Regional List Critique

By samusthe17, in Star Wars: Armada Fleet Builds

I've been out of the game for about half a year now, so I need to get a list ready for regionals next month that takes into consideration the meta of both rebel and Imperial builds. My rough draft is a list that can hopefully shut down Sloane builds, as well as bomb some capital ship-heavy builds.

Squadron Up

Faction: Rebel Alliance
Points: 400/400

Commander: Commander Sato

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Assault Frigate Mark II B (72 points)
- Commander Sato ( 32 points)
- Gallant Haven ( 8 points)
- Toryn Farr ( 7 points)
- Flight Controllers ( 6 points)
= 125 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
= 68 total ship cost

Hammerhead Torpedo Corvette (36 points)
- External Racks ( 3 points)
= 39 total ship cost

Hammerhead Torpedo Corvette (36 points)
- External Racks ( 3 points)
= 39 total ship cost

GR-75 Medium Transports (18 points)
- Bomber Command Center ( 8 points)
= 26 total ship cost

1 Jan Ors ( 19 points)
1 Biggs Darklighter ( 19 points)
1 X-Wing Squadron ( 13 points)
1 "Dutch" Vander ( 16 points)
1 Gold Squadron ( 12 points)
1 Norra Wexley ( 17 points)
1 Z-95 Headhunter Squadron ( 7 points)

Card view link

Fleet created with Armada Warlords

Sato is there only to increase my capital ships' firepower once squadrons are dealt with, as I cannot find a commander that really needs to replace him with this list. Plus, he makes the two Hammerheads deadly on their own if they can get in a decent arc. Jan, Biggs, Dutch, and my X-wing are there to hurt Sloane fighter wings, and I think with 2 escort the Z can come in to plink away and wont burn up in flames like the wanna-be Tie that he is (he's really only there because I didn't have more points). Yavaris and Gallant Haven support them. Dutch, Norra, and Gold Squadron are my primary bomber wing once token fighter escorts are gone, and BCC will help the X wings not suck *** with their red dice.

I think this is a pretty general-use list, my only concern is that it's too jack-of-all-trades and will die against a dedicated list.

What are your thoughts and critique?

ECM on the flagship, and why the odd number of squads?

Sato offers you very little, Dodonna is simply cheaper which might be a benefit worth considering.

6 minutes ago, Ginkapo said:

ECM on the flagship, and why the odd number of squads?

Sato offers you very little, Dodonna is simply cheaper which might be a benefit worth considering.

Oh yeah, dang, I need to find points-room for ECM. 7 squads for 7 squadron activations from my 3 command ships.

Dodonna is 12 points cheaper I agree, which could probably free up room for another squadron, or ECMs, however, my list isn't really geared towards guaranteeing criticals. With Sato, for 12 more points, my command ships' meager red dice becomes more accurate black ones (or at least two of'm), and my Hammerheads' can throw out 4 black dice with a dial, and then an additional 2 with external racks. That way I don't have to be 100% reliant on my fighter wing.

Edited by samus17

Maybe move Toryn Farr so she can benefit the assault frigate. Is Biggs worth it with only one other escort in the list?

Just now, Barney said:

Maybe move Toryn Farr so she can benefit the assault frigate. Is Biggs worth it with only one other escort in the list?

That's a good idea, the GR-75 would be the next choice. My only concern is that the transport will be too far to benefit my fighter wing, or get too close and burn up; but I do need to consider benefiting my AF.

I'm not too experienced with Biggs, I just wanted to see how I could extend the lifespan of my stock X wing. Thinking I should have 2 X's minimum, or just drop Biggs?

This is how @Maturin balances Sato and Bombers for reference.

Just now, samus17 said:

That's a good idea, the GR-75 would be the next choice. My only concern is that the transport will be too far to benefit my fighter wing, or get too close and burn up;

Bright Hope...

1 minute ago, Ginkapo said:

This is how @Maturin balances Sato and Bombers for reference.

I'll give that thread a read.

Squadron Up (Updated)

Faction: Rebel Alliance
Points: 396/400

Commander: Commander Sato

Assault Objective: Most Wanted
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields

[ flagship ] Assault Frigate Mark II B (72 points)
- Commander Sato ( 32 points)
- Gallant Haven ( 8 points)
- Flight Controllers ( 6 points)
- Electronic Countermeasures ( 7 points)
= 125 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
= 68 total ship cost

Hammerhead Torpedo Corvette (36 points)
- External Racks ( 3 points)
= 39 total ship cost

Hammerhead Torpedo Corvette (36 points)
- External Racks ( 3 points)
= 39 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
- Bomber Command Center ( 8 points)
= 35 total ship cost

1 "Dutch" Vander ( 16 points)
1 Gold Squadron ( 12 points)
1 Norra Wexley ( 17 points)
2 X-Wing Squadrons ( 26 points)
1 Jan Ors ( 19 points)

Card view link

Fleet created with Armada Warlords

The updated list, taking into account some of the feedback. Overall it seems alright; changing much else and I'd have to alter the major foundations of the list. Not too sure if I'm happy with the end result, as I don't enjoy playing with less than 100 points of fighters (that's just what makes the game fun for me). I'll probably keep it in the back pocket if I don't create anything better, but it looks like back to the drawing board for me.

I appreciate all the input from everyone; I really need to keep tempering my lists if I want to place decently at a regionals.

It's a better list now, to be sure, but you have the issue of having too light a squadron complement. It's not enough for the squadron fight, and lack bomber power. You have added firepower with the HH, so maybe the trade-off is OK.

My biggest gripe is GH, however, which in this list will have to command squadrons. That means not engineering. Which means a potentially very dead GH very early.

With the combination of non-repairing GH, only 5 activations, and a lightish squadron force, you will be challenged to deal with several archetypes. Multi MC30, Demo last/first, heavy squadron Sloane, a heavier squad GHY build, TRC spam. Possibly more.

Not too keen on those objectives either. Esp Minefields.

I'm NOT calling it a bad list. It's rather good. But be aware that it has some limitations, and plan accordingly.