Double liberty list

By jamie nasmyth, in Star Wars: Armada Fleet Builds

Trying out a new liberty list with two acting as a hammer and anvil

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Liberty Hammer and Anvil

Author: Jamienasmyth

Faction: Rebel Alliance

Points: 399/400

Commander: General Madine

Assault Objective: Most Wanted

Defense Objective: Contested Outpost

Navigation Objective: Dangerous Territory

MC80 Battle Cruiser (103 points)

- Mon Karren ( 8 points)

- Lando Calrissian ( 4 points)

- Gunnery Team ( 7 points)

- X17 Turbolasers ( 6 points)

= 128 total ship cost

GR-75 Medium Transports (18 points)

- Bright Hope ( 2 points)

- Slicer Tools ( 7 points)

= 27 total ship cost

[ flagship ] CR90 Corvette A (44 points)

- General Madine ( 30 points)

- Jainas Light ( 2 points)

- Turbolaser Reroute Circuits ( 7 points)

= 83 total ship cost

MC80 Star Cruiser (96 points)

- Gunnery Team ( 7 points)

- Engine Techs ( 8 points)

- X17 Turbolasers ( 6 points)

= 117 total ship cost

4 A-Wing Squadrons ( 44 points)

Any thoughts and suggestions.

Drop XI7s from Mon Karren and take OL pulse instead.

To free up points Lando could go for 2 Skilled first officers on the cruisers to alternate Nav & CF early in the game and Nav & Repair later on.

I've run a double Star Cruiser list at a tournament with upgrades to push damage through. However it really suffered from whiffed rolls at the crucial moments of the game. Now I wouldn't take them again without some dice modification upgrades because you *need* those Libertys to hit hard at the crucial moment of the game and you might only get a couple of good turns of shooting.

4 A-Wings held their own really well, though. If you play them carefully they can hold up far more than their points of opposing squadrons.

So based on the initial response the lit would look like this:

Faction: Rebel Alliance
Points: 399/400

Commander: General Madine

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

MC80 Battle Cruiser (103 points)
- Mon Karren ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Overload Pulse ( 8 points)
= 127 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Slicer Tools ( 7 points)
= 27 total ship cost

[ flagship ] CR90 Corvette A (44 points)
- General Madine ( 30 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 83 total ship cost

MC80 Star Cruiser (96 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Engine Techs ( 8 points)
- X17 Turbolasers ( 6 points)
= 118 total ship cost

4 A-Wing Squadrons ( 44 points)

ManInTheBox what would you consider for dice modification?

Just to answer your question about what to take for dice mods.

If you want to modify dice take Leading Shots.

Another option is SW7's to maximise damage output...especially on Mon Karren.

In my opinion both options are much better than Overload Pulse

Edited by SmurfWedge

Just to answer your question about what to take for dice mods.

If you want to modify dice take Leading Shots.

Another option is SW7's to maximise damage output...especially on Mon Karren.

In my opinion both options are much better than Overload Pulse

Much. Sw7s are great on the star cruiser with MK. Though the OLP with MK is a dastardly trick.

But I think you also definitely want a bid for initiative with this list, especially if your plan is to use the engine teched MC80 to speed into a flanking position.

But just changing the OLP to SW7 should be enough of a bid. Orrrrr...if you don't mind switching the slicer tools to a comma net, that would get it for you as well. Though comma nets are like my own personal crutch. So take it or leave it

Just to answer your question about what to take for dice mods.

If you want to modify dice take Leading Shots.

Another option is SW7's to maximise damage output...especially on Mon Karren.

In my opinion both options are much better than Overload Pulse

This. Also you could use H9 turbo lasers for an accuracy and also could pair that with Quad Turbolaser Turrets for another (on the Battle cruiser). Alternatively Sensor teams is another way to get an accuracy.

I've not costed any of this into your build, though, and everything has its own opportunity cost. I would caveat this by saying that I've not had a chance to test any of my adjusted builds and I've never had anything more than average success at any tournament. I'm just telling you what I would consider based on my experience of a twin Lib list.

If you really want Overload Pulse, why would you put it on the ship with fewer blue dice? It only triggers on a blue crit so you want as many blue dice as possible.

I played around with it a little last week and I could not really get it to gel for me though I may have been to aggressive in the first game. I'm not yet sure f this suits my play style. I should probably play some more with it.

I would drop Engine techs as most of the time your liberty isn't going to need the extra speed. Use the points elsewhere. Maybe Endeaver.

My latest take on a Double liberty theme

Rebel Interdoctors

Faction: Rebel Alliance

Points: 399/400

Commander: General Madine

Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Intel Sweep

MC80 Battle Cruiser (103 points)
- Endeavor ( 4 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Medical Team ( 1 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 135 total ship cost

[ flagship ] MC80 Star Cruiser (96 points)
- General Madine ( 30 points)
- Gunnery Team ( 7 points)
- Projection Experts ( 6 points)
- Leading Shots ( 4 points)
= 143 total ship cost

GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost

GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost

Nebulon-B Support Refit (51 points)
- Redemption ( 8 points)
- Projection Experts ( 6 points)
= 65 total ship cost

1 Tycho Celchu ( 16 points)

My second Lib just arrived, so this is what I'm thinking. The tooled-up Lib is a speed 4 flanker, with the near naked Lib there to spew out 5 red dice on concentrate fire orders/ be bait for the bad guys (or indeed this can work vice-versa).

The GR75s are flak-chariots, hurtling into Rhymer-balls etc, giving the Imperials something to consider instead of the Libs (and negating the use of Intel/Dengar). Madine will just mince about on his admiral wagon adding TRC red dice as appropriate.

Hopefully the combo of a huge bid and 6 ship activations will allow for the "Demolisher" effect one of the guys detailed earlier on this post - as in last ship/first ship.

REBEL FLEET - 380 points

1 • MC80 Star Cruiser - MC80 Liberty (96) - Lando Calrissian (4) - Gunnery Team (7) - Engine Techs (8) - Leading Shots (4) - Spinal Armament (9) - XI7 Turbolasers (6)
• Total : 134

2 • MC80 Star Cruiser - MC80 Liberty (96) - Leading Shots (4) - Spinal Armament (9)
• Total : 109

3 • CR90 Corellian Corvette A - CR90 Corellian Corvette (44) - General Madine (30) - Turbolaser Reroute Circuits (7) - Jaina's Light (2)
• Total : 83

4 • GR-75 Medium Transports - GR-75 (18)
• Total : 18

5 • GR-75 Medium Transports - GR-75 (18)
• Total : 18


6 • GR-75 Medium Transports - GR-75 (18)
• Total : 18


7 • Objectives - Opening Salvo - Contested Outpost - Intel Sweep

Bomber lists will eat this. Ive done similar thing. With nothing to tie the bombers up they can just move to avoid the floaties or better yet just pop them

Bomber lists will eat this. Ive done similar thing. With nothing to tie the bombers up they can just move to avoid the floaties or better yet just pop them

I would agree with this, I try to aim for at least 4 squadrons either that or bribe the TO to avoid Bomber lists......

Bomber lists will eat this. Ive done similar thing. With nothing to tie the bombers up they can just move to avoid the floaties or better yet just pop them

I would agree with this, I try to aim for at least 4 squadrons either that or bribe the TO to avoid Bomber lists......

Use Tycho. Together with fast shield regeneration it does give a list a fighting chance vs bombers.

I'd (politely) disagree on the bomber threat. With the two Libs spaced out (one of which they'd have to chase at speed 4) along with the 3 flotillas actively hunting bombers with concentrate fire orders, any bomber threat would have to decide between stopping to deal with the transports or ignore them and take the hits. Bear in mind flotillas wont be subject to special rules from the likes of Dengar - Tycho et al would, making them less of an immediate threat. A conventional fighter wing would have to grind through TIE Advanced escorts for example, flotillas wouldn't. I could chase down Rhymer to my heart's content and any Dengar/Advanced investment on my opponents part would be rendered null and void.

Any carrier capitals targeting the transports in support of the fighters aren't doing their bit focussing down the big Lib zooming down their flank or the other sitting to their front (not to mention the TRC90 plinking off shields).

I played a single Lib list recently with a good 120 point fighter compliment to counter the bomber threat, and it left me thinking "there must be a handier, more decisive way to do this". Flotilla flak chariots are this. If anything, I'm trying to fit in QLTs for each of them and Bright Hope for one to make them really cheeky.

I'm not saying flotillas are the be-all-and-end-all anti bomber ship. I am saying we should think out of the box. As above, constantly taking A Wings, Wedge etc etc because "bomber threat, argh!" is all a bit standard, very much expected and not necessarily very efficient. For 18 points and with a little Madine positioning I can be getting at least a black dice on each member of a Rhymer ball - that's say 5-8 black dice total going out? Then times that by three (I could even take a fourth). Doubly bear in mind this list will probably have initiative and activation advantage. Carriers dont activate bombers when they're smouldering in the void.

Anyhow, ill be playing this next week so I maybe I'll be eating these words in a week's time, but I'm quietly confident/ possibly deluded :D

Transports will probably have a hard time getting off more than 1 volley each.

I'd (politely) disagree on the bomber threat. With the two Libs spaced out (one of which they'd have to chase at speed 4) along with the 3 flotillas actively hunting bombers with concentrate fire orders, any bomber threat would have to decide between stopping to deal with the transports or ignore them and take the hits. Bear in mind flotillas wont be subject to special rules from the likes of Dengar - Tycho et al would, making them less of an immediate threat. A conventional fighter wing would have to grind through TIE Advanced escorts for example, flotillas wouldn't. I could chase down Rhymer to my heart's content and any Dengar/Advanced investment on my opponents part would be rendered null and void.

Any carrier capitals targeting the transports in support of the fighters aren't doing their bit focussing down the big Lib zooming down their flank or the other sitting to their front (not to mention the TRC90 plinking off shields).

I played a single Lib list recently with a good 120 point fighter compliment to counter the bomber threat, and it left me thinking "there must be a handier, more decisive way to do this". Flotilla flak chariots are this. If anything, I'm trying to fit in QLTs for each of them and Bright Hope for one to make them really cheeky.

I'm not saying flotillas are the be-all-and-end-all anti bomber ship. I am saying we should think out of the box. As above, constantly taking A Wings, Wedge etc etc because "bomber threat, argh!" is all a bit standard, very much expected and not necessarily very efficient. For 18 points and with a little Madine positioning I can be getting at least a black dice on each member of a Rhymer ball - that's say 5-8 black dice total going out? Then times that by three (I could even take a fourth). Doubly bear in mind this list will probably have initiative and activation advantage. Carriers dont activate bombers when they're smouldering in the void.

Anyhow, ill be playing this next week so I maybe I'll be eating these words in a week's time, but I'm quietly confident/ possibly deluded :D

Transports will probably have a hard time getting off more than 1 volley each.

Edit: and can hit Rhymer back

Edited by Parkdaddy

Aye, I agree on the combat refits - its just fitting them in...

I'd (politely) disagree on the bomber threat. With the two Libs spaced out (one of which they'd have to chase at speed 4) along with the 3 flotillas actively hunting bombers with concentrate fire orders, any bomber threat would have to decide between stopping to deal with the transports or ignore them and take the hits. Bear in mind flotillas wont be subject to special rules from the likes of Dengar - Tycho et al would, making them less of an immediate threat. A conventional fighter wing would have to grind through TIE Advanced escorts for example, flotillas wouldn't. I could chase down Rhymer to my heart's content and any Dengar/Advanced investment on my opponents part would be rendered null and void.

Any carrier capitals targeting the transports in support of the fighters aren't doing their bit focussing down the big Lib zooming down their flank or the other sitting to their front (not to mention the TRC90 plinking off shields).

I played a single Lib list recently with a good 120 point fighter compliment to counter the bomber threat, and it left me thinking "there must be a handier, more decisive way to do this". Flotilla flak chariots are this. If anything, I'm trying to fit in QLTs for each of them and Bright Hope for one to make them really cheeky.

I'm not saying flotillas are the be-all-and-end-all anti bomber ship. I am saying we should think out of the box. As above, constantly taking A Wings, Wedge etc etc because "bomber threat, argh!" is all a bit standard, very much expected and not necessarily very efficient. For 18 points and with a little Madine positioning I can be getting at least a black dice on each member of a Rhymer ball - that's say 5-8 black dice total going out? Then times that by three (I could even take a fourth). Doubly bear in mind this list will probably have initiative and activation advantage. Carriers dont activate bombers when they're smouldering in the void.

Anyhow, ill be playing this next week so I maybe I'll be eating these words in a week's time, but I'm quietly confident/ possibly deluded :D

I've been there and done that as well, you need Blue AA version of which ever transport/goz, the black dice just doesnt have the range to be effective. Unless you are using your own squads to pin theirs in place. As far as killing the Carriers rieekian/yavaris is Dam popular atm (tournament setting).