Is this terrifying, or do I need to MAN-UP?

By Deadshane, in Star Wars: Armada Fleet Builds

Fleet 120 (374/400)
==================
Kuat Refit (112 + 59)
+ Admiral Screed (26)
+ Veteran Captain (3)
+ Ordnance Experts (4)
+ Overload Pulse (8)
+ Expanded Launchers (13)
+ Avenger (5)
Gladiator I-class Star Destroyer (56 + 30)
+ Veteran Captain (3)
+ Ordnance Experts (4)
+ Engine Techs (8)
+ Assault Proton Torpedoes (5)
+ Demolisher (10)
Gozanti-class Cruisers (23 + 2)
+ Comms Net (2)
Gozanti-class Cruisers (23)
Gozanti-class Cruisers (23)
Ciena Ree (17)
Valen Rudor (13)
2 x Tie Fighter Squadron (8)

Ridiculous bid for 1st turn, 5 activation, token fighter force.

Fleet screams into you, Demolisher first doing what Demolisher does. Then Kuat rolls in, throws 3red, 2Blue, 6Black at close range. Screed uses blank red or accuracy to trigger Overload pulse/Avenger.

....after the smoke settles, enemies 2/3 best ships are vaporised.

Make it worse.

I do love it when unprotected ISD-1 type things come screaming into my B-Wing Minefields.

Overload pulse on Avenger?

Are you counting on a double arc?

And even if you have, avenger/op has never been a good trick. It just doesn't work in practice.

Hmmm, guess I feel dumb. Dunno why I didn't pay attention to attack steps.

1 hour ago, Deadshane said:

Hmmm, guess I feel dumb. Dunno why I didn't pay attention to attack steps.

Don't, I lost a tournament game because I didn't know it and my opponent didn't either so my ships got hammered to bits....

Btw: I think your bid is so high its not reasonable anymore.


You have to ask yourself a bit more "how often is this really useful?" A 26 point bid is only useful in some fringe cases for this fleet that don't justify the points in my opinion.
Two more ties will be useful in almost every game and still leave you with a 10 point bid that gives you first player in most matchups.

Edit: kicked out my point on Screed after thinking this through a bit more.

Edited by Doppelganger

Comms net on all the Gozantis would be nice.

I feel like this topic is exactly what the forums is about:

1) "Man look at my awesome, terrify fleet!"

2) "your missing blah, blah, these dont work well together, your ships dont have---, you squads are ---"

1) "oh yeah......"

Before all you jump on the guy for the points bid, I need to say that this can be a terrifying list to face. Or it would be, if I wasn't frequently running something last summer that would beat the bid. And did very well with it, too.

I'd recommend a few changes:

Drop Expanded Launchers (too expensive for what they do once per game) and replace them with Assault Proton Torpedoes. It also makes Screed extra useful if you get a natural critical on your initial blue dice. If you get really lucky, you can get natural crits on both dice sets and force them to choose the lesser evil if they have a way to cancel dice results like Mon Mothma.

Add Electronic Countermeasures or Advanced Projectors to your ISD. This is one of the primary reasons for the reissue of an ISD1 style ship, which always had the negative distinction of being the only large ship without a defensive retrofit. You can swap Expanded Launchers for APTs and either of those upgrades. Alternatively, take at least Reinforced Blast Doors to keep your health up.

Demolisher: Vet Captain is OK, but you can get more tokens easier with Comms Net. Instead, invest in an Intel Officer to give you an edge against ships with a way to mitigate your APTs.

Squadrons: Personally, I think that you can save points here by swapping Ciena to either a pair of ties or black squadron. Alternatively, you can get a bit of utility by swapping her to a Lambda, and spending the remaining 2 points for a Comms Net on one of the Gozantis.

Unless you are dealing with extreme bids in a tourney environment, I'd say there probably isn't typically a great reason for going below 285.

You do need a few more AA squadrons.

And your upgrades are a bit suboptimal, as cactus described.

I think Avenger BT is probably still better if you want that brutal one-shot.

You can add ExRacks for a oneshot of high damage too? Or APT.

Edited by Blail Blerg
2 hours ago, Blail Blerg said:

You do need a few more AA squadrons.

And your upgrades are a bit suboptimal, as cactus described.

I think Avenger BT is probably still better if you want that brutal one-shot.

You can add ExRacks for a oneshot of high damage too? Or APT.

So the key difference is that this is a Kuat Drive Yards Refit, and that means that the OP may be onto something using OE to get those black die rerolls and Screed to guarantee the blue die crit. In this case, there's a strong case to be made for combining the relative power of Screed and OE to ensure several nasty crit abilities that Avenger is going to make good use of.

If his plan is only to lock down squadrons for 1-2 turns, then 4 squads is perfectly fine. It'll get eaten alive by a dedicated squadron supremacy fleet, but by then he can be already killing enemy carriers to mitigate the loss.

You actually think his 4 squadrons are enough for more than 0.5 of a turn? I expect them to disappear literally within 1/2 of the activations within one turn.

2 hours ago, Blail Blerg said:

You actually think his 4 squadrons are enough for more than 0.5 of a turn? I expect them to disappear literally within 1/2 of the activations within one turn.

It would have to take 4 perfect Squadron activations minimum to be able to kill his 4 squadrons in one go. The ties die easy enough, but Cienna/Valen and their scatters are not easy to take out. The only way in which that happens with 1 activation is through flight controllers, expanded hangar bays, and perfect 6-die shots on Cienna (reduced to 5 because of her ability).

A more realistic outcome is 7-9 Squadron activations to kill the screen. Sloan swarms are probably the only build which could do that in 1 round. Everything else will take at least another half round.

His screen is fine for his intent.

2 hours ago, Parkdaddy said:

It would have to take 4 perfect Squadron activations minimum to be able to kill his 4 squadrons in one go. The ties die easy enough, but Cienna/Valen and their scatters are not easy to take out. The only way in which that happens with 1 activation is through flight controllers, expanded hangar bays, and perfect 6-die shots on Cienna (reduced to 5 because of her ability).

A more realistic outcome is 7-9 Squadron activations to kill the screen. Sloan swarms are probably the only build which could do that in 1 round. Everything else will take at least another half round.

His screen is fine for his intent.

No no, double Yav fires it easily enough. Not that's a lot of points to unlock your squadrons. And of you use it right, Yav is gone after that turn.

5 hours ago, Parkdaddy said:

It would have to take 4 perfect Squadron activations minimum to be able to kill his 4 squadrons in one go. The ties die easy enough, but Cienna/Valen and their scatters are not easy to take out. The only way in which that happens with 1 activation is through flight controllers, expanded hangar bays, and perfect 6-die shots on Cienna (reduced to 5 because of her ability).

A more realistic outcome is 7-9 Squadron activations to kill the screen. Sloan swarms are probably the only build which could do that in 1 round. Everything else will take at least another half round.

His screen is fine for his intent.

Generally I only need a screen vs an actual squadron list, which tends to go full min-max on squadrons: Yavaris, FCs, Sloane, what have you.

you say 4 is the minimum. But generally, squadron lists pack about 10 squadron activations, if not more through Yavaris and Adar. or more efficiency through Sloane.

Where are we saying different things?

1 hour ago, Blail Blerg said:

Generally I only need a screen vs an actual squadron list, which tends to go full min-max on squadrons: Yavaris, FCs, Sloane, what have you.

you say 4 is the minimum. But generally, squadron lists pack about 10 squadron activations, if not more through Yavaris and Adar. or more efficiency through Sloane.

Where are we saying different things?

You outright said his screen wouldn’t last more than a half turn. I demonstrated that it clearly would last a turn, baring some perfect freak AS shots. That’s where we said different things.

Where we didn’t say anything, though, is probably more important than what we did say. And that has to do with Squadron composition.

Most competitive squadron lists I see have 8 squads, barring Sloane generics. And of those 8-10 squads, there is a balance between dedicated bombers and anti-squad firepower. Y wings and tie bombers don’t have the same ability to wipe squadrons as X wings or interceptors. So those activations can hardly count the same as the anti-squad activations.

20 hours ago, Blail Blerg said:

Generally I only need a screen vs an actual squadron list, which tends to go full min-max on squadrons: Yavaris, FCs, Sloane, what have you.

you say 4 is the minimum. But generally, squadron lists pack about 10 squadron activations, if not more through Yavaris and Adar. or more efficiency through Sloane.

Where are we saying different things?

You're under the mistaken impression that annihilating the squads is the goal. The setup he has can simply take a small but important section of the board and lock enemy squads there for a moment. Even if removed before the end of one turn, this will likely reduce enemy firepower vs your most useful ships for the one turn they are in range, especially for short range squads like B-Wings.

Edited by thecactusman17