Leia Liberty w/ Battle Report & photos

By Rettere, in Star Wars: Armada Fleet Builds

So I decided to test out the new Leia commander and see if it breathes any new life into the MC80L, which I was previously very frustrated with. Combined with a Nav team, Leia becomes like a cross between Madine and Ozzel, allowing for great turns and major speed changes. And with hammerheads or GR-75 transports, she is basically a Raymus clone allowing one transport to command my whole fighter wing and leaving the hammerheads free to Nav and CF.

I went up against a Defender heavy bomber list with Quasar and two Arquitens. I was heavily outdeployed and ended up with the Liberty and Salvation out of position for the first two turns, but slow rolling with the hammerheads prevented me from getting my flank overrun. Leia allowed the Liberty to get into fighting range. On turn three we called the game after some sickening Shara Bey counter attacks and the Liberty nearly one-shotted the Quasar at long range! Pictures Of setup and first three turns at the bottom!!

Heres the list:

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Leia

Faction: Rebel Alliance
Points: 394/400

Commander: Leia Organa

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] Nebulon-B Support Refit (51 points)
- Leia Organa ( 38 points)
- Salvation ( 7 points)
- Quad Battery Turrets ( 5 points)
= 101 total ship cost

GR-75 Medium Transports (18 points)
- Expanded Hangar Bay ( 5 points)
= 23 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Task Force Organa ( 1 points)
- External Racks ( 3 points)
= 40 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Task Force Organa ( 1 points)
- External Racks ( 3 points)
= 40 total ship cost

MC80 Battle Cruiser (103 points)
- Gunnery Team ( 7 points)
- Nav Team ( 4 points)
- Spinal Armament ( 9 points)
- H9 Turbolasers ( 8 points)
- Leading Shots ( 4 points)
= 135 total ship cost

1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)
2 A-Wing Squadrons ( 22 points)

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Edited by Rettere

For example (to make sure I understand Leia's ability)

Salvation begins its turn, reveals a Navigate dial, it has a concentrate fire and engineering token. It engineers for 2pts with the Eng token, then shoots and gets a reroll with it CF token. Then it gets to Navigate as if it had a token and dial effectively. Now it cannot use any other commands.

Then the Hammerhead goes, it reveals a CF dial, so it gets an added die and a reroll, but then can't use a Navigate token because it can't use any other commands from Leia's rules

etc.

Is that right?

Did you prefer the Quad Battery on Salvation over Reroute circuits or DTT? How often did Taskforce Organa come into play? or were both ships firing every turn?

No, with Leia you can only use her ability if it's the only command you use all turn - before or after the Leia trigger. So in practice I am not keeping tokens around at all.

As far as TF Organa, one ship has died before it got to fire every time, so I haven't used the TF yet. I need to improve my approach vectors with these little guys, or maybe switch one out for the scout and have one be the torpedo. I'm also considering running a torpedo hammerhead as a lil' buddy for an MC30 torpedo, and hoping the mc30 will draw the fire so they both get to shoot...

10 hours ago, Rettere said:

No, with Leia you can only use her ability if it's the only command you use all turn - before or after the Leia trigger. So in practice I am not keeping tokens around at all.

As far as TF Organa, one ship has died before it got to fire every time, so I haven't used the TF yet. I need to improve my approach vectors with these little guys, or maybe switch one out for the scout and have one be the torpedo. I'm also considering running a torpedo hammerhead as a lil' buddy for an MC30 torpedo, and hoping the mc30 will draw the fire so they both get to shoot...

Stagger them, and then it works out well to have one torpedo in front and the scout behind. You've also got to organize the positioning so that you can activate the Torpedo last. Everything else should be behind in support. That should keep it alive long enough for you to ram with it, and then (assuming first player) activate it at black range on the next turn and ram again.

So I have played two more games with this list and a variant. The first game was vs. a monster VSD (Dominator, External Racks, QBT) and 3 Arcquitens and Demo (pictures below)... I chose first player and Opening Salvo and almost got tabled because of it. I ended up winning on a last-chance Salvation shot that did 6 damage and an accuracy out of 4 red dice, then drew structural damage to put down the VSD. We have estimated the odds on that shot at around 1 in 3,000.

Takeaways from the first game:

  • A fully loaded VSD1 is a monstrosity at close range with OE!
  • ...So is a Demolisher with external racks and opening salvo (8 black dice!!!)
  • The Hammerheads are still really squishy even when just being shot at by arquitens
  • A Leia/Nav Team Liberty can do some pretty cool arc dodging (basically just like a Madine Liberty)
  • Pushing 3 squads with a Leia GR-75 is very convenient
  • QBT on Salvation is probably not as good as Dual Turbos

Pictures:

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Revised the list to increase durability significantly. Added TF:Antilles and Major Derlin, and swapped in XI7 turbolasers. This time I was up against a Madine Liberty with Pelta and Corvette, plus a Jan X-wing ball. I was first again, with Most Wanted on his transport and my Liberty. The Xi7 didn't do much work and I will probably swap them out for Dual Turbos or H9's. But the increased durability was huge! Both torpedo hammerheads got their payloads off, as well as a ram or two. Derlin on the liberty, combined with 6-point engineering command on turn 3 is massive for liberty survival, even when getting shot in the side. I ended up losing 3 A-wings and a hammerhead, and killing 85pts worth of fighters, plus a Pelta & Corvette & transport. Both Liberties finished the game with 0 hull damage.

I've found that the Leia premium seems to be worth it. For the Liberty, getting the option of Ozzel-like speed changes OR Madine-like moves on turns 1 and 2 is important as hell. I can do a speed 3 II-0-II move on turn 1, then slow to speed 1 on the following turn, followed by Super-CF or Super-Engineering once the fight starts. For the hammerheads its basically all Ozzel-like speed changes and super-CF commands. Salvation is all CF all the time so it is essentially a free Raymus there. And the GR-75 is basically a free expanded hangar bay.

Here's the list and photos:

Leia Durable Wednesday
Author: Rettere

Faction: Rebel Alliance
Points: 392/400

Commander: Leia Organa

Assault Objective: Opening Salvo
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Hammerhead Torpedo Corvette (36 points)
- Task Force Antilles ( 3 points)
- External Racks ( 3 points)
= 42 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Task Force Antilles ( 3 points)
- External Racks ( 3 points)
= 42 total ship cost

[ flagship ] Nebulon-B Support Refit (51 points)
- Leia Organa ( 38 points)
- Salvation ( 7 points)
- X17 Turbolasers ( 6 points)
= 102 total ship cost

GR-75 Medium Transports (18 points)
= 18 total ship cost

MC80 Star Cruiser (96 points)
- Major Derlin ( 7 points)
- Gunnery Team ( 7 points)
- Nav Team ( 4 points)
- X17 Turbolasers ( 6 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 133 total ship cost

2 A-Wing Squadrons ( 22 points)
1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)

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