Short Short Long

By Ardaedhel, in Star Wars: Armada Fleet Builds

Hey guys, so I finally pulled The Worst Ship In The Game® out of its box the other day and threw it on the table. To my surprise, I actually didn't completely hate it. On the contrary, it did a fantastic job as a head-fake that can take a hit and still get away. Here's what I brought:

REBEL FLEET (398 points)

1 • MC80 Battle Cruiser - General Dodonna - Gunnery Team - Engine Techs - Leading Shots - Quad Turbolaser Cannons - Quad Battery Turrets (157)
2 • MC30c Torpedo Frigate - Skilled First Officer - Ordnance Experts - Assault Proton Torpedoes - Admonition (81)
3 • MC30c Torpedo Frigate - Skilled First Officer - Ordnance Experts - Assault Proton Torpedoes (73)
4 • GR-75 Medium Transports (18)
5 • GR-75 Medium Transports (18)
6 • GR-75 Medium Transports (18)

7 • Tycho Celchu A-wing Squadron (16)
8 • Shara Bey A-wing Squadron (17)

Most Wanted - Hyperspace Assault - Solar Corona

Yeah, it will probably struggle against squadron lists. I'll have to wait and see about that, as my opponent the other day didn't bring any squadrons at all...

@Vergilius Classic Ben, I summon thee! Or anyone else with constructive feedback! :)

I feel like Madine is a better commander for this fleet. I would also think you should have comms net on all your transports, at this point they are just extra activations that will activate 2 squadrons. Adding comms net would make them really useful. And what good is Quad Turbolaser Cannons good for when you don't have a way to guarantee accuracies? Also, Liberties were meant to be fast, QBTs won't exactly help it. I can also question SFOs on a command 2 ship, Comms net would solve that. But SFOs aren't a bad idea, considering that they are only one point.

Hope this helps

3 naked gr75 only for activation purpose? at least give them something like slicer tools to make them have an effect on the game

I'd agree about QTC and QBT. It almost looks like you don't need to depend upon the Liberty for your main damage, just finishing off what the MC30s cannot quite get at. I'm also fond of getting something onto flotillas (comms net on two of them, push the two squads with the third). The SFO is remarkably good on the Liberty as well, and Lando on your non-Admo MC30 per many of your builds elsewhere. If you can get two more points of bid, it can really make a difference against squadron lists with strategic, where I'll often just go second on objectives that deny strategic much benefit.

And for our Classical reference of the day, this is the anapest fleet.

I'm surprised that the liberty is referred to as the worst ship in the game.

I don't hate the Quad Turbolaser Cannons on the Battle Cruiser. With 5 red dice, you have a approx. 50% chance of rolling a red accuracy, before re-rolls. This means you can often pop flotilla at long range, which changes how opponents fly against you. I would suggest including spinals instead of QBT as you will want to go speed 2 and 3, plus spinals would maximize red dice.

The alternative, which I prefer particularly on a Dodonna ship is the combo of XX-9 and XI7. Much cheaper and great at drilling. The MC30s can grab XI7 too for more drilling action.

Lando or Blissex are great on an MC80 Liberty too.

Comms net would be a welcome addition to feed those Nav tokens.

Being able to go speed 4 on your main ships will help against bomber lists. The aces only really need to stall for 1-2 turns.

To me, solar corona and Quad Turbolaser Cannons are a bad combo.