Rate my setup

By Coldhands, in Star Wars: Armada Fleet Builds

Simple as that: how do you like it, and any suggestions to improve the list. Cheers

Author: Coldhands

Faction: Rebel Alliance
Points: 395/400

Commander: General Cracken

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

CR90 Corvette A (44 points)
- Engine Techs ( 8 points)
- Turbolaser Reroute Circuits ( 7 points)
= 59 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
= 19 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

[ flagship ] CR90 Corvette A (44 points)
- General Cracken ( 26 points)
- Jainas Light ( 2 points)
- Engine Techs ( 8 points)
- Turbolaser Reroute Circuits ( 7 points)
= 87 total ship cost

8 YT-2400s ( 128 points)

As someone who played a lot of 8x yt2400 on the table, it is a devastating amount of firepower and hull. However, I'm now sure it stacks up in the age of Sloane. Since they will activate dead last in the turn, subjected to the full alpha and flak of every ship before they get to go. If that happens, you are going to lose a ton of points because they don't have tokens.

Not saying it won't work, it can be really effective, just know that this fleet will have a couple matchups it really struggles against.

Crakens alright...... mon mothma would be perfect.

Against a dedicated sloane fleet 8YT2400 are decent, but 8 YT1300 are great- they lose rogue and speed BUT they gain counter 1 and 1 more hull, meaning you will be more likely to blow away the enemy squadrons.

Plus if you go to 8YT1300s, you gain 24pts for either more squads- another gr75- more upgrades- use it to strengthen your bid and go for mothma- etc.

However as it is i agree with @BrobaFett in that it will work, but there will be a couple of fleet builds it will struggle against :)

1 hour ago, BrobaFett said:

Since they will activate dead last in the turn, subjected to the full alpha and flak of every ship before they get to go. If that happens, you are going to lose a ton of points because they don't have tokens.

Not saying it won't work, it can be really effective, just know that this fleet will have a couple matchups it really struggles against.

Agree on YT-s, but really its speed 5 what is dangerous to them, otherwise you can choose when and where to engage.

Last sentence is true to every list.

26 minutes ago, DrakonLord said:

Crakens alright...... mon mothma would be perfect.

Against a dedicated sloane fleet 8YT2400 are decent, but 8 YT1300 are great- they lose rogue and speed BUT they gain counter 1 and 1 more hull, meaning you will be more likely to blow away the enemy squadrons.

Plus if you go to 8YT1300s, you gain 24pts for either more squads- another gr75- more upgrades- use it to strengthen your bid and go for mothma- etc.

However as it is i agree with @BrobaFett in that it will work, but there will be a couple of fleet builds it will struggle against :)

Please explain me how on earth is Mothma any better? To get any benefit from her, you got to go into blue zone, right? This means, hurray, evade still works, BUT the ammount of dice rolled against you is a lot more. While, you can elect to sit in red range (surely not more dice rolled against you there compared to blue range), AND removing a red dice. Meaning, even an ISD rolles 3 red before any modification. You can evade 1 (a sweed double hit anyone?), 2 damage is nothing, yea? Also, staying in red range is quite easy with corvettes, especially if you spam nav. But, you go in with Mothma, 4 red 4 blue, evade one, die, thanks.

YT2400 vs YT1300? Look at their speed. Even If I had one more transport, how would I activate the rest? This list is all about mobility, and striking wherever I want to. Meaning rogue is a must, and YT2400 is the top generic rogue.

*And Cracken is 4 points cheaper.

Edited by Coldhands

Are you taking the GR to pad your activation count since your fighters are Rogue already?

I may be the devil's advocate here but I always advise against putting your commander on a small ship like the CR90/Hammerhead/Raider etc...
All it takes is one damage spike ship, e.g. something with External Racks, or a good Sloane fighter volley, or heck a halfway decent volley from an ISD or VSD and that ship is either gone or a sitting duck for your enemy's next activation.

How would you feel about dropping the GR and Command CR90 and taking a AF MKIIB as a flagship instead?

7 hours ago, Coldhands said:

Agree on YT-s, but really its speed 5 what is dangerous to them, otherwise you can choose when and where to engage.

Last sentence is true to every list.

Please explain me how on earth is Mothma any better? To get any benefit from her, you got to go into blue zone, right? This means, hurray, evade still works, BUT the ammount of dice rolled against you is a lot more. While, you can elect to sit in red range (surely not more dice rolled against you there compared to blue range), AND removing a red dice. Meaning, even an ISD rolles 3 red before any modification. You can evade 1 (a sweed double hit anyone?), 2 damage is nothing, yea? Also, staying in red range is quite easy with corvettes, especially if you spam nav. But, you go in with Mothma, 4 red 4 blue, evade one, die, thanks.

YT2400 vs YT1300? Look at their speed. Even If I had one more transport, how would I activate the rest? This list is all about mobility, and striking wherever I want to. Meaning rogue is a must, and YT2400 is the top generic rogue.

*And Cracken is 4 points cheaper.

1) Staying in red range is not always so easy, all it takes is one misjudgement or a Demo glad to ruin your day.

2) mon mothma provides you with a secure safety net that all your ships in the fleet can use at any moment u til they discard the token- craken loses his effect rather quickly when u suddenly see:

an interdictor with G7-x

Admiral titus

Konstatine

Phylon Q7 tractor beams

Which could reduce speed just enough to remove crakens effect (not saying hes useless)

3) such a common idea, that a squadron force must be able to all rogue or all be commanded forward in a single turn. I let you decide if you want to live and die by this idea.

4) speed 2 squadrons force your opponents squadrons to either escort their ships... or move out of the AA support of their ships to engage your squadrons or ships. Experience with slow squadrons is key here however so you know their actual limitations. I usually include 2 Awings with my YT1300s for that quick interception if necessary

Ignore me if you will, its your list after all and you must fly what you are comfortable with.

Not sure you need the engine techs... Could probably ditch them and upgrade some of your rogues... Other than that, I think ion cannon would be better than fighter ambush... Could let you finish off a crippled ship before it activates, functioning like a fifth corvette for much of the game

21 minutes ago, DrakonLord said:

1) Staying in red range is not always so easy, all it takes is one misjudgement or a Demo glad to ruin your day.

2) mon mothma provides you with a secure safety net that all your ships in the fleet can use at any moment u til they discard the token- craken loses his effect rather quickly when u suddenly see:

an interdictor with G7-x

Admiral titus

Konstatine

Phylon Q7 tractor beams

Which could reduce speed just enough to remove crakens effect (not saying hes useless)

3) such a common idea, that a squadron force must be able to all rogue or all be commanded forward in a single turn. I let you decide if you want to live and die by this idea.

4) speed 2 squadrons force your opponents squadrons to either escort their ships... or move out of the AA support of their ships to engage your squadrons or ships. Experience with slow squadrons is key here however so you know their actual limitations. I usually include 2 Awings with my YT1300s for that quick interception if necessary

Ignore me if you will, its your list after all and you must fly what you are comfortable with.

Demo vs Cracken: 3 black rolled against you vs 4 and being able to making your opponent reroll one. 3 dmg on average vs 4 or 3,75 vs 4,75 with OE.

G7-x: do you really deploy there?

Titus: too easy to 'counter' it, making that OFFICER worthless. You deploy at speed 3, and you spam navigate almost always.

Konstantine+Phylon combined can reduce speed reliably and constantly. Yet, if you want to engage, speed 4, which is reduced to 3 at the end of turn, but can be increased again either with a banked token and/or a dial. Also, Konstantine is the second worst admiral, barely played.

Speed 2: or completely ignore them because they wont get anywhere without support.

Its not about ignoring you, its about reasoning.

11 minutes ago, SkyCake said:

Not sure you need the engine techs... Could probably ditch them and upgrade some of your rogues... Other than that, I think ion cannon would be better than fighter ambush... Could let you finish off a crippled ship before it activates, functioning like a fifth corvette for much of the game

ET is an effective tool against flotillas(fishing for an accuracy with a corvette is meh, I'd rather shoot something that can't deal with that shots, and ram flotillas to the death), and also good for positioning. But yes, expensive for a corvette. Ion cannon: the idea behind the 3 objectives is to offer only bad choices. Of course there might be fleets comfortable with fighter ambush, but those who can't deal with rogue, all 3 is a nightmare, while almost any fleet can ignore the ion tokens and fly around them. In my experience, it is good for area control, but that's all.

If that fleet is something your ok with flying thats fine, i have nothing against it objectively.

But subjectively i cannot agree with your reasoning based on my own experience.

But thats fine, were both different people after all :D

Consider intel officers to increase the damage throughput

10 hours ago, Shadoq said:

Are you taking the GR to pad your activation count since your fighters are Rogue already?

I may be the devil's advocate here but I always advise against putting your commander on a small ship like the CR90/Hammerhead/Raider etc...
All it takes is one damage spike ship, e.g. something with External Racks, or a good Sloane fighter volley, or heck a halfway decent volley from an ISD or VSD and that ship is either gone or a sitting duck for your enemy's next activation.

How would you feel about dropping the GR and Command CR90 and taking a AF MKIIB as a flagship instead?

Yes, and also for Most wanted. And, it can ram other flotillas to the death.

AF is half not as agile as a corvette to avoid bad arcs, or escape.

1 hour ago, Ginkapo said:

Consider intel officers to increase the damage throughput

I know how annoying they are, but sadly I dont see where I could really salvage points for that.

1 hour ago, DrakonLord said:

If that fleet is something your ok with flying thats fine, i have nothing against it objectively.

But subjectively i cannot agree with your reasoning based on my own experience.

But thats fine, were both different people after all :D

Maybe I'm just lucky with him or 'talented' using him, but won a tourney with a fighterless Cracken list in the beginning of the year, ended 3rd at London regionals with the same fleet(top 3 had same vp btw, it was down to margin of victories), and with this list ended 2nd place at London Masters yesterday, losing 8YT-s and 1 corvette in all 4 games combined.