Help : I'm coming back to the game! (391pts tourney list)

By louisjrt, in Star Wars: Armada Fleet Builds

I love this game and I'm making a come back ... I'd like any advice, but remember : I'm starting simple to have a greater ease with the list...

1 X GR-75 Medium Transport + Ackbar + Quantum Storm [57pts]

2 X MC30c Scout Frigate + TRC [76 pts each = 152pts for both]

2 X MC30c Torpedo Frigate + Intel Officer + Enhanced Armament + Ordnance Expert + Assault Concussion Missile [91pts each = 182 pts for both]

Total : 391pts

Basically, the stratagem is...
The GR75 avoids the fight (easy) to preserve Ackbar
The Scout are "long range support" (4 red dice, +1 with command and TRC [with 2 Evade token]) but can adjust for a close quarter brawl (they still pack 3 black dices to their arsenal).
The torpedo are close quarter hitters, but still manage to use 3 red dice at long range, 3 Red + 2 blue at medium, and 3 red + 2 blue + 3 black at close... with all the enhancement to punch hard!

Question :
1 - is quantum storm really needed?
2 - is 391pts low enough?
3 - any alternative to the Intel Officers that I should consider?
4 - I really prefer the Assault Concussion missiles to the Assault Proton Tordepoes... Am I really missing something there?

Edited by louisjrt

APTs have the benefit of just going straight through shields. It's definitely something to consider especially since a few of those critical damage cards can further lower shields. Also, each one is 2 points cheaper - that's another 8 points for your fleet to upgrade all your MC30s to Scouts.

I think your ships look really expensive for not much gain. Really expensive upgrades but you could fit another 1-2 ships in there, especially fleet support GR75s to mess with your opponent. The Enhanced Armaments really stand out. For two points less you could equip H9 Turbolasers and simply erase GR75s from the board each turn, even at long range.

If the plan is to scoot away from danger without taking much damage, your better option might be Bright Hope instead of Quantum Storm. Bright Hope can still cruise along at speed 3 but is nearly impervious to long range or single die damage.

391 points being low enough no longer depends on going first. It's far more important to decide initiative. This list won't go first against a really dedicated Demolisher blitz, but you'll go first against nearly everything else. Is that important to you? I'd say plan to exploit both first an second player with this many ships.

Here's an alternative suggestion:

390/400
GR-75 Medium Transport

  • Admiral Ackbar
  • Bright Hope

GR-75 Medium Transport

  • Comms Net

MC30 Scout Frigate

  • Ordnance Experts
  • H9 Turbolsers

MC30 Scout Frigate

  • Ordnance Experts
  • H9 Turbolaser

MC30 Torpedo Frigate

  • Ordnance Experts
  • H9 Turbolasers

MC30 Torpedo Frigate

  • Ordnance Experts
  • H9 Turbolasers

Most Wanted

Fire Lanes

Intel Sweep

The major issue I see with either list is that you'll be very vulnerable to massed bomber swarms.

The problem I see with this is that the MC30c Torpedo Frigate can't use any red dice. Ackbar adds 2 red dice to the pool IF and ONLY IF you already have Red dices. That's why I used Enhanced Armament. I don't understand the use of H9 turbolaser on them since they won't have any red dice... Am I missing something?

10 hours ago, louisjrt said:

The problem I see with this is that the MC30c Torpedo Frigate can't use any red dice. Ackbar adds 2 red dice to the pool IF and ONLY IF you already have Red dices. That's why I used Enhanced Armament. I don't understand the use of H9 turbolaser on them since they won't have any red dice... Am I missing something?

You'll have the red dice at medium and short range, but not at long range

If you want to go with the Torpedo mc30 and enhanced armaments, then you will need to swap out ordinance experts for sensor teams. That way you can still generate an accuracy without needing a H9.