Small Ships with Critical Black Dice v2

By ShoutingMan, in Star Wars: Armada Fleet Builds

This is version 2 of my attempt to fly a squadron of all small ships. The first go was not successful. :) My opponent brought a 5-activation Madine fleet and he smashed me. So I've cut to the near essentials with a six activation fleet and a the Ciena-Valen squadron combo. Where I've splurged and changed approach is to outfit all four "back dice" ships with ACM. I previously had gladiators with APT and Raiders with ACM. I could probably go 4xAPT (borrowing a pair from my opponent), and if I could get in a good double arc, or two ships on one, plus a ram or two, I could knock out an MC30c in the second round. But that requires some really good flying. A fleet of ACMs promises +2 hit every attack, which should whittle down shields...if I can keep alive against the Madine fleet.

I don't love Ozzel but I'm keeping him. I learned that Ordnance Experts compensate for lack of Screed, at extra cost. Jerjerrod might be better, though I fear small ships don't have the shields or engineering points or command stack to pay his cost. I'm uncertain about paying for Demolisher versus adding squadrons (Mauler or Howlrunner). Comms Net I've never used, but at 2pts, it's worth a try.

Thoughts?

20180211 - Small Ships with Critical Black Dice v2
Author: ShoutingMan

Faction: Galactic Empire
Points: 397/400

Commander: Admiral Ozzel

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] Arquitens-class Command Cruiser (59 points)
- Admiral Ozzel ( 20 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 88 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 77 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 67 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 55 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Concussion Missiles ( 7 points)
= 55 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

1 Ciena Ree ( 17 points)
1 Valen Rudor ( 13 points)

Card view link

I think I might prefer Jerjerrod to lead this list. To keep the bid healthy swap all the ACMs for APTs. I like ACMs and love the idea of many overloading the enemy defences but you do need a bid to run this type of list.

Arquitens could drop to a CL version to save more points. With the Commander on board you would prefer to keep out of even blue range. Could get RBDs for it with the savings.

23 hours ago, Mad Cat said:

I think I might prefer Jerjerrod to lead this list. To keep the bid healthy swap all the ACMs for APTs. I like ACMs and love the idea of many overloading the enemy defences but you do need a bid to run this type of list.

Arquitens could drop to a CL version to save more points. With the Commander on board you would prefer to keep out of even blue range. Could get RBDs for it with the savings.

You think a small-ship squadron can manage the cost that Jerjerrod demands?

A bigger bid than I normally make, but you're right that I want to go first to try and have first and last activations. I was thinking that, but hadn't taken that thought to the step of getting the bid.

So, this is intriguing:

20180211 - Small Ships with Critical Black Dice v2
Author: ShoutingMan

Faction: Galactic Empire
Points: 387/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Moff Jerjerrod ( 23 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 86 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 75 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 65 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

1 Ciena Ree ( 17 points)
1 Valen Rudor ( 13 points)

As raiders don't redirect you often die with rear shields remaining so plenty of extras to take Jerjerrod damage on. His extra double yaw especially when going fast can get you into great firing positions or out of bad situations.

Maybe a Skilled first officer on Demolisher and alternate CF and Nav commands until he is spent.

I'll take a look at those variations as I conclude fleet building. :)

What I'm really uncertain about, more important now than the nuances of the fleet upgrades, is how to fly it? I'm struggling to know what to do with a fleet of tiny ships facing a fleet with a couple of very nimble and powerful ships such as an MC80 Madine + MC30c, buffed by a Corvette and a pair of GR-75 transports.

Do I try to go for the small prey, hoping to evade the MC80? Or do I try to take the 2xGSD and 2xRaiders straight at the MC80 and knock it out, using activation advantage? From there, what approach in deployment to take? I think I lost my previous game at Deployment.

Should be another educational game tomorrow.

I've settled as the fleet below (unchanged from previous). I anticipate my opponent to bid 388 Points. Adding a Skilled First Officer, I'm guessing, threatens losing me the bid. Adding RBD -- a good idea -- also threatens losing the bid. (The risk is my opponent anticipates me bringing another 395+ pt fleet and so risks adding more points himself, and I'm flying at a more punishing deficit than needed. But that's the meta-game, right?)

I could remove Demolisher and replace the APT with the ACM. With the two points remaining in the difference, I could add back Skilled First Officer. ACM was my original idea, but I think that having Demolisher adds valuable flexibility. So, I can fly Demo+ 4xAPT today. If the fleet still feels like playing with, try it next time with 4xACM and no Demo.

20180211 - Small Ships with Critical Black Dice v2
Author: ShoutingMan

Faction: Galactic Empire
Points: 387/400

Commander: Moff Jerjerrod

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] Arquitens-class Light Cruiser (54 points)
- Moff Jerjerrod ( 23 points)
- Captain Needa ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 86 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 75 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 65 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost

Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 53 total ship cost

Gozanti-class Cruisers (23 points)
- Comms Net ( 2 points)
= 25 total ship cost

1 Ciena Ree ( 17 points)
1 Valen Rudor ( 13 points)