What kind of strategies does the Phoenix Home play into?

By CMDR Adama, in Star Wars: Armada

So what kind of strategies have you guys found the Phoenix Home useful for? I'm trying to decide if I want to buy it but I'm curious to what kind of synergy it has with the other Rebel ships. I tend to lean heavily on a strong fighter complement for my play style so I wonder how it might work with a fighter oriented build. What about a heavy capital ship build?

I just bought the second Rebel Squadrons pack as well.

If you think you would get use from the fleet support cards then its great!

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I've played one game against it so far and the Rebel player didn't really have a good means of funneling it tokens and forgot to use the fleet support upgrade (Entrapment Formation). The ship itself still did all right, but not spectacular.

A Rebel buddy of mine has used his with token support (Raymus and Ahsoka on Phoenix Home) and Entrapment Formation and both players involved inform me it's bananas.

I need more data but thus far signs seem at least mildly encouraging.

All fighters Follow Me + Flight Coordinators + Fighter coordination Team + BCC Flotilla + Yarvis Neb-B = Super scary B-Wings

If you like Fighters, then a Command variant with "All Fighters Follow Me!" would be a fantastic addition. Add in Expanded Hangars and a Fighter Coordination Team, and you suddenly have four B-Wings that move at speed 4+. A Flight Commander would be a great addition, too, because you could use the FCT to push the fighters forward, then use the FC to activate them for an increased threat range.

Hell, if you center your build around squadrons, you can make X-Wings insanely powerful. Even without FCT or FC, take the above Pelta, some GR-75s with Bomber Command Center, Biggs Darklighter and Jan Ors. You have a flock of Speed 4 X-Wings with re-rolls on their bombing runs (and one blue die anti-squadron if you include Toryn Farr), they get Braces from Jan and they can spread damage around thanks to Biggs. So good against squadrons, fast enough to chase down almost anything, and a huge boost against ships, since you can re-roll those pesky Accuracies and Blanks. Mix in Gallant Haven if you really want to be annoying.

Projection Experts, Raymus, Shields to Max

All Fighters Follo Me!, Boosted Comms, Raymus

Then various combos of Officers. Raymus + Skilled First Officer, Raymus and Ashoko maybe a combat variety with Lando or something ...

Its the Rebel Interdictor in a sense. It has better Command values than a VSD but with less resilience. It's a hard ship to use but I've seen pretty powerful synergys wirh AFFM. I would live to see a Projection Expert build to.

Edited by Trizzo2

The token to work this, must be in the pelta or can be in other ship?

The token to work this, must be in the pelta or can be in other ship?

You refers to this ship. So you probably want Raymus, comms net, tantive or ahsoka.

Does sheilds to maxium allow all friendly ships to regain a shield?

Does sheilds to maxium allow all friendly ships to regain a shield?

Yes

Thanks

Ok, thanks!

Does the entrapment formation stack with a navigation command?

No reason why it shouldn't.

Does the entrapment formation stack with a navigation command?

Sure does. You could use Entrapment Formation + Nav token + Nav dial to change your ship's speed by a total of 3. Just keep in mind that while Entrapment Formation allows you to change your speed, it is not a Navigate command and so you can't use it to trigger things like Engine Techs or Madine's ability, etc.

Entrapment is probably the only one i'd use. Basically give every ship a Navigation Dial without revealing one? thats epic. Keyword, basically: as in not EXACTLY the same thing but good enough. And it stacks.

The squadron one would be awesome as hell if it didnt require further Squadron Dials. I was trying to concoct a list using it and VCX100s to boost them to snag objectives but i quickly started having Squadron number issues on my ships unless i literally only used it for the 2 VCXs i had and none of the screening squads i had around my ships.

Shields....that sounds awesome but in practice it shouldnt EVER be as awesome as it sounds. You shouldnt be splitting your firepower up, so youre paying through the nose to get probably +1 shield on a ship before it dies, which might not keep it alive longer at all if its being focused. And i really dont see a way to make it better without making it broken (+1 shield on each hull zone could easily be abused)

Edited by Vineheart01

Small Correction:

Navigate Token.

Giving everyone a Navigate Dial would let them Extra Yaw.

This is just a Speed Change.

AFFM is my favorite at first glance, especially when you got X-wings turning into really silly powerful squadrons between stuff like Toyrn and Biggs

speed 4 super anti-squadron tanks that can also double as bombers with a BCC

just need two transports (one combat BCC, one medium transport Bright Hope Toyrn) and a pelta Command Class with raymus + AFFM

Wedge and Biggs

3 generic Xs

hell, Jan Oars too why not

throw in Big D to make room for it all, and make 1 dice bombers count for a LOT more

and....3 TLRC cr-90as

Edited by ficklegreendice

I could see myself running a Mothma MSU list that has 2 decked out MC30s, an Assault Pelta, CR90, and 2 flotillas instead of my normal 3 MC30s, CR90, 2 flotillas.

The problem with only have 2 hard hitters in your fleet is you need to fly them near perfectly to make it work and the biggest problems I face are running off the board and not going fast/slow enough and that could lead to many other problems: having no choice to ram a ship (4 hull!), getting stuck in a nasty arc, missing out on a double arc, getting too close to squadron cloud, landing on an obstacle, or hitting one of my own ships.

The other problem with having only 2 hard hitters is if one dies you better have taken out a lot more points than it was worth. Since MC30s are slippery they often get focused and they also die very easy that way. Having Shields to Maximum! and even Antilles/Ahsoka/Projection Experts on the Pelta (with engineering value 4!) may help that MC30 with 1 hull left get one more shot in or just plain survive.

The squadron one would be awesome as hell if it didnt require further Squadron Dials. I was trying to concoct a list using it and VCX100s to boost them to snag objectives but i quickly started having Squadron number issues on my ships unless i literally only used it for the 2 VCXs i had and none of the screening squads i had around my ships.

It seems like it has a lot of synergy with GR75s and Relay. Alternatively/additionally, heavier ships with Boosted Comms, particularly with upgrades that affect all activated squadrons (such as Flight Controllers). Proportionally the benefit is highest with slower squadrons (B-Wings, YT-1300s), but bumping a speed 3 squadron up to speed 4 certainly never hurt.

Shields....that sounds awesome but in practice it shouldnt EVER be as awesome as it sounds. You shouldnt be splitting your firepower up, so youre paying through the nose to get probably +1 shield on a ship before it dies, which might not keep it alive longer at all if its being focused. And i really dont see a way to make it better without making it broken (+1 shield on each hull zone could easily be abused)

It's often impossible for an entire fleet to focus its attacks on a single ship. There will be some dissolution of attacks just due to the placement of ships relative to one another and their possible targets. You can further buff Shields to Maximum!(EXCLAMATION POINT) by using Projection Experts to push your shields around, further exacerbating its benefits (by concentrating shields on the focused ships and leaving "empty" shield points for rear-rankers to regenerate from Shields to Maximum!). I agree that it's quite likely the trickiest fleet support upgrade to get maximum benefit from, but provided it's built towards you should do okay.

Modified Pelta-class Assault Ship (56 points), Engine Techs ( 8 points), Assault Proton Torpedoes ( 5 points)

Combine with rogue squadrons and say the first turn give yourself a squadron command for a token or just herd your opponents ships as best you can by positioning the squadrons carefully.

If you are going to do that turn 1 get squadron command you could save a few points by taking three A-Wings just to jump out in that turn they are needed.

As long as you navigate the ship moves at II,I,II or I,II,II which are going to be tight turns and with the ship being small inside turns as well are an option.

keep it pumping out fighter commands and the reb fighters become speedy buggers. :D

I was thinking of adding it to my TRC90 list.

4x TRC90s, 6x YT-2400s, and an Assault Pelta with Raymus and Engine Techs spamming Nav commands.

Engine techs means it moves at speed 3, which negates its biggest weakness of low speed. The corvettes can then move well to get the best shots while still taking Concentrate Fire commands (which are very beneficial to a TRC90).

Going to play this tomorrow. Never used MC30s but im hearing good things about them + Sato and i think the Pelta adds just enough Squadron perks to offset its lower dice vs an Assault Frigate.

Commander: Commander Sato

Assault Objective: Station Assault
Defense Objective: Jamming Barrier
Navigation Objective: Salvage Run

MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
- Redundant Shields ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 82 total ship cost

MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
- Redundant Shields ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 82 total ship cost

[ flagship ] Modified Pelta-class Command Ship (60 points)
- Commander Sato ( 32 points)
- Phoenix Home ( 3 points)
- Veteran Captain ( 3 points)
- Raymus Antilles ( 7 points)
- Fighter Coordination Team ( 3 points)
- Expanded Hangar Bay ( 5 points)
- All Fighters, Follow Me! ( 5 points)
= 118 total ship cost

2 E-Wing Squadrons ( 30 points)
1 Hera Syndulla ( 28 points)
1 VCX-100 Freighter ( 15 points)
1 Wedge Antilles ( 19 points)
2 X-Wing Squadrons ( 26 points)

I literally only have Redundant Shields on the MC30s because im either missing a better option for those 16pts or im breaking squadron limits. Knowing my luck it will either mean absolutely nothing or save my ship by 1 damage lol

Edited by Vineheart01

Going to play this tomorrow. Never used MC30s but im hearing good things about them + Sato and i think the Pelta adds just enough Squadron perks to offset its lower dice vs an Assault Frigate.

Commander: Commander Sato

Assault Objective: Station Assault

Defense Objective: Jamming Barrier

Navigation Objective: Salvage Run

MC30c Torpedo Frigate (63 points)

- Ordnance Experts ( 4 points)

- Redundant Shields ( 8 points)

- Assault Concussion Missiles ( 7 points)

= 82 total ship cost

MC30c Torpedo Frigate (63 points)

- Ordnance Experts ( 4 points)

- Redundant Shields ( 8 points)

- Assault Concussion Missiles ( 7 points)

= 82 total ship cost

[ flagship ] Modified Pelta-class Command Ship (60 points)

- Commander Sato ( 32 points)

- Phoenix Home ( 3 points)

- Veteran Captain ( 3 points)

- Raymus Antilles ( 7 points)

- Fighter Coordination Team ( 3 points)

- Expanded Hangar Bay ( 5 points)

- All Fighters, Follow Me! ( 5 points)

= 118 total ship cost

2 E-Wing Squadrons ( 30 points)

1 Hera Syndulla ( 28 points)

1 VCX-100 Freighter ( 15 points)

1 Wedge Antilles ( 19 points)

2 X-Wing Squadrons ( 26 points)

I literally only have Redundant Shields on the MC30s because im either missing a better option for those 16pts or im breaking squadron limits. Knowing my luck it will either mean absolutely nothing or save my ship by 1 damage lol

Take Admonition and either Foresight, Lando or H9's instead.