Thanks for looking here. I'd really appreciate any feedback on fleet composition, objectives or strategies.
I've had a very sub-par run with Armada over the last couple of waves. For wave 6 I'm trying to build a strong all-rounder fleet that doesn't rely on gimmicks and has strong defences against the expected glut of Sloane led fleets. I'm not in the camp of "ZOMG SLOANE APLOCALYPSE" but any fleet building now needs to take account of her existence and a lot of players are going to be trying her out.
With all this in mind, I've been trying to combine as many of the following elements into a fleet:
- BARCAP (Barrier Combat Air Patrol) of vanilla squadrons (to avoid getting defence tokens stripped).
- A decent amount of AA/Flak
- A means of messing with carrier commands.
- A way of deterring and/or destroying the threat from the expected Avenger follow up shots.
- A resilient Flagship with resistance to token stripping.
- A respectable amount of damage output to make strong tournament victories possible.
- At least one Hammerhead (because they're the new toys and I want to play with them).
Balancing all of those, this is the best balance I've come up with so far.
Swiss Army Knife Anti-Sloane (400/400)
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MC80 Assault Cruiser (114 + 47)
+ General Dodonna (20)
+ Walex Blissex (5)
+ Electronic Countermeasures (7)
+ Reinforced Blast Doors (5)
+ Leading Shots (4)
+ XI7 Turbolasers (6)
Hammerhead Torpedo Corvette (36 + 10)
+ Ordnance Experts (4)
+ Flechette Torpedoes (3)
+ Task Force Antilles (3)
Hammerhead Torpedo Corvette (36 + 8)
+ Boarding Engineers (2)
+ External Racks (3)
+ Task Force Antilles (3)
Hammerhead Torpedo Corvette (36 + 8)
+ Cham Syndulla (5)
+ Task Force Antilles (3)
GR-75 Medium Transports (18 + 7)
+ Leia Organa (3)
+ Boosted Comms (4)
Jan Ors (19)
3 x X-wing Squadron (13)
2 x A-wing Squadron (11)
Advanced Gunnery
Contested Outpost
Dangerous Territory
Th MC80 Assault is the Rebels most defensive fleet ship, being both hardy and with the double defensive slot. With Walex on board it should be able to mitigate some token stripping and should be able to take a hit from avenger with no brace token available. It's also capable of putting out some hefty damage and Leading shots with XI7s make it very dangerous at close range. I would have preferred to fit Defiance, to push more damage, or provide a means of using Leading shots at range.
There are 3 Task Force Antillies Hammerheads with different roles . Hopefully TFA will prove to be enough of a benefit to keep them alive long enough to do their jobs.
The Flechette HH is there to follow the BARCAP into the squadron fight and switch off and damage as many of the Sloane squadrons as possible to prevent them getting to the flagship. This should be useful against any fleet with squadrons.
The Boarding Engineers/External Racks HH is there as a follow up punch after the XI7 shots from the MC80 and as a discouragement to closing with the Flagship (who it will be trailing). It does rely on something else putting down the damage first.
Cham Syndulla is there to shut down carrier commands or to stop help Avenger delivering Boarding Troopers (or just generally to monkey around with large command stacks). I'd like to have put external racks on this to make it more of a general threat against fleets with low command stacks or who don't hinge on specific commands.
The transport is there to push squadrons from beside the MC80 with Boosted Comms, provide some command flexibility and activation padding. I'd have liked to fit Bright Hope
The BARCAP squadrons operate as a two wave force with the A-Wings Intercepting and pinning (wide enough to prevent a single Intel freeing both at once) and the Jan/X-Wings following up and laying down the hurt whilst using Jan's braces (that can't be targeted by Sloane's squads whilst they're under escort).
The objectives seemed fairly obvious. Advanced Gunnery because: MC80. Contested Outpost to make them bring the fight to me whilst I sit behind it and Dangerous Territory because there is no other decent blue that I can run without Strategic squadrons.
I feel like this list satisfies most of the criteria that I established. It's light on straight AA fire, given that the MC80 will probably be shooting at ships and cant take Gunnery Teams, but the Flechette HH provides a notable assist. I'm not 100% sure that it has enough straight firepower but I'm hoping the Hammerheads will prove to be enough of a diversified threat.
What do you think? Am I barking up the right tree or am I missing key elements to make this a credible threat to all comers?