The Hammerhead Turbo variant - uses?

By Blail Blerg, in Star Wars: Armada

1 hour ago, svelok said:

I never meant to imply it was practically better than Salvation.

Just mathematically better in an ideal situation, as a response to possible uses for the ship.

Salvation's comparative advantage is, as you point out, that it's average case scenario is so much stronger, even if it loses out to the Spinal + GT Hammerhead in a comparison of best case scenarios.

Field both. salvation leading a pack of scouts.

Image result for why not both meme

Then add advanced gunnery and dare your opponent to give it to your salvation

5 hours ago, TheToad said:

I'm tinkering with the idea of running a group of 3 (2 scouts, one torp) the torp has racks and boarding engineers, the scouts have slaved turrets and disposable capacitors all have TFO. They'll all slow roll, the first scout will tap the torp for re-rolls the second will tap the first (after it's already shot) that's 3 red and 2 blue with cf ( or 4 and 1) with 3 re-rolls at long range. The torp will take over as they close on the target.

Very similar to the build i'm using in my next 900 point ship/upgrades with 300 point fighter wing brawl. Two groups of 3 Hammerheads (1 Scout and 2 Torpedo), torps with External Racks, Boarding Engineers and TF Organa and the scouts with slaved turrets, boarding engineers and TF Organa. Utilizing Leia as my admiral, i expect them to hit very hard for their low cost and size.

I used a Scout Frigate and a Torpedo Frigate, both with Task Force Organa last night. I had gunnery teams and DTTs on the Scout, and Boarding Engineers and External Racks on the Torpedo. The logic was that they could both take advantage of TF: O at different points in the game; the Scout was using it at distance whilst closing on the enemy, and the Torpedo was using it to re-roll black dice up close. It proved pretty effective in both counts.

What makes the scout an attractive ship for me is the Weapons Teams slot and the big front arc. Gunnery teams allows it to use it's best armament twice in a turn, and turbolasers can be added to flavour.

I actually found that the Scout Variant works really well with Slaved Turrets.

I flew a lot of Hammerheads over the last weekend, hanging out with a friend of mine who plays Armada, he's all about The Empire where I play Rebels. Anyway, I ran several variants of the Scout Corvette and I found that the Quad Battery to be largely useless, you don't want to be flying these ships below speed 2, it makes them a sitting duck and each time I did that I lost one of them. You need the distance to get clear of Star Destroyer fire arcs. However, I also ran a pair with Slaved Turrets in a Leia list, that was actually pretty badass.

With Leia as the admiral and with a concentrate fire dialed in you get one attack where you roll 1 Blue + 3 Red and then get to concentrate in either a Red or Blue and have a reroll. That costs you 47pts, then add either 1 or 3 for the title you're running and it's all good. You get a blue range 5 dice lancer for less than a naked Neb B.

I didn't find the one attack limit to be a problem as the ships other arcs are not that good anyway and the anti sqaud stuff never really came up as the enemy squads were mostly trapped by my squads.

1 hour ago, UberMunchkin said:

I actually found that the Scout Variant works really well with Slaved Turrets.

I flew a lot of Hammerheads over the last weekend, hanging out with a friend of mine who plays Armada, he's all about The Empire where I play Rebels. Anyway, I ran several variants of the Scout Corvette and I found that the Quad Battery to be largely useless, you don't want to be flying these ships below speed 2, it makes them a sitting duck and each time I did that I lost one of them. You need the distance to get clear of Star Destroyer fire arcs. However, I also ran a pair with Slaved Turrets in a Leia list, that was actually pretty badass.

With Leia as the admiral and with a concentrate fire dialed in you get one attack where you roll 1 Blue + 3 Red and then get to concentrate in either a Red or Blue and have a reroll. That costs you 47pts, then add either 1 or 3 for the title you're running and it's all good. You get a blue range 5 dice lancer for less than a naked Neb B.

I didn't find the one attack limit to be a problem as the ships other arcs are not that good anyway and the anti sqaud stuff never really came up as the enemy squads were mostly trapped by my squads.

Thinking outside the box.

Tried QBT Salvation: Verdict... eh. You better have something super scary so Salvation can get to flank position.

I ran two scout hammerheads Friday night backing up my Home One. Admiral was Leia. Just put task force organa and quad batteries on them. Was up against an ISD, two external rack raiders and a bunch of floaters.

I was pretty happy with them. Their slow speed agility is fine. You can just lock in concentrate and get 3 reds 1 blue with a reroll against faster things. I lost a bunch of them ISD one shots though as he had first turn.

As I see it, the best turbolaser are:

  1. DTT for all round usefulness without additional investment, or with the TF:O HH you indent to activate 1st
  2. Slaved Turrets if you have other re-roll/modification upgrades like TF:O, Leia or Home One
  3. QBT if you plan on going low speed in formation. Probably with TF:A for extra defence as you will be a sitting duck
  4. Spinals if you want GT
  5. TRC if you can't afford a CR90A

The scout's longer range makes it a better flanker then the torp version.

The scout can also function as an AA ship. Longer range then the Torp variety to make better use from Ruthless Strategists. Also synergy with Toryn. Add Quad Laser Turrets and no bomber would want to touch it. Fly a couple flanking your big ship.

I'm working on a swarm list of pocket carriers for CC.

Leia, 6 HH scouts w/TFA and EHB, Blount, 20 Z-95's, and an x-wing. You can straight up activate up to 18 fighters/turn this way, but still dial in for damage as needed (once the fighters are mostly tied up). I'm not sure how effective this will be, but it sure as heck will be fun with 16 deployments and six activations.