Scout frigates, who uses them and why?

By Sybreed, in Star Wars: Armada

Well, I could go-on here, but I think the title covers pretty much the premise of the thread. I'm still trying to find a use for Scout frigates over torpedo frigates.

Scout + Ackbar + TRC. Reliable long-range damage with a nasty close range punch.

You can even run Gunnery instead of OE.

They have their use.

You can use them better with Ackbar and Sato, for an attack on long range.

And the TRC is working on the scout. I never understood why the torpedo frigate has a turbolaser slot and not an ion cannon slot.

They are great as an sub-in for the Assault Frigate in an Ackbar build. You're trading 2 fewer hull points and 1 less front shield for:

  • 3 less points (could be make or break for your bid)
  • speed 4
  • slightly better turning
  • different defense token suite (better for TRC)
  • black dice deterrent for close-range ships
  • AWESOME titles

Typical loadout would be:

  • Admonition/Foresight
  • Skilled First Officer
  • Gunnery Team
  • TRC

I have also seen these run with Lando, but if the intention is to keep the ship at longer ranges then I think Lando is not as necessary as it would be for the Torpedo variant.

Edited by IronCondor

Three ways I've seen it:

  • Ackbar gun lines -- extra range from the inherent red dice gets Ackbar's bonus dice out earlier, red dice play better in a gun line formation, and the gunnery teams make the Ackbar side arcs more valuable. Compared to AFmkII, they're not as good with the fighters or as durable (though they're nothing to sneeze at), but they are quicker and more maneuverable, better when breaking formation or switching activation order because of their small bases, and they punish enemies who try to jam up the gun line by colliding with the front ship with their black dice. Check out @shmitty's video on gun lines to see more (https://www.youtube.com/watch?v=QwHUwUNlHC4).
  • TRC flankers -- usually run with two upgrades: TRC and OE. It's flown like a TRC90 that instead of staying on the outskirts the whole flight, it cuts in when it gets to a good flank to hit with black dice.
  • Sato lists -- has APTs and OE that Sato lets them use a red range.
3 minutes ago, LazorBeems said:

Three ways I've seen it:

  • Ackbar gun lines -- extra range from the inherent red dice gets Ackbar's bonus dice out earlier, red dice play better in a gun line formation, and the gunnery teams make the Ackbar side arcs more valuable. Compared to AFmkII, they're not as good with the fighters or as durable (though they're nothing to sneeze at), but they are quicker and more maneuverable, better when breaking formation or switching activation order because of their small bases, and they punish enemies who try to jam up the gun line by colliding with the front ship with their black dice. Check out @shmitty's video on gun lines to see more (https://www.youtube.com/watch?v=QwHUwUNlHC4).
  • TRC flankers -- usually run with two upgrades: TRC and OE. It's flown like a TRC90 that instead of staying on the outskirts the whole flight, it cuts in when it gets to a good flank to hit with black dice.
  • Sato lists -- has APTs and OE that Sato lets them use a red range.

I like your TRC OE build. Never seen it before in my meta. What else is it typically run with?

32 minutes ago, IronCondor said:

I like your TRC OE build. Never seen it before in my meta. What else is it typically run with?

I usually see it in lists that revolve around AFmkIIs used as carriers with squadrons focusing on air superiority as opposed to anti-ship (e.g., more X-Wings, less B-Wings). The reason they're effective in those lists is because the AFmkIIs themselves don't put out that much damage on their own, and they can sometimes have trouble finishing off enemy ships. With the Scout Frigate, it can contribute meaningfully with the TRCs through most of the fight, and they can look for openings to jump in and unload the black dice ordinance or chase after a ship that's trying to limp away.

I haven't seen it much lately largely because I don't see AFmkIIs as much anymore. A more "modern" version might drop the OEs for APTs and add a Sensor Team for anti-flotilla tech. With that build, it could still run as a flanker+charger, but it could also jump in on lifeboat flotillas, too. It does make it more expensive, though. The nice thing about the original build (TRC+OE) is that it's a lean threat.

Edited by LazorBeems

I use them a lot (never really got to grips with the torpedo variety). I mainly use them with Mon Mothma and equip them with TRCs (often accompanied by TRC90s). We're not super competitive in my area and I do fairly well with them - I'm currently the only player in our CC campaign who is undefeated and I'm using one (under Mon Mothma, and its equipped with Foresight & TRCs - the Imperials hate it lol).

Although I don't get to use the black dice very often, they act as a deterrent (especially if I'm fielding 2 of them).

MC30s are great regardless of the variant. Scouts a re great with Sato and Ackbar but even without them they looooove being first/last because of their flexibility. Either a double hit from close, or you may xarch your enemy unexpected like I love to do.

First I activste the Scout last, TRC the reds to whatever I need, then use a maneuver dial+token to either jump from 2 to 4 and jump ibto close range. Or if I have Madine to make a breakneck turn and get in the rear arc of the enemy.

Then I activate it first next turn and tear the enemy ship apart.

Oh yea, Foresight is better than Admo for a Scout.

1 hour ago, Norell said:

Oh yea, Foresight is better than Admo for a Scout.

Definitely not. Admo is ALWAYS better than Foresight, even with a MM or Ackbar Scout.

Why? Because Admo gives such great flexibility.

Actually I'd rather take AP on a 2nd MC30 than Foresight.

Foresight is a better lifeboat. The third mc30 which carries the admiral and only goes close range if things went drastically wrong with the first two.

Also amusing when it gets selected for most wanted every single time.

Comparing Foresight and Admo is a bit "apples and oranges". They shine in very different situations.

With Mothma, whilst both are great, Foresight is spectacularly durable. I run both in my Mothma fleet, despite being in the thick of it they're rarely taken out.

I ran one along side an assault frigate this weekend using gunnery teams, foresight, akbar, and expanded arms. It is a very reliable source of both long and short range damage.... foresight laughs at ISDs at long range. I love it.

Foresight, Mon Mothma, ECMs, and Lando on a Scout, will locate your opponents frustration threshold as he slowly realizes the meaning of immortality. Add a turbo laser and ordinance upgrade for teeth, and let the fun ensue.

The scouts are lots of fun with Sato, especially against large ships without evades.

With 2 scouts and Sato, I think Foresight works well as a second title after Admonition. If you are getting two attack runs in on a big ship, Admonition can go first, and Foresight can stay at the preferred long range.

With just one I would go with Admonition, unless using Mon Mothma.

I saw someone fly 2 Scouts with Adv Projectors, TRCs, Ordinance Experts, and Adv Proton Torps to great effect. These things are pretty tanky and cruised in at speed 4, dropped a load of bombs on the side of a big ship, then slowed down to exchange broadside shots with ships the rest of the game. Super tough and well worth the investment. I was a skeptic for awhile, now I'm a believer.

1 hour ago, ricefrisbeetreats said:

I saw someone fly 2 Scouts with Adv Projectors, TRCs, Ordinance Experts, and Adv Proton Torps to great effect. These things are pretty tanky and cruised in at speed 4, dropped a load of bombs on the side of a big ship, then slowed down to exchange broadside shots with ships the rest of the game. Super tough and well worth the investment. I was a skeptic for awhile, now I'm a believer.

Who was the admiral? That's pretty much the build I used except I had enhanced armament so my scouts were VSD1s that can manoeuver. Problem is, I did not navigate them enough and they ended up not shooting for 2 turns after their pass.

Just now, Sybreed said:

Who was the admiral? That's pretty much the build I used except I had enhanced armament so my scouts were VSD1s that can manoeuver. Problem is, I did not navigate them enough and they ended up not shooting for 2 turns after their pass.

Mon Mothma I believe. I've seen them work with her because you can cruise in and still use the tokens as you slip past the big firing arcs. They pretty much need to navigate every turn.

Just now, ricefrisbeetreats said:

Mon Mothma I believe. I've seen them work with her because you can cruise in and still use the tokens as you slip past the big firing arcs. They pretty much need to navigate every turn.

ok, that's exactly what I thought. Cracken is just not good with MC30s xD Thx for the input

I get quite a bit of use out of Scout Frigates. Great with TRC's, great with Ackbar, but maybe not as good a choice as a torpedo frigate if you are going for the close range brawler aspect.

If I don't need the squadron commands, Scout Frigates have more or less replaced AFs in my Ackbar/gunline fleets.

I love Scout Frigates. Run them with Mothma. The base build I use for them is this:

MC30c Scout Frigate (69 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Advanced Projectors ( 6 points)
- Turbolaser Reroute Circuits ( 7 points)
- Assault Proton Torpedoes ( 5 points)
= 98 total ship cost

Shout out to @Lyraeus who first turned me on to them with his Dodonna the Oppressor build way back in Wave 2. :D

As you can see, this ship is SPENDY. It is not an efficient ship, it is an EFFECTIVE ship. That's what I go for when I use them, Combat Effectiveness in terms of damage output. This ship outputs a huge amount of damage all game. I basically look at it as a TRC90 and a Torpedo Frigate combined into 1 ship. The TRCs pound rounds down-range from Turns 2 through 6. You only get 1 or 2 black dice shots per game, so the long range fire allows the ship to contribute through the whole battle. The TRCs also up the black dice damage and increase reliability. With this setup I can expect to do 7 damage with an APT out the side (combined w Intel Officer) and 5 with APT out the front. It is enough to kill most small ships and severely maul a medium or large ship. The long range fire before and after the black dice hit allow me to send it after an ISD alone and expect to kill it.

I prefer them built like this as opposed to a Torp Frigate because I can put more damage into the target on my close range runs, and put more damage into the target on the turns in between those runs.

TL:DR: I run them because they are more effective, although they are more expensive. I've always felt I've gotten what I've paid for.

13 hours ago, IronCondor said:

They are great as an sub-in for the Assault Frigate in an Ackbar build. You're trading 2 fewer hull points and 1 less front shield for:

  • 3 less points (could be make or break for your bid)
  • speed 4
  • slightly better turning
  • different defense token suite (better for TRC)
  • black dice deterrent for close-range ships
  • AWESOME titles

Typical loadout would be:

  • Admonition/Foresight
  • Skilled First Officer
  • Gunnery Team
  • TRC

I have also seen these run with Lando, but if the intention is to keep the ship at longer ranges then I think Lando is not as necessary as it would be for the Torpedo variant.

In the end you're paying more for the Scout+Ackbar setup than an AFM for the same purpose. Its too expensive and too weak. Just to make it "reliable" you have to spend 8 points in a must take title. This puts them 5 points ahead from a naked AFM. Then start building up from here.

12 minutes ago, Matt Antilles said:

The long range fire before and after the black dice hit allow me to send it after an ISD alone and expect to kill it.

Does that ISD anything to say about it or is it being commanded by a dummy IA :lol:. 4 hull 3 shields no brace, even with the title I wouldnt put my odds on you for a second black spike.

It doesn't need a second black hit. :)