Mon Montha first timer...

By Gottmituns205, in Star Wars: Armada Fleet Builds

So after my tabling from an Imperial black dice thrower...I wanted to throw out a Rebel fleet that takes my total assault frigate tank build...and switches it up to something fast and nimble.

The idea was to go speed 4 with the frigates, get into an enemies face and smash them...acm is there to strip shields and then cause max damage...don't care much for face ups. If I read this right, acm once the shields are gone...does 2 damage cards on unshielded hullzones?

The idea is basically a smash and grab sorta list...the flotillas are there for activation advantage, and to push the z95 screen and tie up bombers or whatever really....

Mothma is stupid good with shrimp's, and more so when they are built to tank, and I wanna try something off the wall than Sato.

Mothma's torpedos
Author: GottMituns205

Faction: Rebel Alliance
Points: 400/400

Commander: Mon Mothma

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Ordnance Experts ( 4 points)
- Advanced Projectors ( 6 points)
- H9 Turbolasers ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 96 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Advanced Projectors ( 6 points)
- H9 Turbolasers ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 96 total ship cost

MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
- Reinforced Blast Doors ( 5 points)
- H9 Turbolasers ( 8 points)
- Assault Concussion Missiles ( 7 points)
= 87 total ship cost

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
- Expanded Hangar Bay ( 5 points)
= 38 total ship cost

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

5 Z-95 Headhunter Squadrons ( 35 points)

Foresight already has a toned down version of Advanced Projectors so drop that or swap it for RBDs or Lando.

Expanded hangar can go as your Z95s are fragile and you won't have 5 alive for long. Also once engaged in a fight they can't move away unless they get enough kills to clear out their engagement zones so you won't need to move & fire with all 5. Bank a squadron token turn one to get the important turn 2 fighter alpha strike by all means.

Shave a few more points from an H9 or swapping ACMs for APTs and try for Wedge + 4 Z-95s. or 2 X-Wigns, Jan and 2-4 Z95s. The escort fighters with 5 hull and access to brace tokens will keep the Z95s alive n' killing for an extra 1-2 turns. It also gives you some fighters with blue dice to benefit from Toryn.

Watch out for Advanced gunnery. An ISD-2 or MC80A enemy may benefit from it more than you do and MC-30s don't like being double smacked by 8 + dice even if it is on different hull zones. Most Wanted could be a better option.

Edited by Mad Cat

Ok. Your mc30s scream in at speed 4, acc the brace and drop the shields. And then are gone.

I would be looking for trc vettes or bombers to tease the shields down first and finish of any nearly dead ships.

Mc30s are hammers. Need a knife too.