Upcoming Nationals Idea

By Green Squadron 3, in Star Wars: Armada Fleet Builds

I always played with squadrons but got a little bored so i invented this fleet with Home One/Quad Turbolasers my AF's should be able to kill off any flotillas or CRV's with ease. Also i can change the MC to the one with 2 x defensive retofits to get additional red die :) also the list is fairly mobile.

action: Rebel Alliance
Points: 391/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

[ flagship ] MC80 Command Cruiser (106 points)
- Admiral Ackbar ( 38 points)
- Home One ( 7 points)
- Raymus Antilles ( 7 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
= 179 total ship cost

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Quad Turbolaser Cannons ( 10 points)
= 96 total ship cost

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Quad Turbolaser Cannons ( 10 points)
= 96 total ship cost

GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost

Any comments or suggestions???

Home One is a hard title to use. In order to get benefit out of it you need lots of other ships with batteries big enough they want the acc. But it comes tied to a chasis that is both undergunned and a little flimsy for the points without any upgrades. So then you sink upgrades into it and then realize you dont have amy points left over for all the ships that you want to use the home one title with.

Other than that, if you are using Ackbar you want the Assault mc80. Strip Raymus, its bloat that you dont need. Id say XI7 is less important than leading shots so drop that and maybe look for a way to get shara and an A wing in your fleet just so you have something on the squad front.

Also, this fleet isnt as scared of big ships as it is of bombers with its poor flak and 0 squads. I would seriously consider swapping ecm for blast doors or even advanced projectors. But probably blast doors.

I havent done the math, but if you take off raymus, leading shots for XI7, and swap all the ecms for rbds you might have enough points to get the right mc80 and pick up a squad or 2.

Beyond that, I dont like qtc typically without a way to reroll. I think that is the specifically the assault frigates big weakness in this list honestly.

Dont get me wrong, when you roll all damage and no more than 1 blank or acc and switch the blank to an acc and add the second one its going to be really nice damage. When you roll more than 1 blank or accuracy you are going to get diminishing returns on that big 10 point upgrade really really fast however, and with no ability to account for the odd bad roll those red dice can really betray you.

I agree. Drop Raymus, and all upgrades on the AFs apart from the gunnery teams. Then swap Home One for Defiance.

Should get you 3 A-Wings and Shara. Leading shots on the flagship if you can squeeze it in and I do like QBTs on Defiance.

Edited by Mad Cat

I, for one, support that Home One synergy. I'd like to recommend Close-range intel scan as a way of making extra points when you don't need the accuracies.

I would think this is a good fleet, though a couple of squadrons should be good.

Probably drop countermeasures on the AFBs to free up points, they'll probably be staying at long range and probably won't get accuracied from long range.

As an alternative, you could swap those AFBs for MC30s(more firepower, less points): Drop both those AFBs for 2 MC30 scouts with TRC, OE, APTs(maybe external racks instead to save points), and a title. They come to 93 points each, and they save you 6 points. You could easily add lando to one of them and only save 2 points, SFO might be good on the other one.

I use a list with an MC80 with Home one, and I have a kitted out MC30 that kicks out 8-10 damage per shot with an accuracy with home, guaranteed to do extreme damage. I would add a second MC30 to that list if I had one:)

Hope I helped.

@Ginkapo You rang, m'lud?

Aha - might have a contribution here indeed - and am currently on a long train journey, so buckle in - this could be a long-un!

I've been flying a one-trick pony fleet based around Home One and QTLs for some time. While I'm still relatively new to Armada (been playing for a little less than a year) it's almost starting to come together for me - at least well enough to get to the knock-out rounds of the Vassal Autumn Tournament...

MC80 Battle Cruiser (103 points)
- Endeavor ( 4 points)
- Major Derlin ( 7 points)
- Gunnery Team ( 7 points)
- Engineering Team ( 5 points)
- Spinal Armament ( 9 points)
- Quad Turbolaser Cannons ( 10 points)
- Leading Shots ( 4 points)
= 149 total ship cost

[ flagship ] MC80 Assault Cruiser (114 points)
- General Dodonna ( 20 points)
- Home One ( 7 points)
- Raymus Antilles ( 7 points)
- Engine Techs ( 8 points)
- Advanced Projectors ( 6 points)
- Reinforced Blast Doors ( 5 points)
- Enhanced Armament ( 10 points)
- Leading Shots ( 4 points)
= 181 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Repair Crews ( 4 points)
= 23 total ship cost

GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 25 total ship cost

Clearly - it's designed to get the best out of the glass-cannony Liberty, and to keep it alive long enough to do it's thing (hence the Endeavour, Derlin, Engineering team and Quantum Storm hanging around it with repair crews).

General policy is to start at speed 2/3 and load it up with CF commands, with the transports comms netting nav/CF tokens as needed, with Leia on hand to change to repair commands when they become necessary. When that works, you're often looking at a turn-two salvo of a miniumum of 5 reds, PLUS two guaranteed accuracies (and a re-roll with a CF Token if present) at target No1 with 4+2 if there's something else for the gunnery teams to aim at. With a relatively high activation count - it also means there's potentially scope for the same target(s) to get hit at the start of r3 (particularly if you gave me first player).

Other positives -

  • With Raymus, RBDS and Adv Proj, H1 is relatively independent - and very tough to kill off... and if you're trying to kill it off, it means less damage coming to the more flimsy Liberty
  • Leading shots on both means getting into medium range is suicidal. A salvo from both in a turn will kill off anything outside of a large-hulled Motti ship (especially considering it's likely to have been hit at long range by one of them in a prior round.
  • Wide arcs on both give a lot of coverage
  • The flak isn't "too" bad (and never discount the one black off the transports), it's certainly been enough to scare off medium sized fighter screen in two tournament games I've played with this fleet where MOV might be an issue.
  • Engine techs on H1 and potential to Leia over a Nav token to the Liberty make it surprisingly manoeuvrable.
  • With the twin Comms Nets and Leia, the fleet is pretty forgiving when it comes to command stack carelessness - something I'm often guilty of.

The negs -

  • Clearly, there are massive issues here - the most obvious one being a total lack of fighters. Against a squad heavy build flown by a half-decent player, it's toast. The mighty @Tokra absolutely beasted it in the first round of the Vassal tourney, with the Jendon/Steele combo being particularly lethal.
  • Any token-based objective you can absolutely forget about - not only does it lack strategic, the fleet only works properly when kept relatively close together (cos of H1 and comms netting). This can seriously compromise any first-player advantage.
  • Lose either of the big boys and it's game over - this is the very definition of a go big, or go home fleet.
  • Having to keep the fleet together has the double effect of limiting your set-up options and your potential manoeuvres later on - particularly turn 4-plus.
  • There's probably still some upgrade optimising to do - for a start, Derlin isn't going to make it into the next incarnation.

So the take-out for @Green Squadron 3? I'd definitely tank up Home One a it more - i'd say RBDs are a must, and potentially swap out the ECM for adv proj as well. Clearly, the AF2s are a bit fragile (but you've got some redundancy in having two of them). If it was me, and major surgery was an option - I'd be looking to add another comms net transport for activations and command flexibility (by losing the X-17s, one of the gunnery teams off a frig and engine techs on h1). That would give you more potential to get some needed RRs through CF tokens, and also double you repair-token offering to the AF2s.

TL:DR - The H1/QTL free accuracies are great - but you need to keep H1 alive and nearby to use the 'em.

Hey thanks for the feedback guys i played Cracken MSU till now but when Sloane came out i played Tokra in the last tournament... won the game but was shocked when my ships lost all defense tokens early on... any way Tokra didn't use Jendon/Steel combo back then just a bunch of Tie Fighters... so i decided to drop the list. I went to the tournament last weekend but decided to try a Sloane list. Won one game decisively but narrowly lost the other two (the last one by a stupid move) and to be honest by me being an idiot too... forgot that jendon dosn't have strategic so i picked the wrong objectives.

Why did i chose the AF's? well they are perfect flotilla killers with Home One and Quad Turbolaser Turrets getting two ACC every time means that a flotilla gets hit with whatever i roll with 3/4 red dice (depending on my command dial) .

Rearadmiralsdoitinspace

the list you showed me is really nice ;) will definitely think about it ;) But why not Madine he will add extra maneuverability to the mix??

I played against a Rebel Fighter build around Gallant Haven and struggled against it my opponent kept his fighters close to the AF and i didn't had a shoot at it as he kept his ships bunched together and with his Jamming field i was not able to do any damage to his fighters... Even with Howlrunner and Flight Controllers i was unable to get any kind of advantage... i was able to kill 3xwings Jan and Nym but that was it...

Edited by Green Squadron 3

Will maybe try this one...

Faction: Galactic Empire
Points: 400/400

Commander: Admiral Sloane

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Imperial I-Class Star Destroyer (110 points)
- Admiral Sloane ( 24 points)
- Avenger ( 5 points)
- Admiral Chiraneau ( 10 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Boosted Comms ( 4 points)
= 164 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
- Repair Crews ( 4 points)
= 27 total ship cost

1 Maarek Steele ( 21 points)
1 Colonel Jendon ( 20 points)
1 "Mauler" Mithel ( 15 points)
1 "Howlrunner" ( 16 points)
1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)
4 TIE Fighter Squadrons ( 32 points)

A Quasar might be nice in that list to get that alpha strike.

And I don't think 3 comms nets are necessary for a list that has one ship with a command value of more than 1.

Well it will be hard to put in a Qasar into the list instead of 2 gozanti's :/ thought about that but decided against it as 5 activation's gives me some advantage.

The more i think about Rebel list Madine is better the Dodonna as increased maneuverability helps a lot