Leia + Spinals/Gun. Teams/Hammerhead Silliness

By GalacticFist, in Star Wars: Armada Fleet Builds

Objectives: Adv. Gunnery, Fire Lanes, Solar Corona

MC80 Commands Cruiser (106): Leia (38), Lando (4), FCTs (3), Leading shots (4), Home One (7)

Hammerhead Scout Corvette (41): Task Force Antilles (3), Gunnery Team (7), Spinal Armaments (9) x3

3x YT-1300s (13), Jan Ors (20)

Total: 400

So lately I've been thinking about running Leia with as many red die hammerheads with spinals/gun. teams because it seems like fun.

This variant of the list with Home One seems better than the other more fun variants I came up with.

One was just 4 of them + 2 flotillas and the hammerheads had disposable capacitors. It's silly because it just creates a huge kill zone. An ISD at long range of these suckers will melt. The only issue is they live at long range, so they will die very quickly at medium/close, but they also kill very quickly so it's kind of an all or nothing list. Go ahead and build a Christmas tree ISD, then roll 4 volleys of 3 red dice + 1 blue die + a conc. fire command + a conc. fire token against it. This is also at long range. It isn't pretty for the ISD. With gun. teams this force is applied to another ship, which is awesome.

Couple considerations:

The front arc of a hammerhead is very narrow. The likelihood of getting a gunnery team shot that isn't obstructed is pretty unlikely because most quality players can easily arc dodge even at long range. I suggest trying it on the table with a Nebulon to see what I mean.

You should always consider your long range red dice damage without any sort of modification as 0. Red dice are just too fickle to be relied upon without some sort of modification. For small red dice batteries like the Hammerhead, for the 8 times out of 10 that you blank at least one dice Dual Turbolaser Turrets is the same upgrade as Spinals for half the points. If you get rid of gunnery teams for something like Veteran Gunners. Or both. Vet Gunners and DTT are still cheaper than spinals, gives you much more reliable damage output at only a slight max damage cost, giving you points to play with for a bid or more squadrons.

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The front arc of a hammerhead is very narrow.

From the article it appears to have similar arcs to a CR90. Image below. Seems pretty wide to me.

swm27_layout.png

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without any sort of modification

A reroll and Home One is decent modification. At long range this is probably the best it can get without spamming TRCs.

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Dual Turbolaser Turrets is the same upgrade as Spinals for half the points.

I know spinals are questionable here, but I just don't like DTTs. You can only get so much dice quality with 3 red dice, 4 is a good number; at least one die will be an accuracy via Home One. The statistical average for 4 red dice with a token is 4 damage, and for 3 red dice without a token it's 2 damage. If anything I would downgrade to slaved turrets, scrap the weapons team and just get more other stuff. But I like the idea of murderizing 2 ships (preferably flotillas) at long range.

If the whole fleet is running forward why not use a liberty mc?

^^^^

I agree, but I think he's trying to use the HOME ONE title to help his red dice and keep everything in front of him while the HO slinks behind shooting out the side.

4 hours ago, stev said:

If the whole fleet is running forward why not use a liberty mc?

Yea a liberty would go great with the hammerheads, but since flotillas are pretty prevalent I thought Home One would be a great addition. I have another variant that's literally the same, except its a Liberty with the title Liberty so it can push the squadron support, and a couple other upgrades. I like having the pickle though since if someone tried flanking the Hammerheads I can force them to eat Home One's side arc.