CR-90 Assault

By Radar159, in Star Wars: Armada Fleet Builds

Just wanted feedback on a casual list involving three CR-90s and a Mark 2. This list is only for causal play and all feedback is welcomed.

SHIP: Assault Frigate Mark II A 81
UPGRADESPTS
Intel Officer 7
Electronic Countermeasures 7
Enhanced Armament 10
Paragon5
TOTAL POINTS:110
SHIP: CR90 Corvette B 39
UPGRADESPTS
Engineering Team 5
Reinforced Blast Doors 5
High-Capacity Ion Turbines 8
Jaina's Light 2
TOTAL POINTS:59
SHIP: GR-75 Medium Transports 18
UPGRADESPTS
Mon Mothma 30
Bright Hope 2
TOTAL POINTS:50
SHIP: CR90 Corvette A 44
UPGRADESPTS
Turbolaser Reroute Circuits 7
TOTAL POINTS:51
SHIP: CR90 Corvette A 44
UPGRADESPTS
Turbolaser Reroute Circuits 7
TOTAL POINTS:51
SQUADRONSPTS
X-wing Squadron × 13
X-wing Squadron × 13
X-wing Squadron × 13
Wedge Antilles 19
X-wing Squadron × 13
TOTAL POINTS: 392
Edited by Radar159

Ditch engineering teams and reinforced blast doors from jainas light. Cr90's are cheap ships, you are looking for one or max two upgrades for them. Keep them cheap.

Do you know how Paragon works? The you refers to the ship, so you can add a black die if attacking a ship that Paragon itself has attacked already that turn.

I understand how the Paragon, it would be nice if I got a ship in a dual arch, I would like to have another turbo-laser reroute circuit but they are expensive. Anyways thanks for the feedback, it really helps.

Edited by Radar159

This is taking 'assault' loosely but I have a list w/ 3x CR90B's each with Reinforced Blast Doors and Engine Techs.

The previous turn you would set 'em up to block so you opponent would activate and have to hit one of them for one damage. Then you would activate each of them in turn with a Nav command, shoot (w/ SW7's you can't miss at that range), then move, do a damage, then move again using ET, for a second damage. If your ships survive for a second activation you can use RBD to clear those damage cards and speed away.

Your AF (or MC80 in my case) would be firing broadsides at the stuck target the whole time.

This is taking 'assault' loosely but I have a list w/ 3x CR90B's each with Reinforced Blast Doors and Engine Techs.

The previous turn you would set 'em up to block so you opponent would activate and have to hit one of them for one damage. Then you would activate each of them in turn with a Nav command, shoot (w/ SW7's you can't miss at that range), then move, do a damage, then move again using ET, for a second damage. If your ships survive for a second activation you can use RBD to clear those damage cards and speed away.

Your AF (or MC80 in my case) would be firing broadsides at the stuck target the whole time.

Thanks, I appreciate the feedback!