Two lists, a report, and some questions...

By TheToad, in Star Wars: Armada Fleet Builds

One is a dancer the other is a brawler. Both fleets have the same overall strategy but differ a bit in the ship's roles. In the Dancer the 80 slow roles while the 30 goes deep. In the Brawler the 80 charges in while the 30 skirts around and comes in behind. In both builds the Cr90 does what they do best while the transport activates squads at range.

Tonight I brought the Dancer to the table against a buddy who brought a Vic 1, 3 glads (one of them Demo) and 9 generic ties with screed as the admiral. I was first player and had to choose superior positions( didn't want him to have adv. gunnery or hyperspace assault). All of his ships were sporting assault concussion missles, the Vic had some other stuff but they weren't anything worth mentioning. I won a by points, after taking out the demo( he underestimated the thud gun and parked It point blank in front of the Karren with a little luck I one shot it) and by flanking behind the Vic with the 30 while it slugged it out with the 80. The 80 went down after 3 rounds of facing pretty much the full brunt of his fleet ( I foresaw the hurt coming and spamed engineering tokens, he also had a few poor roles) after that his other two glads were out of position to be a real threat and my guys headed away.

Overall I like the Dancer, though the brawler build would have been ideal against his fleet, Madine didn't get to shine cause he was in my face on turn 2 and I really didn't need to be nimble

His fighters weren't a good test for mine the generics stood no chance against Shara's counter shenanigans

TLDR: here's two lists let me know what you think. Especially thoughts on objectives and ways to make the Mc80 tankier

I've also got 4 dumb questions

1 if a ship is destroyed but persists due to rieekan and repairs does it live( reason for engineers on the 80 in brawler build)

2 does rieekan keep the genuiqe squads alive

3 can a squad snipe another squad even if the target as an escort or does it have to shoot the escort first

4 do TLRC's make you discard the evade or exhaust it

All thoughts and help are appreciated guys

The lists:


Dancing Karren

Faction: Rebel Alliance 
Points: 398/400 


Commander: General Madine

Assault Objective: Advanced Gunnery 
Defense Objective: Fleet Ambush 
Navigation Objective: Dangerous Territory

MC80 Battle Cruiser (103 points)
- Mon Karren ( 8 points) 
- Raymus Antilles ( 7 points) 
- Gunnery Team ( 7 points) 
- Leading Shots ( 4 points) 
= 129 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)

- Major Derlin (7 points)

- Reinforced Blast Doors ( 5 points)

- Assault Proton Torpedoes

(5 points) 
= 88 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points) 
= 51 total ship cost

[ flagship ] GR-75 Medium Transports(18 points)
- General Madine ( 30 points) 
- Bright Hope ( 2 points) 
- Boosted Comms ( 4 points) 
= 54 total ship cost

1 Shara Bey ( 17 points) 
2 A-Wing Squadrons ( 22 points) 
1 Corran Horn ( 22 points) 
1 E-Wing Squadron ( 15 points) 



Brawling Kareen

Faction: Rebel Alliance 
Points: 396/400 


Commander: General Rieekan

Assault Objective: Advanced Gunnery 
Defense Objective: Fleet Ambush 
Navigation Objective: Dangerous Territory

CR90 Corvette A (44 points)
- Jainas Light ( 2 points) 
- Turbolaser Reroute Circuits ( 7 points) 
= 53 total ship cost

[ flagship ] GR-75 Medium Transports(18 points)
- General Rieekan ( 30 points) 
- Bright Hope ( 2 points) 
- Boosted Comms ( 4 points) 
= 54 total ship cost

MC80 Star Cruiser (96 points)
- Mon Karren ( 8 points) 
- Major Derlin ( 7 points) 
- Gunnery Team ( 7 points) 
- Dual Turbolaser Turrets ( 5 points) 
- SW 7 Ion Batteries ( 5 points) 
= 128 total ship cost

MC30c Scout Frigate (69 points)
- Admonition ( 8 points) 
- Walex Blissex ( 5 points) 
- Dual Turbolaser Turrets ( 5 points) 
- Assault Concussion Missiles ( 7 points) 
= 94 total ship cost

1 Shara Bey ( 17 points) 
1 Corran Horn ( 22 points) 
1 Tycho Celchu ( 16 points) 
1 Green Squadron ( 12 points) 


Edited by TheToad

1. No

2. I assume you mean Green/Gold etc squadrons - if yes then they are unique's so stay alive until the end of turn in which they took lethal damage

3. As long as the Snipe squadron isn't engaged with an escort itself then it can snipe anything in snipe range.

4. Exhaust it - so you can use it again to evade (discarding it) or even on a second attack (i.e. from a different hull arc)

I'd seriously look into Engine Techs on the Liberty. With Madine they help make it dance and arc-dodge which (in my opinion) is how you should run the liberty - it's not a straight up brawler like the ISD - you need to arc dodge with it.

Also run Ordnance experts on Admonition and you probably don't need Derlin or RBD.

Oh and don't have advanced gunnery as one of your objectives - Gunnery team overrules it.

Edited by Vae

If you want a Karren to dance you absolutely must have ET. Not only because it makes it faster than an ISD but also because its side arcs are much more vulnerable so you have to be able to defend them.

Did a little tweaking to get engine techs on the Karren let me know what you guys think

Dancing Karren mk2

Author: TheToad

Faction: Rebel Alliance

Points: 395/400

Commander: General Madine

Assault Objective: Most Wanted

Defense Objective: Planetary Ion Cannon

Navigation Objective: Superior Positions

MC80 Star Cruiser (96 points)

- Mon Karren ( 8 points)

- Raymus Antilles ( 7 points)

- Gunnery Team ( 7 points)

- Engine Techs ( 8 points)

- SW 7 Ion Batteries ( 5 points)

= 131 total ship cost

MC30c Torpedo Frigate (63 points)

- Admonition ( 8 points)

- Major Derlin ( 7 points)

- Assault Concussion Missiles ( 7 points)

= 85 total ship cost

CR90 Corvette A (44 points)

- Jainas Light ( 2 points)

- Turbolaser Reroute Circuits ( 7 points)

= 53 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)

- General Madine ( 30 points)

- Bright Hope ( 2 points)

- Boosted Comms ( 4 points)

= 54 total ship cost

1 Shara Bey ( 17 points)

3 A-Wing Squadrons ( 33 points)

1 Corran Horn ( 22 points)

3 issues but otherwise fine.

You really do want ordnance experts on Admonition to make sure you get to trigger the ACM's

You may need a higher bid as Liberty benefits from going first.

Minor point but an odd number of squadrons so only 2 deployments not 3.

Possibly drop Derlin for Ord Exp (-7+5)

Possibly Corran to Tycho. Could even then drop an A-wing for another GR75 (-6-11+18)

A GR75 would need another card, otherwise it's just a placeholder waiting to fall off the table.