CC - Large ships and their maintenance

By Polda, in Star Wars: Armada

A couple of questions for people who already started their campaigns:

1. Are large ships (mainly Home One and Liberty) any good in the initial 1upgrade builds?

2. Do you get enough points to keep repairing them from Scarred?

3. Do you then have enough points to get them to serious builds that can do enough damage to make them worth the points?

4. Is it likely you can add a large ship after a couple of your small ships get blown up?

Edited by Polda

Done some thoughts on this:

1) Each player gets 30 Refit points per Campaign turn

2) Each side gets 25 Resource points per Base they own per campaign turn

3) Rebel side gets 5 Resource points per Outpost they own per campaign turn

4) Each side will get extra Bonus Resource points, depending on which system they control in each campaign turn.

5) Each side may get Resource points in some of the campaign objective missions.

Empire has when the campaign begins with:

1 player: 2 bases = 50 Resource points (Maximum 3 bases can be built)

2 players: 3 bases = 75 Resource points (Maximum 5 bases can be built)

3 players: 4 bases = 100 Resource points (Maximum 7 bases can be built)

Rebels has when the campaign begins with:

1 player: 1 base + 1 outpost = 30 Resource points (Maximum 2 bases + 2 outposts can be built)

2 players: 2 bases + 2 outposts = 60 Resource points (Maximum 3 bases + 4 outposts can be built)

3 players: 3 bases + 3 outposts = 90 Resource points (Maximum 4 bases + 6 outposts can be built)

Un-scaring a MC80 (depending on type) cost from 48 to 57 Refit/Resource points.

Un-scaring a ISD (depending on type) cost 55 or 60 Refit/Resource points.

One player should be able to unscar, one Large ship per campaign turn, but that leaves very little left for buying new ships, squadrons or upgrades.

As you pay full price when buying new units/upgrades it is IMO better to start of with a large ship than to buy one later on in the campaign.

In short its better to unscar than to pay full price for ships or squadrons when lost.

But your are up s*** creek if you loose bases/outpost faster than you can build them.

Edited by Kiwi Rat

Starting upgrades

MC-80 Liberty-Class - Mon Karren Title

MC-80 Home One-Class - Engine Techs or ECM

ISD1 - Expanded Hangers

ISD2 - Gunnery Team or ECM

Simple Solution: just don't lose your large ship early on :P

You pretty much want to build your fleet with the ships that you hope to have down the road. Unlike the regular games where you can just go for broke, you've got to manage your fleet with respect to how it will stand in future games.

As a student of military history, I can say that WWII naval engagements often turned on the engagement being forced in some way. If either side felt like they were at even a slight disadvantage, it often led to a disengagement in order to preserve the ships. So you'll want to position and fly any big ship that you get conservatively in the first couple of turns. I think if you end up with a fleet tabled, then you're probably looking at needing to redraw a new 400 point fleet. The good news early in the game is that none of your opponent's ships will be outiftted to be powerful killers either.

In many fleets, several other ships are fairly effective with only one upgrade (SW-7 Corvettes, TRC Corvettes), so you've really got room to spend your first round resource points on upgrades for your large ships, so it should be about where it needs to be for campaign turn 2 and certainly by campaign turn-3.

Hard to lose a large ship early on, as again, your opponents will have at most one upgrade per ship. That means no ordinance on MC30s or GSD1s if they want to take a good title. Your biggest worry is a TRC90 or SW90 w/ Rieekan.

Give your big ship something stupid like Advanced Projectors and laugh at anything hurting it.

I think the economy is interesting. Let's take a four-player game as an example. Say the Imperials start with the following worlds:

Corellia: 25(base)+20(resources)=45

Nubia: 25+16=41

Corfai: 25+19=44

That's 130 resources split two ways for 65 resources for each player. For refit, each player will have 40 refit points (30 base and 5 each for each of the repair yards at Corellia and Nubia). So in this scenario the Imperial players will have 105 points each to spend (40 of which can only be spent repairing ships rather than upgrading them and are lost if left unused). The most expensive ship to refit will be the ISD-II at 60 points to refit if it gets wrecked. Seems like you can keep it in the fight.

Say the Rebels start with the following worlds:

Saberhing Asteroid Belt: 25+16=41.

Selonia: 25+12=37.

Xyquine II: 5(outpost)+11=16.

Duro: 5+17=22. (A sort of questionable choice for an outpost, since it's worth 2 campaign points and the Rebels won't get a base defense objective...but those resources!)

That's 116 resources split two ways for 58 resources for each player. That's also 3 repair yards, so each player will get 30+15=45 refit points. That'll be 103 points for each to spend. Again, it seems like you'll have enough points to keep the Rebel's big ships in fighting trim.

Edited by RobertK

I think if you end up with a fleet tabled, then you're probably looking at needing to redraw a new 400 point fleet.

Quite true, but with the hyperspace rule this shouldn't happen. If you think you're going to lose something big for basically no gain, it's time to disengage. You'd just have to live to the fourth round. Also, please note that General Rieekan is awesome for this rule. Ships hyperspace out at the beginning of the Status Phase, and Rieekan's ability says it is treated as if it was not destroyed until the END of the Status Phase.

Edited by RobertK

I think if you end up with a fleet tabled, then you're probably looking at needing to redraw a new 400 point fleet.

Quite true, but with the hyperspace rule this shouldn't happen. If you think you're going to lose something big for basically no gain, it's time to disengage. You'd just have to live to the fourth round. Also, please note that Admiral Rieekan is awesome for this rule. Ships hyperspace out at the beginning of the Status Phase, and Rieekan's ability says it is treated as if it was not destroyed until the END of the Status Phase.

Imp players are going to love their Interdictors and Reb players are going to hate them ;)

Hard to lose a large ship early on, as again, your opponents will have at most one upgrade per ship. That means no ordinance on MC30s or GSD1s if they want to take a good title. Your biggest worry is a TRC90 or SW90 w/ Rieekan.

Give your big ship something stupid like Advanced Projectors and laugh at anything hurting it.

Well that is all fine then. I will be on the rebel side. One of my fleets is Pelta, Salvation, 2xCR90 and a Torpedo Shrimp and couple of A-Wings and VCXs with Sato. Might take out the Pelta and Shrimp for a Mon Karren / Defiance early on.

I think if you end up with a fleet tabled, then you're probably looking at needing to redraw a new 400 point fleet.

Quite true, but with the hyperspace rule this shouldn't happen. If you think you're going to lose something big for basically no gain, it's time to disengage. You'd just have to live to the fourth round. Also, please note that General Rieekan is awesome for this rule. Ships hyperspace out at the beginning of the Status Phase, and Rieekan's ability says it is treated as if it was not destroyed until the END of the Status Phase.

Holy!

Its settled. Rieekan needs to be one of the three Rebel fleet commanders. Always.

Actually, I wonder if this is the source for a clarification, since previous with Rieekan, dead has been considered dead. You can't activate and engineer your way back to health, or land on the station. As soon as its destroyed, its destroyed. The commander ability just gives it the opportunity to activate and do its thing for the round. I'd think that in consistency with those rulings, you really ought to have to unscar.

I think if you end up with a fleet tabled, then you're probably looking at needing to redraw a new 400 point fleet.

Quite true, but with the hyperspace rule this shouldn't happen. If you think you're going to lose something big for basically no gain, it's time to disengage. You'd just have to live to the fourth round. Also, please note that General Rieekan is awesome for this rule. Ships hyperspace out at the beginning of the Status Phase, and Rieekan's ability says it is treated as if it was not destroyed until the END of the Status Phase.

Holy!

Its settled. Rieekan needs to be one of the three Rebel fleet commanders. Always.

Actually, I wonder if this is the source for a clarification, since previous with Rieekan, dead has been considered dead. You can't activate and engineer your way back to health, or land on the station. As soon as its destroyed, its destroyed. The commander ability just gives it the opportunity to activate and do its thing for the round. I'd think that in consistency with those rulings, you really ought to have to unscar.

Surely that would get FAQ'd soon! Otherwise I gotta get me some fragile heavy hitters and Rieekan :D

Edited by Polda

I think if you end up with a fleet tabled, then you're probably looking at needing to redraw a new 400 point fleet.

Quite true, but with the hyperspace rule this shouldn't happen. If you think you're going to lose something big for basically no gain, it's time to disengage. You'd just have to live to the fourth round. Also, please note that General Rieekan is awesome for this rule. Ships hyperspace out at the beginning of the Status Phase, and Rieekan's ability says it is treated as if it was not destroyed until the END of the Status Phase.

Holy!

Its settled. Rieekan needs to be one of the three Rebel fleet commanders. Always.

Actually, I wonder if this is the source for a clarification, since previous with Rieekan, dead has been considered dead. You can't activate and engineer your way back to health, or land on the station. As soon as its destroyed, its destroyed. The commander ability just gives it the opportunity to activate and do its thing for the round. I'd think that in consistency with those rulings, you really ought to have to unscar.

I really think Rieekan's ability is meant to let you escape (barring Interdictors of course). Comparing the Hyperspace Retreat wording to the wording of Rieekan's ability makes it seem like they were written with reference to one another:

Hyperspace Retreat:

"If that ship remains in the player area at the start of the Status Phase, remove that ship from the play area. It will count as destroyed when determining score, but does NOT become scarred after the battle has been resolved."

Rieekan:

"When a friendly ship or friendly unique squadron is destroyed, it remains in the play area and is treated as if it was not destroyed until the end of the Status Phase."

I think if you want to pin down Rieekan, you bring an Interdictor.

I think if you end up with a fleet tabled, then you're probably looking at needing to redraw a new 400 point fleet.

Quite true, but with the hyperspace rule this shouldn't happen. If you think you're going to lose something big for basically no gain, it's time to disengage. You'd just have to live to the fourth round. Also, please note that General Rieekan is awesome for this rule. Ships hyperspace out at the beginning of the Status Phase, and Rieekan's ability says it is treated as if it was not destroyed until the END of the Status Phase.

Holy!

Its settled. Rieekan needs to be one of the three Rebel fleet commanders. Always.

Actually, I wonder if this is the source for a clarification, since previous with Rieekan, dead has been considered dead. You can't activate and engineer your way back to health, or land on the station. As soon as its destroyed, its destroyed. The commander ability just gives it the opportunity to activate and do its thing for the round. I'd think that in consistency with those rulings, you really ought to have to unscar.

I really think Rieekan's ability is meant to let you escape (barring Interdictors of course). Comparing the Hyperspace Retreat wording to the wording of Rieekan's ability makes it seem like they were written with reference to one another:

Hyperspace Retreat:

"If that ship remains in the player area at the start of the Status Phase, remove that ship from the play area. It will count as destroyed when determining score, but does NOT become scarred after the battle has been resolved."

Rieekan:

"When a friendly ship or friendly unique squadron is destroyed, it remains in the play area and is treated as if it was not destroyed until the end of the Status Phase."

I think if you want to pin down Rieekan, you bring an Interdictor.

I think you've got the run of it as written, and thus the "Holy!" response. Its just something that I wonder about. Definitely worth a FAQ.

Simple Solution: just don't lose your large ship early on :P

I'm starting to think not taking them at all and going with a swarm of 4-5 small/medium ships and squads is the way to go.

Edited by Polda

I think if you want to pin down Rieekan, you bring an Interdictor.

Be careful though, if you've already activated before being destroyed, you won't be able to declare an hyperspace retreat. So, if you're facing Rieekan, try to hold off the killing blow as long as possible. If he panics and retreats, you can spend your action attacking something else.

I'm starting to think not taking them at all and going with a swarm of 4-5 small/medium ships and squads is the way to go.

As I see it, for a ship to be eliminated, it has to be destroyed twice in battle. The cost of repairing it twice is equal to the purchase price. So letting a smaller ship die is kinda a way to sell it back to buy a new, bigger ship.

Just started a CC campaign with my friend - just 2 players, but each of us controlling 2 fleets.

I used 2 ISD-Is to great effect in the first battle. Destroyed 2 flotillas, an assault frigate, and a pelta for the cost of just my 52 point fighter screen.

My list:

CC: Death Squadron
Author: Onidsen

Faction: Galactic Empire
Points: 400/400

Commander: Darth Vader

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions


Imperial I-Class Star Destroyer (110 points)
- Devastator ( 10 points)
= 120 total ship cost


[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Darth Vader ( 36 points)
- Avenger ( 5 points)
= 151 total ship cost


Gozanti-class Cruisers (23 points)
= 23 total ship cost


Arquitens-class Light Cruiser (54 points)
= 54 total ship cost

1 "Howlrunner" ( 16 points)
3 TIE Fighter Squadrons ( 24 points)
1 Saber Squadron ( 12 points)

My friend ran 2xAssault Frigates (one naked, one with boosted comms), Pelta Command variant with AFFM, 2 flotillas (one Comm Net, one BCC, with Garm Bel Iblis as the commander on the Comm Net one). Fighter complement was Biggs, 2x X-wing, Norra Wexley, Gold Squadron, generic Y-wing, Jan Ors and a YT-1300.

Other 1-upgrade options could be ISD-I with Heavy Turbolaser Turrets. ISD-II with Gunnery Teams, MC80H1 with Home One title (add Ackbar and Assault Frigates/TRC90s/MC30 scouts to taste), MC80Lib with Mon Karren Title, or with Gunnery Teams.

I'd say that they are exceptionally useful, even in the 1-upgrade only limit. A lot of the things that can kill them are also not present due to the 1-upgrade limit.

Also - tangentially - TIE swarms can be useful as well. You don't have to worry about margin of victory, so losing all of your ties isn't a huge deal. And they are ridiculously cheap to unscar - even a large swarm can be reconstituted for minimal cost.

I'm playing a show of force in the next battle. If I get all of the expected resources from that outcome, I intend to upgrade it to the following (spoilered for length):

CC: Death Squadron
Author: Onidsen

Faction: Galactic Empire
Points: 496/500

Commander: Darth Vader

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions


Imperial I-Class Star Destroyer (110 points)
- Devastator ( 10 points)
- Admiral Montferrat ( 5 points)
- Heavy Turbolaser Turrets ( 6 points)
= 131 total ship cost


[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Darth Vader ( 36 points)
- Avenger ( 5 points)
- Skilled First Officer ( 1 points)
- XX-9 Turbolasers ( 5 points)
= 157 total ship cost


Gozanti-class Cruisers (23 points)
- Suppressor ( 4 points)
= 27 total ship cost


Arquitens-class Light Cruiser (54 points)
- Hand of Justice ( 4 points)

- Slaved Turrets ( 6 points)
= 64 total ship cost


Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

1 "Howlrunner" ( 16 points)
6 TIE Fighter Squadrons ( 48 points)
1 Saber Squadron ( 12 points)
1 Black Squadron ( 9 points)
1 TIE Interceptor Squadron ( 11 points)

In regards to the 1 upgrade per ship, you could always outfit some small ships with the upgrades you want and transfer them to your large ship. Like starting an ISD with Devastator, and bringing a Raider with LS, a Vic with XI7, a Goz with SFO.

After the first battle, all of your ships will still be in the game due to the scarring rule, so you can pimp out your ISD to be scary for the next battle. This leaves you room to outfit your other ships or buy squads.

You put all your eggs in 1 basket, but that basket will kill you given the chance.

I think if you want to pin down Rieekan, you bring an Interdictor.

...and then you kill him. You kill him to DEATH!

How important are squadrons the first game? I was thinking of running only a 60point screen but worried that squadrons will be more powerful then non upgraded ships due to then not relying on upgrades.