Skurrg Swarm

By Crabbok, in Star Wars: Armada Fleet Builds

Took 2nd at Florida Regionals with this list.

Nebulon-B Frigate: Nebulon-B Escort Frigate (57 + 11)
+ Flight Commander (3)
+ Fighter Coordination Team (3)
+ Yavaris (5)

CR90 Corvette: CR90 Corvette A (44 + 16)
+ Intel Officer (7)
+ Turbolaser Reroute Circuits (7)
+ Jaina's Light (2)

CR90 Corvette: CR90 Corvette A (44 + 14)
+ Intel Officer (7)
+ Turbolaser Reroute Circuits (7)

Rebel Transports: GR-75 Medium Transports (18 + 22)
+ General Dodonna (20)
+ Comms Net (2)

Rebel Transports: GR-75 Medium Transports (18 + 24)
+ Adar Tallon (10)
+ Bomber Command Center (8)
+ Boosted Comms (4)
+ Bright Hope (2)

Squadrons: Luke, Jan, X Wing, 5x Scurrg

Objectives: Most Wanted, Hyperspace assault, Minefields

Effectively, it's got 2 main ships that can activate squadrons - obviously the Yavaris, but also the Bright Hope with Adar Talon, can really do damage. The general idea here is I activate my Flagship first, and use Comms Net to pass a Squadron token. Then I activate the Bright Hope, and use Adar Talon to flip Luke - Or possibly any Skurrg that will be close enough for Yavaris to hit with a double tap - assuming enemy ships are close enough. This way I'm effectively causing a TRIPLE Tap with Adar Talon and then Yavaris. If my squadrons get slowed down I still have some firepower with the two TRC 90s, because of Intel Officer. It's my way of dealing with other Bright Hopes (If you scatter you lose it), and also my way of dealing with any big ships that might want to brace.

I also tend to split up my squadrons into two forces - forcing my opponent to either PICK one force to try to tie-up... or to split up their own counter squadron force. And once they split up their force, I have littler problem escaping them - considering Jan can help with that, and even without Jan, the Skurrgs' GRIT keyword helps me stay mobile.

I went with the Skurrg as opposed to B-Wings as a test. They are faster and more flexible, and still hit against ships just as hard- but more expensive.

My one loss at regionals (4-7) wasn't too terrible, but if I had just ONE more X-Wing, it would have made all the difference - because once Jan gets taken out, it becomes easier to lock down my squadrons. In that case, my opponent had a ton of A-Wings and was able to lock down all but 2 of my Skurrgs... (Grit and the speed 3 still helped them stay somewhat mobile).

All in all it is a flexible build. I think moving forward, I would probably remove Luke, as he was targeted pretty early most games, and didn't once all day push a Dodonna crit through someone's shields - and for those 20 points I could have in theory added another GR-75 with comms net or something similar. Or perhaps 2 A-Wings to slow down an anti-squadron force.

What I'd really love is to have added 2 more X-Wings - but at that point I'd likely have to sacrifice something crucial and I really like all the upgrades I have in play. Oh the choices!

And in terms of objectives - I ended up as 2nd player all day and everyone picked Minefields. Really getting tired of using Minefields, especially against opponents who maneuver perfectly around them!

Edited by Crabbok

Literally just made a similar list, but with cracken and not so many Scurrg (4 Ys, 4 scurrg, some Intel). It wants to move fast, and the Ys/Scurgg allows them to keep up with your speed 3, always obstructed ships. Didn't bother taking AS, and had a Sensor Jammer on one flotilla because my plan was to literally just ignore other squadrons. But I did throw in Dutch, just in case I saw a Squadron that absolutely needed to be dealt with or stopped.

Lots of deployments, and lots of ignoring your opponents attempts to stop you. I like it. I'd suggest replacing Luke with Dutch. If squadrons are giving you trouble, an Adar-Yavaaris triple tap shuts down 3 of them. Otherwise ignore them. And since you have Jan, a Jammer wouldn't provide too much more benefit to helping your squads survive.

And how much bang for your buck did you get with the Intel officers on CR90s? Was it mostly for flotilla hunting?

Literally just made a similar list, but with cracken and not so many Scurrg (4 Ys, 4 scurrg, some Intel). It wants to move fast, and the Ys/Scurgg allows them to keep up with your speed 3, always obstructed ships. Didn't bother taking AS, and had a Sensor Jammer on one flotilla because my plan was to literally just ignore other squadrons. But I did throw in Dutch, just in case I saw a Squadron that absolutely needed to be dealt with or stopped.

Lots of deployments, and lots of ignoring your opponents attempts to stop you. I like it. I'd suggest replacing Luke with Dutch. If squadrons are giving you trouble, an Adar-Yavaaris triple tap shuts down 3 of them. Otherwise ignore them. And since you have Jan, a Jammer wouldn't provide too much more benefit to helping your squads survive.

And how much bang for your buck did you get with the Intel officers on CR90s? Was it mostly for flotilla hunting?

Dutch is a GREAT idea I might try that - though to be fair now that Regionals is over, my next few Armada games will probably be way more casual.

And the Intel Officer actually did some real work - even to other ships. It did amazing against Victory SD's in a a Rhymerball with their single Brace - and even when a ship has TWO of something, like the MC-30s.... if I roll just ONE accuracy then I'm golden - I simply Accuracy ONE, and Intel Officer the OTHER - so I can somewhat lockout a double defense token setup.

And I didn't end up facing anyone with ECM - but Intel Officer would even be a soft counter to that as well.

All in all it is a flexible build. I think moving forward, I would probably remove Luke, as he was targeted pretty early most games, and didn't once all day push a Dodonna crit through someone's shields - and for those 20 points I could have in theory added another GR-75 with comms net or something similar. Or perhaps 2 A-Wings to slow down an anti-squadron force.

I wasn't there to see how it played out, but look at it slightly differently... those 20 points spent on Luke forced your opponent to target him and therefore allowed those Scurrg freedom to roam & do the damage they did. Without Luke, would you have still been as effective at bombing? Also, maybe another HWK in place of Luke?

Dutch is wonderful fun, especially when he locks out their INTEL from moving to free their other ships up, ruining their whole day.

Luke certainly has the potential for wreaking pure havoc. I've 1-shot a full strength Interdictor before with a single squadron command from Yavaris, using Luke and a B-Wing - (Granted it was the perfect storm of dice and cards, and Wave 5 was new and my opponent forgot to contain.... but still).

But considering that each Skurrg typically gets 3 damage through, and one of them can even potentially get 12 damage done on a single turn (Adar Talon and then Yavaris double tap, with Dodonna pulling structural damage each time), I think having extra escorts protecting Jan is more beneficial than Luke being able to get a crit through a shield. Certainly though, it's subjective.