Tourney fleet to be used! HEELPPP!!!

By anonymousguy, in Star Wars: Armada Fleet Builds

Hello Armada community, this will be my first post on the forum. I will be taking this fleet to a local tourney soon. Sadly, I don't have a very big collection of Armada, though. Any comments and criticisms on how to change the fleet will be greatly appreciated. Thank you in advance!

Author: anonymousguy

Faction: Rebel Alliance

points: 394/400

Commander: General Dodonna

assault objective: Most Wanted

Navigation objective: Superior Positions

Defense objective: Jamming Barrier

(flagship) Assault Frigate Mark ll b

General Dodonna

Electronic Countermeasures

Gallant Haven

Flight Commander

Mc30c Torpedo Frigate

Admonition

Assault Proton Torpedoes

H9 Turbolasers

Ordnance Experts

GR-75 Medium Transports

Leia Organa

GR-75 Medium Transports

Comms Net

Gr-75 Medium Transports

Bright Hope

Toryn Farr

Bomber Command Center

Luke Skywalker

Wedge Antilles

Biggs Darklighter

Jan Ors

2 X-wing Squadrons

Norra Wexley

Will be taking this fleet to a local tourney in 6 days as of the post date, comments and criticisms appreciated!

This looks like a reasonably solid list to me. I'd put Comms Net on Leia's GR-75, but that's personal opinion. What's the bid normally like in your area? I'm also not a fan of Jamming Barrier when you don't have Strategic Squadrons to control it, but you might be able to make it work for you. Why not Fighter Ambush to position your squad ball a little farther forward, or Contested Outpost to create a trap?

I think you have better Defense objectives than Jamming Barrier. Contested Outpost suits your squadron build well with Biggs shufling damage around rapidly, and you can deploy your squadrons to intercept anyone coming along to take the station from you.

I might also suggest moving Toryn Farr to your Comms Net flotilla, as it will want to be fairly close to your other ships and squadrons, and your BCC is already going to be a high priority target with Norra and Luke on the board.

I think you have better Defense objectives than Jamming Barrier. Contested Outpost suits your squadron build well with Biggs shufling damage around rapidly, and you can deploy your squadrons to intercept anyone coming along to take the station from you.

I might also suggest moving Toryn Farr to your Comms Net flotilla, as it will want to be fairly close to your other ships and squadrons, and your BCC is already going to be a high priority target with Norra and Luke on the board.

2 hours ago, GiledPallaeon said:

This looks like a reasonably solid list to me. I'd put Comms Net on Leia's GR-75, but that's personal opinion. What's the bid normally like in your area? I'm also not a fan of Jamming Barrier when you don't have Strategic Squadrons to control it, but you might be able to make it work for you. Why not Fighter Ambush to position your squad ball a little farther forward, or Contested Outpost to create a trap?

Last tourney I went to, The highest bid I encountered was 3. And I had 15<_<!

Fighter ambush, I can't control my squadrons from that far away.

I will definitely think about Contested outpost, though ISD lists could choose it and I'd be stranded on objective points.

30 minutes ago, anonymousguy said:

Last tourney I went to, The highest bid I encountered was 3. And I had 15<_<!

Fighter ambush, I can't control my squadrons from that far away.

You don't have to, that's not the point. If you deployed your squadrons on the other side of the map with Fighter Ambush, you used it wrong . The idea is that as a rule of thumb, especially for Rebel squadrons, fighters are slower than ships. Yours are all Speed 3, so it isn't terrible, but it isn't great either. Fighter Ambush just means that you place a couple obstacles middleish, leaning your side, in the setup area, and forward deploy your squadrons so that by the time the shooting starts, they're where they need to be. With Gallant Haven, that may not be necessary, but that's the idea. And if the highest you encountered was three, I'm genuinely flabbergasted. Four or six should be plenty then, provided no one comes in from out of town or has something hidden up their sleeve.

32 minutes ago, anonymousguy said:

I will definitely think about Contested outpost, though ISD lists could choose it and I'd be stranded on objective points.

If an ISD list picks Contested Outpost, I would actually expect you to win. You know where he has to go to contest it, no pun intended, so you can preposition to flank him.

12 hours ago, GiledPallaeon said:

You don't have to, that's not the point. If you deployed your squadrons on the other side of the map with Fighter Ambush, you used it wrong . The idea is that as a rule of thumb, especially for Rebel squadrons, fighters are slower than ships. Yours are all Speed 3, so it isn't terrible, but it isn't great either. Fighter Ambush just means that you place a couple obstacles middleish, leaning your side, in the setup area, and forward deploy your squadrons so that by the time the shooting starts, they're where they need to be. With Gallant Haven, that may not be necessary, but that's the idea. And if the highest you encountered was three, I'm genuinely flabbergasted. Four or six should be plenty then, provided no one comes in from out of town or has something hidden up their sleeve.

If an ISD list picks Contested Outpost, I would actually expect you to win. You know where he has to go to contest it, no pun intended, so you can preposition to flank him.

Thanks for the advice, though still not 100% sold on fighter ambush, but I am nearing that point. And that point you made about contested outpost really got me thinking.

Any advice for the fleet?

13 hours ago, anonymousguy said:

Thanks for the advice, though still not 100% sold on fighter ambush, but I am nearing that point. And that point you made about contested outpost really got me thinking.

Any advice for the fleet?

Nah, the build looks solid. You're going to need to guard Gallant Haven carefully, especially since Avenger can one-shot it with boarding troopers, but otherwise it's good. I'm more used to seeing Torpedo 30's with XI7s, but I know H9s is another good pick when available. If you had some Y-wings instead of X's for Norra, I'd say grab Flight Controllers to optimize your chances of blasting through the enemy screen, but you're probably ok. You're not going to get a huge number of her crits, but swarming X-wings are nothing to sneeze at. Just remember she doesn't stack with Luke. Otherwise you're in the green. Good luck, terrorist scum. ;)

I like it.

I'd definitely keep the H9 on that MC30.

You are a bit heavily invested in space superiority, but between Norra and BCC you're still well-postured to transition those X-wings into the anti-ship role effectively when you get to that point in the game.

One listbuilding rule of thumb you're breaking is the even number of squadrons rule. It's not a huge deal, but one of the advantages squadrons give is deployment delay... but only in pairs. With an odd number of squadrons, you forego a minor benefit of one of your squadrons. You might consider dropping a vanilla X-wing in favor of Adar Tallon to facilitate a double-tap from Luke or Wedge as appropriate.

I do strongly recommend you fill the officer slot on Admonition. I personally love Skilled First Officer on the MC30: it gives you a surprisingly huge amount of command flexibility for only one point. Alternatively, you might also benefit from the substantial defensive upgrade that Lando gives you.

2 minutes ago, Ardaedhel said:

I like it.

I'd definitely keep the H9 on that MC30.

You are a bit heavily invested in space superiority, but between Norra and BCC you're still well-postured to transition those X-wings into the anti-ship role effectively when you get to that point in the game.

One listbuilding rule of thumb you're breaking is the even number of squadrons rule. It's not a huge deal, but one of the advantages squadrons give is deployment delay... but only in pairs. With an odd number of squadrons, you forego a minor benefit of one of your squadrons. You might consider dropping a vanilla X-wing in favor of Adar Tallon to facilitate a double-tap from Luke or Wedge as appropriate.

I do strongly recommend you fill the officer slot on Admonition. I personally love Skilled First Officer on the MC30: it gives you a surprisingly huge amount of command flexibility for only one point. Alternatively, you might also benefit from the substantial defensive upgrade that Lando gives you.

Since you have infinitely more MC30 experience than me, why not Walex? Do you never find yourself burning a token you want back?

Just now, GiledPallaeon said:

Since you have infinitely more MC30 experience than me, why not Walex? Do you never find yourself burning a token you want back?

Seems like the obvious combo with Admonition, right?

It's admittedly been a while since I tried it, but I took him for four or five games on Admonition, and never once used him. He is likely worth taking on Admo if your primary goal with the Admo discards is to survive squadrons...

I have a hard time quantifying exactly why he never seems to work out, but my intuition says it's because he contributes to Admonition's performance in the attrition game, and if you're playing that game with an MC30, you're doing it wrong.

I see it as a choice between Lando vs Blistex, so I look at it like this. Lando helps you survive one really nasty shot. Walex + Admonition lets you survive a fifth minor shot. The MC30's ideal attack profile is to charge in at pants-******** speed, unload, and vamoose. You're more likely to benefit from mitigating one super nasty shot while you're in there than a fifth minor shot.

That may be a playstyle thing too, though.

1 minute ago, Ardaedhel said:

Seems like the obvious combo with Admonition, right?

It's admittedly been a while since I tried it, but I took him for four or five games on Admonition, and never once used him. He is likely worth taking on Admo if your primary goal with the Admo discards is to survive squadrons...

I have a hard time quantifying exactly why he never seems to work out, but my intuition says it's because he contributes to Admonition's performance in the attrition game, and if you're playing that game with an MC30, you're doing it wrong.

I see it as a choice between Lando vs Blistex, so I look at it like this. Lando helps you survive one really nasty shot. Walex + Admonition lets you survive a fifth minor shot. The MC30's ideal attack profile is to charge in at pants-******** speed, unload, and vamoose. You're more likely to benefit from mitigating one super nasty shot while you're in there than a fifth minor shot.

That may be a playstyle thing too, though.

That is logical. As an ISD player, I'm always more irritated by the wealth of small shots that whittle me down, not some game-ending supersalvo. (I usually have a monopoly on those.)

19 hours ago, GiledPallaeon said:

Nah, the build looks solid. You're going to need to guard Gallant Haven carefully, especially since Avenger can one-shot it with boarding troopers, but otherwise it's good. I'm more used to seeing Torpedo 30's with XI7s, but I know H9s is another good pick when available. If you had some Y-wings instead of X's for Norra, I'd say grab Flight Controllers to optimize your chances of blasting through the enemy screen, but you're probably ok. You're not going to get a huge number of her crits, but swarming X-wings are nothing to sneeze at. Just remember she doesn't stack with Luke. Otherwise you're in the green. Good luck, terrorist scum. ;)

I use H-9s for flotilla popping. FUN!:D With guarding Gallant Haven, the original solution to that for me was Jamming Barrier, which I am so conflicted between Contested Outpost and Jamming Barrier.

19 hours ago, Ardaedhel said:

I like it.

I'd definitely keep the H9 on that MC30.

You are a bit heavily invested in space superiority, but between Norra and BCC you're still well-postured to transition those X-wings into the anti-ship role effectively when you get to that point in the game.

One listbuilding rule of thumb you're breaking is the even number of squadrons rule. It's not a huge deal, but one of the advantages squadrons give is deployment delay... but only in pairs. With an odd number of squadrons, you forego a minor benefit of one of your squadrons. You might consider dropping a vanilla X-wing in favor of Adar Tallon to facilitate a double-tap from Luke or Wedge as appropriate.

I do strongly recommend you fill the officer slot on Admonition. I personally love Skilled First Officer on the MC30: it gives you a surprisingly huge amount of command flexibility for only one point. Alternatively, you might also benefit from the substantial defensive upgrade that Lando gives you.

Thanks for the tips, taking what you are saying, I feel like I should drop an X-wing for Gold squadron.

I tend to ignore that rule of thumb, sorry! Adar Tallon replacement, I'm sort of concerned of, My escorts might not have enough hull for the enemy fighters to chew through.

I would love to have SFO on the MC30c, but sadly I don't have that liberty expansion! Lando, I have considered heavily, though I don't want to just blow away that bid!

Edited by anonymousguy
On 7/23/2017 at 10:28 PM, GiledPallaeon said:

If an ISD list picks Contested Outpost, I would actually expect you to win. You know where he has to go to contest it, no pun intended, so you can preposition to flank him.

Provided that the ISD player falls for the obvious bait.

2 hours ago, Destraa said:

Provided that the ISD player falls for the obvious bait.

Tokens for me!:D

2 minutes ago, anonymousguy said:

Tokens for me!:D

And. Getting ensnared by the ISD(s)

15 minutes ago, Destraa said:

And. Getting ensnared by the ISD(s)

I have a list with two ISDs and an Interdictor designed to dominate this objective. When they attack into CO, the critical element is this: by the time they close enough to start raking the defenders, you've probably gotten forty points, and when you scoot sideways I either need JJ or I'm giving up a ship in battle. Really what this list should do is put CO in one corner with a flotilla, put everyone else in the other, and make the other list choose. Yeah he could detach a Raider or Arq to run it down and hold it, but it'll be a minute to get the kill, and you've sacrificed a lot more points and combatant for the same effect. Everyone knows where everyone is going, so now the question is whose plan is better.

Above all else, that list can't duke it out with an ISD. (Very little can.) CO is a way to play around the ISD's biggest weakness: (usually) there is only one of it, and more of you.