Help With CC Fleet

By Talon77, in Star Wars: Armada Fleet Builds

Hello and thanks in advance! A friend and I are about to start the CC and I would appreciate input on my fleets, especially in regards to objectives and flagship designation. I have included initial (400 pts and only 1 upgrade/ship) and possible final (500 pts) builds. Final build will be italicized.

All constructive criticism is welcome, but please add a why so I can learn. Also, I’m the only one providing pieces, so I’m tapped out on expansions. AKA I cannot have duplicate squadron expansions. Thanks again!

Faction: Rebellion

Author: Talon77

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Fleet 1: Mothma's Shenanigans 1.0

Points: 400/400

Points: 500/500

Commander: Mon Mothma

Assault Objective: ???

Defense Objective: ???

Navigation Objective: ???

AFM 2 A (81)

Gallant Haven (8)

- Walex Blissex (5)

- Gunnery Team (7)

- Point Def. Rerout (5)

- Redundant Shields (8)

= 89 total

= 114 total

Neb-B Escort Frig. (57)

- Yavaris (5)

- Adar Tallon (10)

- Spinal Armamant (9)

= 62 total

= 81 total

CR90 B (39)

- High-Capacity Ion Turbines

= 39 total

= 47 total

CR90 B (39)

= 39 total

= 39 total

[flagship?] GR-75 Med. Transport (18)

- Toryn Farr (7)

- Mon Mothma (30)

- Bomber Command (8)

= 55 total

= 63 total

Luke (20)

Wedge (19)

Biggs (19)

Norra (17)

Corran (22)

HWK- 290 (12)

Z-95 (7)

(Minus 1 Z-95 = -7)

Ten Numb (19)

VCX-100 Freighter (15)

X-Wing (13)

= 116 total

= 156 total

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Fleet 2: Dodonna’s Shenanigans 1.0

Points: 400/400

Points: 499/500

Commander: General Dodonna

Assault Objective: ???

Defense Objective: ???

Navigation Objective: ???

MC80 Star Cruiser (96)

- Quad Turbolaser Cannons (10)

= 96 total

= 106 total

MC80 Command Cruiser (106)

- Home One (7)

- General Dodonna (20)

= 126 total

= 133 total

MC30 Torpedo Frigate (63)

- Foresight (8)

- Ordnance Experts (4)

- Rapid Reload (8)

= 71 total

= 83 total

Neb-B Support Refit (51)

- Redemption (8)

- Ashoka Tano (2)

= 53 total

= 61 total

Mod. Pelta Assault Ship (56)

- Shields to Maximum (6)

= 62 total

Shara Bey (17)

Tycho Celchu (16)

Lt. Blount (14)

Z-95 Headhunter (7)

= 54 total

Edited by Talon77

No comments... the fleets that bad?

Sorry! I was trying to keep up but must have missed it. Glad you bumped!!

From a CC perspective I think both of these are perfectly servicable. However, if you want constructive advice I have a few things that I would probably alter.

Ironically, I think the best thing you could do first is swap commanders. Mothma is perfecy suitable for the ships you have in fleet 1, but doesn't do anything for the heavily loaded ISD worth of points you have taken in squadrons. You wouldn't take a commander that wouldn't help that ship because it would be the centerpeice of the fleet. Just because your centerpeice is on lots of little bases instead of a big one shouldn't mean you treat it differently. With a small alteration Mothma does great in the second fleet.

I don't know what you have planned, but the cr90b's in the first fleet aren't doing anything thing except dealing 2 damage and getting destroyed every game creating a resource vacuum. They are just to flimsy at their effective range for CC. I would either find points to make them into cr90a's with TRC or turn them into one ship that can generate threat but also take a hit like a modestly upgraded MC30. Alternatively, splitting them into a couple of coms net and BCC flotillas will help fuel squadron tokens to Yavaris and keep your bombers hitting.

Finally, I think you will want Adar on the AF. Without the ability to reliably position at least 1 key squad for Yavaris every turn it will be hard to line up the shots you want. With Adar on the Frigate you can activate a squadron you want to double tap, move it into perfect position, take 1 shot, then use Adar to ready him for Yavaris.

Room for Mothma in the second fleet could be made by subbing the super naked mc80 liberty with a Scout mc30. Throw your QTC and Foresight there, adding in APT, Reinforced Blast Doors, and Ordance Experts. Alter the torpedo frigate to Admonition (or Lando/Derlin+Blast Doors/Advanced Projectors if already taken). APT on both will give you more damage output than enhanced for a fraction of the points.

Alternatively, that second fleet (under Mothma) would also work awesome with a pair of TRC cr90s which could also neatly replace that liberty points wise for a huge damage increase.

With remaining points, consider adding more Z95s, or cutting all the Z95s and filling out the rest of your points with yt2400's because one z95 is not enough to make use of Blounts ability. I would argue 3 + Blount is the minimum if that makes sense.

Let me know what you think, see if anything struck a chord or whether you have a plan you want to move forward with.

Awesome! Thank you for the input! I really like the point about not supporting a ISD worth of squadrons and will factor that into future builds. I also do not have all the expansions called for in your final build idea. I will need to rectify this before I do another campaign. I have already crafted a couple other fleets and will need to get the expansions to fill them out.

Unfortunately, our first skirmish was last night, so I can no longer make drastic changes. Mothma's fleet led a Hyperlane Raid and I was able to win, but onlyma few squadrons went down. My friend built a couple of VERY squadron heavy lists, so I might need to adjust my Dodonna fleet or keep his bombers off me. Do you think it would be wise to replace the CR90s with my Pelta, opening up more room for squadrons and plugging the CR90 resource vacuum?

Thanks again!

Absolutely! Normally I am super quick to respond to these, but I've been traveling a ton lately.

Have you ever been to Fabs fleet generator? You can google it, and then check boxes for exactly what you own and it will make a short code in a box that you can copy and post here, which would let anyone (like myself!) paste it into the generator and help you build using only what you own!

Its pretty nifty. I don't think your start is bad, but I think there are some creative and fun things you can do from here to make them sing. Post the code, I'm around way more than I should be and I am willing to help bounce ideas off.

I think this is the correct code. 111113111211111011111100

I ended up with a little extra $, so I have added an imperial light cruiser and another MC30 to my lineup.

And nomworries on delayed responses. I bumped because my post wasn't approved for several days and because I wasn't sure if it would garner responses.

We are playing with some house rules, so I might shift Foresight to my Mothma fleet and replace it with the new MC30. Rule is any ship/squadron changing fleets must sit out one round.

Hey bud, I went ahead and made some suggestions for where I personally would take these fleets to 500 points. Overall I think I addressed some of the balance concerns in the original fleets above, and so with a mind to what cards and ships you have and are already committed to, I figured I would lay out what I would do to remedy or mitigate them. No major changes, except for one - I still feel like the 106 point essentially naked Liberty is the wrong choice for the Dodonna fleet. Flimsy on defense, poor to navigate, and unreliable on offense (What happens when you roll 3 red blanks and 4 blue accuracies?) combined with the fact it is going to be a 48 pt refit every single round make it tough to warrant keeping, especially if you lose it and the pickle in the same round, which since it is also completely defenseless isn't an entirely unlikely scenario. That will put you into "now I have to reroll the entire fleet" territory and mean you lose access to what is probably the strongest All Out Assault Admiral in the game (since Dodonna affects all crits on the board, all your allies will benefit from him).

Mothma's Shenanigans 1.1 -

I thought about this, and actually Mothma might be the BEST way to make the CR90B's stay alive because they can use those redundant evades all the way up to spitting distance. This loadout gives each of them a trick and some utility so they are not simply naked ships. Bright Hope tanks up the Transport a bit since with Toryn AND Bomber Command it is going to be a popular target that has to stay right in the thick of things to provide the benefits. Moving Adar to the Assault Frigate and altering it's loadout a bit makes it slightly more effective for the same overall cost. Remember to chain Adar to position a key squadron like Luke, then use Yavaris to guarantee the double tap (or triple tap, as it were). Mothma is moved to Jaina's with Ahsoka because if she dies the whole fleet crumbles, and even if the ship doesn't see a ton of combat it still can contribute via altering tokens and hiding in obstacles. Slaved Turrets replaces Spinals on Yavaris because it accomplishes the same purpose for less points freeing you up to take other important stuff, and Raymus Antilles hops on board to give Yavaris squadron 3 every turn it want's to activate squads, or allows you to Ahsoka that squadron token into a Nav to speed him or slow him down to save his life while not interupting the squad commands. I know Ahsoka is probably currently in your other fleet, but she really, really, really wants to be in this one so maybe since it is just an upgrade it could get an inter fleet transfer?

[ REBEL FLEET (500 points)
1 • Assault Frigate Mark II A - Adar Tallon - Gunnery Team - Electronic Countermeasures - Gallant Haven (113)


2 • Nebulon-B Escort Frigate - Raymus Antilles - Fighter Coordination Team - Slaved Turrets - Yavaris (78)


3 • CR90 Corellian Corvette B - Dodonna's Pride (45)


4 • CR90 Corellian Corvette B - Mon Mothma - Ahsoka Tano - Jaina's Light (43)


5 • GR-75 Medium Transports - Toryn Farr - Bomber Command Center - Bright Hope (35)


6 • Luke Skywalker X-wing Squadron (20)
7 • Biggs Darklighter X-wing Squadron (19)
8 • Wedge Antilles X-wing Squadron (19)
9 • Corran Horn E-wing Squadron (22)
10 • Norra Wexley Y-wing Squadron (17)
11 • HWK-290 (12)
12 • Ten Numb B-wing Squadron (19)
13 • VCX-100 Freighter (15)
14 • X-wing Squadron (13)

Dodonna's Shenanigans 1.1 -

I know this fleet represents a departure from your initial fleet above which has the MC80 Liberty instead of Foresight, I just want to point out how the points difference between the two is almost identical so you can easily keep the MC80 if you prefer it. In my opinion from a tactical flexibility, survivability, and threat generation standpoint an MC30 just does so much more. Especially if running Foresight only, as without Mon Mothma and placed on a Torpedo variant Foresight is only going to be useful situationally. If you want the MC80 in there, just drop the DTT's from Home One and either throw Chart Officer on the Liberty or Skilled First Officer on both Liberty and Home One. Subbing out Redemption for Salvation is just something this fleet is begging for. It will make it the number one target in this fleet, and give you something your opponent much destroy (WAY CHEAPER to refit than a Liberty) or get destroyed by. Tweaking the squads a bit to rely equally on rogues and activations from Home One means if your H1 has to start spamming repairs to save itself from death, which it probably will, you don't lost out on squadron flexibility. Lastly, it completely and utterly skips out on the Shields to Maximum Pelta because there is absolutely no way it is worth the points it is taking up in the fleet. You are paying 62 points for what will amount to probably 6 shields over the course of each game, and give yourself an expensive to refit, incredibly easy to kill ship. It is going to drain you dry of resources if you leave it in there. The Pelta is a carrier, the place it belongs is in a fleet where it is being used as a carrier and is essential to that end. It just isn't a good fit in a light squadron Dodonna fleet. If you really really wanted to use it it should have been in the place of the Assault Frigate in the Mothma Fleet and the Frigate could have been down here as a gunship in the Dodonna fleet.

[ REBEL FLEET (500 points)]
1 • MC30c Scout Frigate - Major Derlin - Ordnance Experts - Assault Proton Torpedoes - Quad Turbolaser Cannons - Foresight (103)

[-----OR----- MC80 Star Cruiser - Quad Turbolaser Cannons (106)]


2 • MC30c Torpedo Frigate - Lando Calrissian - Ordnance Experts - Reinforced Blast Doors - Assault Proton Torpedoes - Admonition (94)


3 • Nebulon-B Support Refit - Spinal Armament - Salvation (67)


4 • MC80 Command Cruiser - General Dodonna - Engine Techs - Electronic Countermeasures - SW-7 Ion Batteries - Dual Turbolaser Turrets - Home One (153)


5 • Shara Bey A-wing Squadron (17)
6 • Tycho Celchu A-wing Squadron (16)
7 • YT-2400 (16)
8 • Rogue Squadron X-wing Squadron (14)
9 • X-wing Squadron (13)
10 • Z-95 Headhunter Squadron (7)

WoW! Thank you for the in depth and detailed response. Unfortunately, it is too late to alter from the current initial build. Given that, should I save up to add the second MC30 once the Star Cruiser goes down, or just stick with the Star cruiser? I'm sure I'll have more questions later, but I need to digest all the info you provided more fully.

And thanks again! I'm getting even more excited about diving into the Armada rabbit hole!

It's your call on the Liberty vs MC30. Liberties are fun and nice to look at on the table, but they require you build your fleet around them to be effective. There are people here that are MUCH better at using them than me. I can point you HERE for some good info on them though. Vergillius is probably one of the most skilled at using them that posts here regularly.

I personally default to the MC30 because they are far more forgiving and easier to fly and bring their hardest hitting parts to bear on target. I would say you have 2 rounds minimum with the Lib, try it out and if you love it then keep it and if not then you have a backup. I think as you continue to progress and play the ships you are using you will discover a ton of fun tricks and some things that looked good but don't turn out like you thought, so it's all a process of learning and adapting. And asking lots of questions!! So don't hesitate to post or PM or use the search to find the answers to your questions or suggestions for the future.

Thanks again! I guess either way, the liberty is there for the time being, so we shall see what happens. Now I just need to find more time to play!