Help with Objectives and making this better

By buckero0, in Star Wars: Armada Fleet Builds

I'm never really solid on my objectives so any help with that or the general tactics or makeup of the fleet I would appreciate

392/400

Most Wanted - Solar Corona - Jamming Barrier

MC 30 Ackbar - Lando - Gunnery Team -Turbolaser Reroute Circuits- Foresight

CR90-TRC x3

GR-75 Toryn Farr

GR-75 Comms Net

Shara Bey

Awing x4

The idea is to fly in a large fast (if need be) circle and shoot from long range.

Edited by buckero0

I would change Foresight to Admo. Admo usually lives longer, and there is a reason it's called Landmonition... Those two pair well together.

I would pick Capture the VIP or Hyperspace Assault. You have fast nimple ships, you could grab the VIP token and zip away. With Hyperspace Assault you can drop in the MC30 behind and cause havoc.

Honestly I think gunnery teams is a waste on the MC30. You are not using the ship to its fullest advantage. I would fly the TRC90's around plinking and jump the MC30 in, unload, and jump out. APT's and Ord Expt pair well... Just some thoughts. If your dead set on the mc30 scout then go for it. It just doesn't see a lot of play compared the to the torpedo one.

Foresight is the superior title if he plans on keeping the scout at range and spits red dice everywhere, which seems to be the plan and the way it’s equipped right now. Admonition is more of the “into the fray” title.

However, I would drop Toryn Farr as she only benefits your a-wings. Use the points for exrax on the scout and Jaina’s Light on one of the trc90’s.

Objectives Most Wanted, solar corona, and hyperspace, though you will run into problems if the enemy has strategic. Also don’t underestimate putting a cr90 into space either- they hit hard on the backfield, and if Ackbar is in hyperspace you won’t get his bonus

Yeah i probably shoulda explained better, but all of these ships outside the scout have a tendency to get one-shot at long range, so my plan is to stay on the outskirts and use Ackbar to pepper an enemy ship and stay out of range of / major firing arcs the first 4-5 turns. Turn 6 i can sneek in and get a last parting shot .

Toryn is probably not worth it, but she can make the a wing s counter lethal

What about combining the transports into another CR90?

Edited by buckero0

I guess I'm not seeing the advantage of taking the MC30 at all if you aren't interested in going into the fray. In that case why not take a cr90 with enhanced Armament? Same dice at long range.

Im probably not as good a pilot as you. After a couple of games with this list i figured out that it is very much a finesse list and point denial is a thing. That MC30 never got a scratch on it whereas the cr90 id you made one false move, they were blown out of the water. I kind of want more cr90s now though it was super fun zooming around at speed 4. I did fly an objective ship off the board, that was a low point for sure.

Edited by buckero0

MC30 Scouts with Ackbar are great.

I think the Scout needs to be a both/and. The flying plan has to be to use the red dice to soften targets, allowing you to swoop with a powerful arc later. Also, keep in mind that with an MC30, you have more of a chance of flying through the center of the board and firing both side arcs, even if the second is only a red range shot. I think this is pretty critical to Ackbar MC30 play.

I'd move Ackbar to a CR90 and DEFINITELY keep him away. The MC30 is too much of a target for where it wants to go, and ultimately where you need it to go.

You asked for help on objective: 1. Most Wanted is a no brainer and works in almost every list now. 2. Hyperspace Assault works for MC30s. Contested Outpost can work, despite not having high command ships, and especially fragile ships at that---but you have to really think it through, and I'd recommend skipping it if you're pretty new to the game. 3. Solar Corona. OK, a safe choice. You have low odds of accuracy and a decent chance of not having arc on the Corona (it is your objective).

Here are some things to applaud, and some things to look out for:

1. You took five squadrons. I always like an even number to even up deployment. If it were me, I'd look at a pretty thorough revision by dropping one of them. Your other possibility is dropping two and adding Tycho or a YT2400, maybe give yourself a chance to add upgrades elsewhere for the spare points.

2. You're going to whale pretty well. That's a lot of power directed against really big targets.

3. You're going to have trouble in mirror-matches, other high activation lists. You're not really outfitted to put a target away quickly. I suppose you could completely overwhelm tokens with lots of shots, but you're going to spend a lot of time trading evades, which cuts into your damage.

4. Heavy Squadrons will still be a problem. You may find your screen goes down quickly, and insanely quickly if you are getting used to fielding your squadron screen. Your screen can do wonders if you take out enough enemy squads on the incoming attack, however. Flak takes a while to learn how to get right, but you've got to make it count.