I'm not against QS - I love the title. But it's best used as a way for your Admiral to run away faster, or as an objective-grabber. Not sure if you see it functioning in those roles in your fleet.

Let us know how your fleet works though!