Attempting a new style of play....for me anyways

By moodswing5537, in Star Wars: Armada Fleet Builds

So, my play style is a bit overly aggressive. So, I figured I'd try to tailor a fleet to try to push me into more of a decision making state of mind. Force some patience. So, here is an attempt:

Liberty BC Madine
Author: moodswing5537

Faction: Rebel Alliance
Points: 397/400

Commander: General Madine

Assault Objective: Blockade Run
Defense Objective: Hyperspace Assault
Navigation Objective: Salvage Run

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

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
= 27 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- General Madine ( 30 points)
= 48 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- X17 Turbolasers ( 6 points)
- Assault Proton Torpedoes ( 5 points)
= 86 total ship cost

MC80 Battle Cruiser (103 points)
- Gunnery Team ( 7 points)
- Engine Techs ( 8 points)
- Dual Turbolaser Turrets ( 5 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 133 total ship cost

3 A-Wing Squadrons ( 33 points)
1 Shara Bey ( 17 points)

What I have determined from playing in and watching many competitive events is that there are a few basic tenants of Armada:

1.) Have multiple threats. If you don't, the opponent can focus down your fleet quiet quickly.

2.) Be able to play your fleet from player one or player two. This is a tough one because load outs do favor one or the other in order to gain an advantage. Playing a balanced fleet can be tough for the most skilled player, but I see it done quiet often, effectively even.

3.) Be able to play most of the objectives. I think in wave 3-4 days we could honestly wipe out the other fleet before tokens mattered, or maneuver around minefields to minimal dmg, but after wave 5 these objectives mean business. If you think they don't, play against a madine fleet with an ISD on Nav hazards. It will change your perspective. At least have a plan for all the objectives if you can, during your fleet building process.

Okay, there are more, but I want to focus my fleet on these. So, did I answer them? Lets see:

1.) Liberty + Admo + trc90...Check

2.) This is one where time will tell. I have plenty of experience playing first with admo, it's second I want to get a handle on....

3.) I feel like I like the objectives, but I need a little back and forth with y'all on these to make sure my head is right. And again, I'm gonna need to attack that brick wall with my noggin a few times on some of these to grasp the best attack strategy....

Awesome! I like it.

It reminds me of my regional list. I'm guessing you probably looked at it ahead of time and that it provided some measure of inspiration.

1. You definitely have multiple threats, and the combination of ships is tried and true at this point, with not only my success with it, but the winner of the recent London regional taking a version of it.

2. Among my many thoughts in the thread is that the list probably doesn't need first player. I just hadn't taken the time to build it out entirely to 400 points and force myself to learn to play it second player. I did build out a version about two weeks ago that had, among other things, one more flotilla, as you have, and 399 points.

3. As long as you're comfortable with your own objectives on second player, that's maybe the biggest thing. The simple fact is that almost every list has at least one objective that you can play well from first player. I'd really have to sit down with blockade run and salvage run again, and probably the thing that we're all lacking at this point is the fact that it is hard to get a lot of table experience with every objective out there.

You'll have to let me know how the double XI7 plays. In general, accuracy generation from the Liberty is what kills small and medium ships, whereas I've played it to pin all three ships against a big ship to bring it down. With XI7 combined on the same arc face, which is honestly pretty easy to do with this list, it might be possible to bring down that large ship with only the two ships.

I've made quite a few adjustments in different directions in recent days. I think there are a couple of viable ways to go with the anti-squadron. One is the Toryned A-wings, which should increase anti-squadron potential in the list and its certainly enough A-wings to work with, not to mention potential blue AS from the ships and what the flotilla black die can do. That's one direction I've gone as well. I've also looked at dropping purely to Shara/Tycho since when I built the list, the goal was the points-deny in the squadron game while winning it with the ships. I've also played around with different load-outs on the Liberty and both the Star Cruiser and Battle Cruiser variation. There's something about ET+Madine that makes me want to think Star Cruiser since you end up in blue range fairly quickly and frequently and there's a cost savings when you do so.

Thanks for your post and thoughts!

15 hours ago, Vergilius said:

Awesome! I like it.

It reminds me of my regional list. I'm guessing you probably looked at it ahead of time and that it provided some measure of inspiration.

1. You definitely have multiple threats, and the combination of ships is tried and true at this point, with not only my success with it, but the winner of the recent London regional taking a version of it.

2. Among my many thoughts in the thread is that the list probably doesn't need first player. I just hadn't taken the time to build it out entirely to 400 points and force myself to learn to play it second player. I did build out a version about two weeks ago that had, among other things, one more flotilla, as you have, and 399 points.

3. As long as you're comfortable with your own objectives on second player, that's maybe the biggest thing. The simple fact is that almost every list has at least one objective that you can play well from first player. I'd really have to sit down with blockade run and salvage run again, and probably the thing that we're all lacking at this point is the fact that it is hard to get a lot of table experience with every objective out there.

You'll have to let me know how the double XI7 plays. In general, accuracy generation from the Liberty is what kills small and medium ships, whereas I've played it to pin all three ships against a big ship to bring it down. With XI7 combined on the same arc face, which is honestly pretty easy to do with this list, it might be possible to bring down that large ship with only the two ships.

I've made quite a few adjustments in different directions in recent days. I think there are a couple of viable ways to go with the anti-squadron. One is the Toryned A-wings, which should increase anti-squadron potential in the list and its certainly enough A-wings to work with, not to mention potential blue AS from the ships and what the flotilla black die can do. That's one direction I've gone as well. I've also looked at dropping purely to Shara/Tycho since when I built the list, the goal was the points-deny in the squadron game while winning it with the ships. I've also played around with different load-outs on the Liberty and both the Star Cruiser and Battle Cruiser variation. There's something about ET+Madine that makes me want to think Star Cruiser since you end up in blue range fairly quickly and frequently and there's a cost savings when you do so.

Thanks for your post and thoughts!

Yeah, I toyed around with H9's a lot in the original list I was running. The flotillas seemed to be so prevalent that they begged to be shot, but I'm seeing a lot of lists now that, if I were to take out their float with the comms net on it, I'm not netting enough pts to balance out the second shot on a bigger ship that is more of a danger. MAYBE the BCC float, but still not a lynch pin for any of the fleets as much as the carrier is. Hence the change back to the XI7's.

I am seeing so many xmas tree big ships in lists now that 1.) multiple shots on the same hull are almost a necessity, and 2.) ECM makes the H9 acc useless when the XI7 allows them to still use the redirect, just less effectively, for less pts spent on my part.

Honestly, this same idea with XI7 makes me hearken back to the days where ACM on my glads was a must, even over the cheaper APT. But that's for another discussion.

Thanks for the feedback. It is mucho appreciated. I'll post some results as I get to play the list more.

Run Admo h9 and Mc80 x17

Ran this to a tournament victory this weekend, it represents the latest experiment at my own list.

MC80 Star Cruiser (96 points)
- Mon Karren ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Engine Techs ( 8 points)
- Dual Turbolaser Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 130 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- General Madine ( 30 points)
- Comms Net ( 2 points)
= 50 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 84 total ship cost

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

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
= 27 total ship cost

1 Shara Bey ( 17 points)
2 A-Wing Squadrons ( 22 points)
1 Tycho Celchu ( 16 points)

25 tournament points, every game from second player.

Take-aways:

1. Compared to my previous Raymus lists, the Liberty got enough tokens.

2. The commander still probably belongs on the Liberty. If you're losing the Liberty, you're probably not flying it right. One key here is that every other ship in the list can fly without Madine, but the Liberty really cannot do what it needs to do in this list without him. Consequently, you really have to play it as a full life-boat flotilla without comms net and probably without doing much to activate squads, or you put Madine on the Liberty.

3. The anti-squadron set-up is legit.

4. Star Cruiser/DTT/SW-7/MK is a powerful and flexible combo. It did comparable damage to my other load-out, while shaving 20 points or so off the build. MK accomplishes a lot of what XI7 does against Christmas-tree builds.

5. Skilled First Officer was useful in every game.

What were your objectives?

2 hours ago, Chalaceador said:

What were your objectives?

Blockade Run, Hyperspace Assault, Solar Corona.

Thanks

On 2/5/2017 at 1:23 AM, Vergilius said:

Ran this to a tournament victory this weekend, it represents the latest experiment at my own list.

MC80 Star Cruiser (96 points)
- Mon Karren ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Engine Techs ( 8 points)
- Dual Turbolaser Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 130 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- General Madine ( 30 points)
- Comms Net ( 2 points)
= 50 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 84 total ship cost

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

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
= 27 total ship cost

1 Shara Bey ( 17 points)
2 A-Wing Squadrons ( 22 points)
1 Tycho Celchu ( 16 points)

25 tournament points, every game from second player.

Take-aways:

1. Compared to my previous Raymus lists, the Liberty got enough tokens.

2. The commander still probably belongs on the Liberty. If you're losing the Liberty, you're probably not flying it right. One key here is that every other ship in the list can fly without Madine, but the Liberty really cannot do what it needs to do in this list without him. Consequently, you really have to play it as a full life-boat flotilla without comms net and probably without doing much to activate squads, or you put Madine on the Liberty.

3. The anti-squadron set-up is legit.

4. Star Cruiser/DTT/SW-7/MK is a powerful and flexible combo. It did comparable damage to my other load-out, while shaving 20 points or so off the build. MK accomplishes a lot of what XI7 does against Christmas-tree builds.

5. Skilled First Officer was useful in every game.

I REALLY like this load out, especially if Madine goes on the liberty. I completely agree on the lifeboat issue, since I have seen that first hand. I will have to look at that load on the Liberty. I haven't played that combo with SW-7, but then again I haven't played alot of ships that throw blue dice either.

So what is the idea for controlling the 4 Awings? Does Toryyn go in and control 2 (3 with token) and the rest get activated by tokens on the CR90, Admo, and Liberty? I assume one thing Tycho and the others give you is the ability to just mess with squads, slow bombing runs, and force tough decisions (whether to attack with a Toryn re-roll counter.)

That's really my only question about the lists. I really like it.

13 hours ago, CaribbeanNinja said:

So what is the idea for controlling the 4 Awings? Does Toryyn go in and control 2 (3 with token) and the rest get activated by tokens on the CR90, Admo, and Liberty? I assume one thing Tycho and the others give you is the ability to just mess with squads, slow bombing runs, and force tough decisions (whether to attack with a Toryn re-roll counter.)

That's really my only question about the lists. I really like it.

I've been banking the token on BH/Torryn and activating three off of it most of the time. I comms net a token based on need, but a squadron token to something that will likely want to activate earlier and for which you'd want to activate a squad with it is bad, provided you also place at least one A-wing at activation distance. From there, the 2 A-wings are the easiest damage dice to remove, and they almost always get shot first. Most opponents can minimally figure out how to kill them. So in reality, you're just dealing with 2 after that, and BH can reliably activate those. If I really thought some different commands would be necessary, I suppose the comms net flotilla could activate squads. Remember, just because it has a comms net doesn't mean that you have to keep feeding tokens out for it. If a Veteran Captain costs 3 points and was a good buy for a token back in wave-2, then you're certainly not missing out if your comms net flotilla sends off only two tokens but activates squads from there on out, or navs and saves itself, or CFs and gets a key squadron kill. If the only token you comms net off is the first turn token, then the comms net is already paying its points. Beyond that, it somewhat matters whether you want to activate your A-wings or wait till the squadron phase. That's almost always an in-game judgment call.

Tycho+A-wings+flotilla AS fire+ship AS fire as needed is more than enough to wreck big squadron balls that aren't being careful. And any list that is bringing the kinds of tools that will deal with those A-wings effectively means giving up something elsewhere in the list that likely makes it worse at dealing with the ships. Considering how fast this list can move, one turn of annoyance might be all you need, and at that point they might not be able to catch and kill your ships. Meanwhile, you've already done your damage and jetted.