Leia/Hammerhead Swarm

By Iskander4000, in Star Wars: Armada Fleet Builds

So here's an idea. Anyone try anything like this? Should I try to make at least one of the HH's long range? And I'm used to running 3 A's plus Shara but I thought the Z's would be better because they could cover a wider area due to the large number of ships. Is this a decent trade?

Faction: Rebel Alliance
Points: 397/400

Commander: Leia Organa

Assault Objective: Most Wanted
Defense Objective: Fleet Ambush
Navigation Objective: Solar Corona

[ flagship ] CR90 Corvette A (44 points)
- Leia Organa ( 38 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 91 total ship cost

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Quad Battery Turrets ( 5 points)
= 63 total ship cost

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

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

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost

1 Lietenant Blount ( 14 points)
5 Z-95 Headhunter Squadrons ( 35 points)

Instead, I went:

CR90A
- Leia Organa (Commander)
- Jaina's Light

Hammerhead Torpedo Corvette
- Task Force Antilles
- External Racks

Hammerhead Torpedo Corvette
- Task Force Antilles
- External Racks

Hammerhead Torpedo Corvette
- Task Force Antilles
- External Racks

Hammerhead Torpedo Corvette
- Task Force Antilles
- External Racks

Hammerhead Torpedo Corvette
- Task Force Antilles
- External Racks

Hammerhead Torpedo Corvette
- Task Force Antilles
- External Racks

Z-95 x5
VCX-100 x1

and it has like a 13 point bid, to really push that First/Last, since, y'know, 7 Ships.

It was glorious and it was veyr fun. Leia lets them jump around the table from Speed 1 to Speed 3, getting that extra click, and because you have no native rerolls, the Extra-die-plus-reroll was very nice when Confiring...

And you could never dismiss the Double-Z activation, either... I had 2 good games, and one horrible dice game where I oculdn't roll anything and my opponent decided that his ISD-II would throw 8 damage twice a round for 2 rounds with its Gunnery Teams at Medium Range... Nothin' you can do about that.

This looks like a ton of fun. Now let's suppose that you just bought your second Hammerhead expansion and can't think of a reason to justify to the wife why you need a third :D

I didn't buy any of mine. Traded them for Painting Credit ;)

If you're going with 4 Hammers baseline, then consider a Pelta for your command (Shields to Maximum! With Raymus and Leia on board, you can execute the command every turn other than the irrelevent first by just logging Eng commands)

But your other ships might as well be TRC Vettes. They're going to assist the most of all of the light categories... If you don't have the Squadron-Bombing to Justify Yavaris, try to avoid a Neb-B at all...

I am planning to play 4 HH's all around, but you make me wanna buy a third box **** you :P

I guess I really wanted to get the Neb to work but I think you're right. I'll replace with a Pelta. I'll have to take one less Zed squad but oh well. By the way, what influenced your decision to take the VCX instead of Blount?

2 minutes ago, Iskander4000 said:

I guess I really wanted to get the Neb to work but I think you're right. I'll replace with a Pelta. I'll have to take one less Zed squad but oh well. By the way, what influenced your decision to take the VCX instead of Blount?

Both Strategic Shenanigans, and the fact that, if I Blobbled the Zs around the VCX, I could have Hammerheads who were out of firing position and otherwise not tasked to Navigating, be able to toss a squadron command at the Zs.

But mostly, it was just having something to mess with Strategics... One of my games, I had so much fun abusing my opponents own Jamming Barrier to protect my Hammerheads and Zs.

Nice! I guess that's what I get for staying off of the forums and being out of the tournament scene for a year...I never thought of things like that.

I also had poo-poo'd General Leia, Hammerhead swarms, and Zs, but once I thought about using them together, the list almost built itself! Here's my updated version. From your experience, is the TRC worth it? Back in Wave 2 I learned quickly that the guaranteed double damage could make all the difference in a game but I know times have changed.

Leia's Hammeads V1.5

Faction: Rebel Alliance
Points: 397/400

Commander: Leia Organa

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

[ flagship ] CR90 Corvette A (44 points)
- Leia Organa ( 38 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 91 total ship cost

Modified Pelta-class Assault Ship (56 points)
- Raymus Antilles ( 7 points)
- Shields to Maximum! ( 6 points)
= 69 total ship cost

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

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

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost

4 Z-95 Headhunter Squadrons ( 28 points)
1 VCX-100 Freighter ( 15 points)

Put Leia on the Pelta, and put another HH instead of the TRC90? :) With the spare points you can even give Cham to one of the HH for more love to spread!

He only had the 4 hammers, because if we were suggesting more he'd have to get permission for another Pack.

i find TRC is now the great dice fixer it should have been, only applying to one shot because of the exhaust... it still kills things dead, while double arcing - you just use it in a poor side roll, or if things are good there, to improve the front arc... it's just not downright broken now

Edited by Drasnighta
1 hour ago, Iskander4000 said:

I guess I really wanted to get the Neb to work but I think you're right. I'll replace with a Pelta. I'll have to take one less Zed squad but oh well. By the way, what influenced your decision to take the VCX instead of Blount?

When in doubt: NEVER take a Neb.

The ONLY reason to take a Neb is Yavaris, and you only do that if your list is built to maximize profit from it.

(the only other reason is Salvation, which is an over-costed glass cannon, but not all bad)

16 minutes ago, Drasnighta said:

He only had the 4 hammers, because if we were suggesting more he'd have to get permission for another Pack.

i find TRC is now the great dice fixer it should have been, only applying to one shot because of the exhaust... it still kills things dead, while double arcing - you just use it in a poor side roll, or if things are good there, to improve the front arc... it's just not downright broken now

The TRC still works a 90% capacity. Still a great card, no reason not to take it. It just doesn't provide all round auto-dmg. Btw TRC is extra nice with Leia and CF, because on average you'll have less use for a double-TRC anyway. Fewer poor rolls.

Thanks everyone! I'll give this one a go. (Still have a week until next league night)

And yeah, the TRC nerf never bothered me because I usually used it once a round anyways since I kept my 90s at long range. And Leia/CF probably makes up for whatever potential advantage was lost!

Edited by Iskander4000

I'm currently considering something like this. Not quite a Hammerhead "swarm", but similar sort of idea: Three hammerheads, a Pelta and a tricked out Liberty.

Commander: Leia Organa

Assault Objective: Opening Salvo
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run


[ flagship ] MC80 Battle Cruiser (103 points)
- Leia Organa ( 38 points)
- Mon Karren ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Nav Team ( 4 points)
- X17 Turbolasers ( 6 points)
= 167 total ship cost


Modified Pelta-class Assault Ship (56 points)
- Skilled First Officer ( 1 points)
- Flechette Torpedoes ( 3 points)
- Shields to Maximum! ( 6 points)
= 66 total ship cost


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


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


1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)

8 hours ago, Green Knight said:

The TRC still works a 90% capacity. Still a great card, no reason not to take it. It just doesn't provide all round auto-dmg. Btw TRC is extra nice with Leia and CF, because on average you'll have less use for a double-TRC anyway. Fewer poor rolls.

8 hours ago, Iskander4000 said:

Thanks everyone! I'll give this one a go. (Still have a week until next league night)

And yeah, the TRC nerf never bothered me because I usually used it once a round anyways since I kept my 90s at long range. And Leia/CF probably makes up for whatever potential advantage was lost!

This is it for me, too. For me, saying its not "broken" is more like, I no longer have to apologise for taking a list with multiples of it... Now its just in the rein fo a general upgrade, rather than demolisher class.

5 hours ago, ceejlekabeejle said:

I'm currently considering something like this. Not quite a Hammerhead "swarm", but similar sort of idea: Three hammerheads, a Pelta and a tricked out Liberty.

Commander: Leia Organa

Assault Objective: Opening Salvo
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run


[ flagship ] MC80 Battle Cruiser (103 points)
- Leia Organa ( 38 points)
- Mon Karren ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Nav Team ( 4 points)
- X17 Turbolasers ( 6 points)
= 167 total ship cost


Modified Pelta-class Assault Ship (56 points)
- Skilled First Officer ( 1 points)
- Flechette Torpedoes ( 3 points)
- Shields to Maximum! ( 6 points)
= 66 total ship cost


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


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


1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)

Interesting list. Definitely packs a punch with the Liberty but how does she fare with Leia? I'd be worried about losing flexibility and while SFO is nice, you can only use it once. Not sure how having a CAP of only 2 squads would fare in today's meta, either. Have you tried it yet?

14 hours ago, Iskander4000 said:

Interesting list. Definitely packs a punch with the Liberty but how does she fare with Leia? I'd be worried about losing flexibility and while SFO is nice, you can only use it once. Not sure how having a CAP of only 2 squads would fare in today's meta, either. Have you tried it yet?

Have used a variation of the list to pretty reasonable success. The Liberty LOVES Leia. Nav teams mean you can add two yaw at the same time as increasing or decreasing your speed, and you'd be surprised how manoeuvrable it becomes: one more click at speed 3 than even a CR90, and way more options on where to use them. It loves six engineering, it loves the extra dice and reroll of a concentrate fire, and pushing three squads (or four with the Liberty title) is nothing to be sniffed at either. I find I'm mostly navigating and concentrating fire, but if you stagger those at key points in the battle, and use your SFO wisely, it's surprisingly flexible.

The two squads is a concern, but I've used three A-wings plus Shara to pretty good success in the past. Don't get me wrong, they're going to die, but all they're intended to do is hold up bombers as best as possible. I personally find black anti-squad dice on a ship pretty reliable, especially when plinking away at TIEs, and I've tried to increase my defensive capabilities with the Flechettes.

It's theoretical at the moment. But any input is appreciated!

On ‎06‎.‎09‎.‎2017 at 6:01 PM, ceejlekabeejle said:

I'm currently considering something like this. Not quite a Hammerhead "swarm", but similar sort of idea: Three hammerheads, a Pelta and a tricked out Liberty.

Commander: Leia Organa

Assault Objective: Opening Salvo
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run


[ flagship ] MC80 Battle Cruiser (103 points)
- Leia Organa ( 38 points)
- Mon Karren ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Nav Team ( 4 points)
- X17 Turbolasers ( 6 points)
= 167 total ship cost


Modified Pelta-class Assault Ship (56 points)
- Skilled First Officer ( 1 points)
- Flechette Torpedoes ( 3 points)
- Shields to Maximum! ( 6 points)
= 66 total ship cost


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


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


1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)

I just LOVE that list, congratulations.

What about your objectives? How do you plan to play them?

As you all, my concern is about the squadrons. 2 is quite weak, even if both are a real pain for the opponent. I'd maybe remove the Nav Team and the X17 for one more AW, as Leia can already boost the MC80 mobility by herself.

1 hour ago, Ritalbringer said:

I just LOVE that list, congratulations.

What about your objectives? How do you plan to play them?

As you all, my concern is about the squadrons. 2 is quite weak, even if both are a real pain for the opponent. I'd maybe remove the Nav Team and the X17 for one more AW, as Leia can already boost the MC80 mobility by herself.

Cheers pal! Certain amount of credit has to go to @Ginkapo, who took my original fleet and forced me to rethink it in a more constructive way.

The two squads is not ideal in some ways, but I do think it is mitigated by who they are, and by the rest of the list. The primary focus of my squads would always be to hold up and annoy enemy squads for as long as possible, taking down what they can on the way, with Sloane lists in mind in particular. Shara is brutal for that - I've seen her mince her way through multiple squads on counter alone, all of whom are having to attack her rather than the ships she's protecting. And Tycho's manoeuvrability is also seriously helpful. Neither are expected to survive, but if they can just tie up fighters or bombers for a couple of turns, they've done their job.

Plus, the ships do have the capacity to really irritate bomber lists. Flechettes on the Pelta should render a few of those squads useless, and the various ways to shift shields around should make it difficult for single bomber hits to tear through. I also find black anti-squadron dice to be very effective, particularly against TIEs - if I do come up against a squadron heavy build, my plan is to slow-roll the ships in, using Shara and Tycho to hold up their squads, and blitz them with flak.

List has slightly changed since then, so I'll include it below. Objectives currently are Opening Salvo, Capture the VIP and Salvage run. General plan is "Hammer and Anvil" tactics (thanks again Gink): use the Hammerheads and Pelta to move slowly onto the opponent, drawing them in and using their various shield shifting shenanigans to keep them alive before jumping to close quarters; and use the Liberty's uber manoeuvrability to get onto flanks and drive across. Not fixed in stone of course - might be that the Liberty needs to lead the line, and for Capture the VIP at least, it'll be the Liberty that takes the token and then serves as bait for the rest of the fleet to flank, but that's the general principle.

(Apologies to the OP for hijacking this thread - I'm excited about this list.)

Commander: Leia Organa

Assault Objective: Opening Salvo
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run


[ flagship ] MC80 Battle Cruiser (103 points)
- Leia Organa ( 38 points)
- Mon Karren ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Nav Team ( 4 points)
= 161 total ship cost


Modified Pelta-class Assault Ship (56 points)
- Veteran Captain ( 3 points)
- Projection Experts ( 6 points)
- Flechette Torpedoes ( 3 points)
- Shields to Maximum! ( 6 points)
= 74 total ship cost


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


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


1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)

3 hours ago, ceejlekabeejle said:

Cheers pal! Certain amount of credit has to go to @Ginkapo, who took my original fleet and forced me to rethink it in a more constructive way.

The two squads is not ideal in some ways, but I do think it is mitigated by who they are, and by the rest of the list. The primary focus of my squads would always be to hold up and annoy enemy squads for as long as possible, taking down what they can on the way, with Sloane lists in mind in particular. Shara is brutal for that - I've seen her mince her way through multiple squads on counter alone, all of whom are having to attack her rather than the ships she's protecting. And Tycho's manoeuvrability is also seriously helpful. Neither are expected to survive, but if they can just tie up fighters or bombers for a couple of turns, they've done their job.

Plus, the ships do have the capacity to really irritate bomber lists. Flechettes on the Pelta should render a few of those squads useless, and the various ways to shift shields around should make it difficult for single bomber hits to tear through. I also find black anti-squadron dice to be very effective, particularly against TIEs - if I do come up against a squadron heavy build, my plan is to slow-roll the ships in, using Shara and Tycho to hold up their squads, and blitz them with flak.

List has slightly changed since then, so I'll include it below. Objectives currently are Opening Salvo, Capture the VIP and Salvage run. General plan is "Hammer and Anvil" tactics (thanks again Gink): use the Hammerheads and Pelta to move slowly onto the opponent, drawing them in and using their various shield shifting shenanigans to keep them alive before jumping to close quarters; and use the Liberty's uber manoeuvrability to get onto flanks and drive across. Not fixed in stone of course - might be that the Liberty needs to lead the line, and for Capture the VIP at least, it'll be the Liberty that takes the token and then serves as bait for the rest of the fleet to flank, but that's the general principle.

(Apologies to the OP for hijacking this thread - I'm excited about this list.)

Commander: Leia Organa

Assault Objective: Opening Salvo
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run


[ flagship ] MC80 Battle Cruiser (103 points)
- Leia Organa ( 38 points)
- Mon Karren ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Nav Team ( 4 points)
= 161 total ship cost


Modified Pelta-class Assault Ship (56 points)
- Veteran Captain ( 3 points)
- Projection Experts ( 6 points)
- Flechette Torpedoes ( 3 points)
- Shields to Maximum! ( 6 points)
= 74 total ship cost


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


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


1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)

Here's the fleet I've been fielding. 13pt bid, same squads as Op's..

Faction: Rebel Alliance
Points: 387/400

Commander: Leia Organa

Assault Objective: Opening Salvo
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

[ flagship ] MC80 Star Cruiser (96 points)
- Leia Organa ( 38 points)
- Endeavor ( 4 points)
- Lando Calrissian ( 4 points)
- Nav Team ( 4 points)
- X17 Turbolasers ( 6 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 161 total ship cost

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

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

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

GR-75 Medium Transports (18 points)
- Jamming Field ( 2 points)
= 20 total ship cost

6 Z-95 Headhunter Squadrons ( 42 points)
1 VCX-100 Freighter ( 15 points)

Don't worry about hijacking the thread, I'm learning a lot by seeing these other lists and your thoughts on them. And I really like the idea of Nav Team on the Liberty; I've never run a Lib without Madine but Leia and the nav team have a similar effect. As fun as my 1.5 list looks, I may just have to throw Liberty into the mix. I'll play around with what's been suggested here and adjust the upgrades to match my own play style.

Kaashifar, how much use did you get out of the second transport with Jamming Field? I assume it's there to frustrate enemy bombers; do you usually keep it near the Liberty or the Hammerheads?

Jamming field only frustrates bombers when they're having to shoot at squadrons. It only protects to and from squadron attacks, and if a right bomber wing has intel, then they lose nothing over jamming field.

Personally, I take a jamming field when i have nothing but Intel and Bombers, basically... So I can ignore the enemy fire as much as possible to just get the bomb done... I can see the wisdom ofwanting to keep Zs alive longer to tie up longer, but at the cost of 1/3rd of their notoriously fickle dice, I don't know if its the best call.

Of course, with Leia, there's little point CommsNetting, so you are kind of left with Repair Crews or Bust.

13 minutes ago, Drasnighta said:

Of course, with Leia, there's little point CommsNetting, so you are kind of left with Repair Crews or Bust.

Exactly, so the only flotilla I want to see with Leia, is an expanded hanger version, with or without slicer tools. Flotillas are even more empty activations with Leia unless they have squads to push, and even then Hammerheads are almost as good once Leia has her say.

Oh yeah, forgot about how Jamming Filed works. That's what happens when I never use a card :)

Interesting point about the flotillas. In Kaashifar's list, one could remove both and insert another HH with TFA and ER, or trim some of the upgrades on the Lib and perhaps a squad to add a Pelta with Shields to Max and potentially even Projection Experts. (Which I assume stacks with regenerating shields or repairing hull on the Pelta with the remaining engineering points? That's another card that I've never had the opportunity to use)

Here's my new version with a Lib. Only thing I'm not sure about is if I should swap out projection experts for a 5th Z.

Faction: Rebel Alliance
Points: 396/400

Commander: Leia Organa

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

[ flagship ] MC80 Star Cruiser (96 points)
- Leia Organa ( 38 points)
- Endeavor ( 4 points)
- Skilled First Officer ( 1 points)
- Nav Team ( 4 points)
- Dual Turbolaser Turrets ( 5 points)
- Leading Shots ( 4 points)
= 152 total ship cost

Modified Pelta-class Assault Ship (56 points)
- Raymus Antilles ( 7 points)
- Projection Experts ( 6 points)
- Shields to Maximum! ( 6 points)
= 75 total ship cost

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

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

4 Z-95 Headhunter Squadrons ( 28 points)
1 VCX-100 Freighter ( 15 points)