Newbie build: (Another) Dodonna Fleet

By Gordon Freemann, in Star Wars: Armada Fleet Builds

Hi! I'm new to Armada and still learning the ropes. With help from some people here on the forum (and an additional big thanks to slasher956) I have build two fleets that might work with Dodonna and would kindly ask you to evaluate.

1st: The Liberty is a bait to get the opponent to ignore everything else (especially the bombers) . It can be supported by the CR90s which can move shields to make it harder to kill.

2nd: Replaced the MC80 with an AF to make the fighters more dangerous. Less firepower, but more bombers.

In both fleets the 2nd CR90 will try to hide behind the first benefiting from cover without loosing dice itself.

Did I make any big mistakes, is one of the lists feasible at all, or do I need to redesign?

BR,

Gordon

Edited by Gordon Freemann
10 hours ago, Gordon Freemann said:

Hi! I'm new to Armada and still learning the ropes. With help from some people here on the forum (and an additional big thanks to slasher956) I have build two fleets that might work with Dodonna and would kindly ask you to evaluate.

1st: The Liberty is a bait to get the opponent to ignore everything else (especially the bombers) . It can be supported by the CR90s which can move shields to make it harder to kill.

2nd: Replaced the MC80 with an AF to make the fighters more dangerous. Less firepower, but more bombers.

In both fleets the 2nd CR90 will try to hide behind the first benefiting from cover without loosing dice itself.

Did I make any big mistakes, is one of the lists feasible at all, or do I need to redesign?

BR,

Gordon

It seems to me that its a fighter-bomber heavy fleet so I suggest you replace mine fields for superior Positions

3 hours ago, Jabby said:

It seems to me that its a fighter-bomber heavy fleet so I suggest you replace mine fields for superior Positions

If that is all, that can be done very easily. I thought I use the mine to obstruct his movement while retaining my mobility.

Anything else?

I don't think Fire Control Team works on the AF without it having a turbolaser with a unique crit effect.

3 hours ago, anonymousguy said:

I don't think Fire Control Team works on the AF without it having a turbolaser with a unique crit effect.

You're totally right about the FCT. What should I swap them for? Or stay at 395 Points in order to get my objectives?
I drop FCT and Put an Overload Pulse on one of the CR90s. To high a gamble?

http://armadawarlords.hivelabs.solutions/view_list.php?token=151595&key=d265f9d0fad0ac0122ea41cfa682ec9d

4 hours ago, Gordon Freemann said:

You're totally right about the FCT. What should I swap them for? Or stay at 395 Points in order to get my objectives?
I drop FCT and Put an Overload Pulse on one of the CR90s. To high a gamble?

http://armadawarlords.hivelabs.solutions/view_list.php?token=151595&key=d265f9d0fad0ac0122ea41cfa682ec9d

Just keep the points, though drop enhanced armament on the AF. Then you have points to change the CR90B with Jaina to a TRC90 with Jaina.

20 hours ago, anonymousguy said:

Just keep the points, though drop enhanced armament on the AF. Then you have points to change the CR90B with Jaina to a TRC90 with Jaina.

Not sure why to change the CR90B for a CR90A. The change of scoring damage with the A is not to good.
Additionally I'm very unsure about the effectiveness of bombers. The Imperial ships can easily redirect the damage while I lack the firepower to exploit weakened shields.

As an example, with 400 Points the Imperial player can get 3 Victory Is with expanded Bays. Add 14-16 TIEs and he still has the advantage in firepower in Ships and I need to kill his TIEs first for my Bombers to do anything. All the while he can do some serious damage with 9 red dice on long range (if he stays together and takes the center).

Right now I have no clue how to make a Rebel Fleet work at all besides taking Ackbar and MC80s or MC30s. :(

29 minutes ago, Gordon Freemann said:

Not sure why to change the CR90B for a CR90A. The change of scoring damage with the A is not to good.
Additionally I'm very unsure about the effectiveness of bombers. The Imperial ships can easily redirect the damage while I lack the firepower to exploit weakened shields.

As an example, with 400 Points the Imperial player can get 3 Victory Is with expanded Bays. Add 14-16 TIEs and he still has the advantage in firepower in Ships and I need to kill his TIEs first for my Bombers to do anything. All the while he can do some serious damage with 9 red dice on long range (if he stays together and takes the center).

Right now I have no clue how to make a Rebel Fleet work at all besides taking Ackbar and MC80s or MC30s. :(

If you want to use Ackbar MC30s, you could read @Ginkapo's Ackbar Star Destroyers article. https://archiveofossus.wordpress.com/2017/04/22/ackbar-mc30-star-destroyers/

23 minutes ago, anonymousguy said:

If you want to use Ackbar MC30s, you could read @Ginkapo's Ackbar Star Destroyers article. https://archiveofossus.wordpress.com/2017/04/22/ackbar-mc30-star-destroyers/

That was not the intention. I can only think of an Ackbar list if I want to win. Everythings else seems "ineffective" from my newbie point of view.

Anyways, I would highly suggest dropping Enhanced Armament, it won't really do much for you. I mean, all it does for the AFB is add a red die for 10 points. Thats like, half a transport. Speaking of transports, you could get another naked transport by dropping the enhanced armament, and ECMs from Dodonna's Pride. I mean, it has redundant tokens.

32 minutes ago, anonymousguy said:

Anyways, I would highly suggest dropping Enhanced Armament, it won't really do much for you. I mean, all it does for the AFB is add a red die for 10 points. Thats like, half a transport. Speaking of transports, you could get another naked transport by dropping the enhanced armament, and ECMs from Dodonna's Pride. I mean, it has redundant tokens.

What to do with the transport? Just use it to command fighters?

BTW: I now get why you suggested exchanging the CR90B for a CR90A. Makes a lot more sense to do that. Thanks.

Not sure about the ECM though. If I 'm in med range, the evade will only force him to re-role which can easily amount to nothing. I want that redirect to work to make it a vit more durable and the 2nd ship to project shields so it becomes a lot tougher than usual. Flawed idea?

http://armadawarlords.hivelabs.solutions/view_list.php?token=151817&key=2caacf2a010853c1f4db730d1e227e2d

Edited by Gordon Freemann
1 hour ago, Gordon Freemann said:

What to do with the transport? Just use it to command fighters?

BTW: I now get why you suggested exchanging the CR90B for a CR90A. Makes a lot more sense to do that. Thanks.

Not sure about the ECM though. If I 'm in med range, the evade will only force him to re-role which can easily amount to nothing. I want that redirect to work to make it a vit more durable and the 2nd ship to project shields so it becomes a lot tougher than usual. Flawed idea?

http://armadawarlords.hivelabs.solutions/view_list.php?token=151817&key=2caacf2a010853c1f4db730d1e227e2d

The ECM is just loading up your CR90 with points, an MC30 or Demolisher can easily munch that and gain 57 points. But you can do what you want, your idea seems okay.

And yes, the transport will command fighters, I noticed you are one squadron activation low. Plus, then you could change Rogue Squadron to a regular X-wing squad. And the new transport will give you another ship activation and deployment.

Cut out fire control teams and projection experts as well as maybe ecms get a bid for your objectives. They’re the unholy trinity those objectives