Could this be considered competitive? Mothma Shrimps and TRC90s

By Yosh6314, in Star Wars: Armada Fleet Builds

If not, what changes would you suggest and why. Im probably not a good enough player to start messing with activation order changing officers yet.

Faction: Rebel
Commander: Mon Mothma

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Superior Positions

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6)
• Foresight (8)
= 86 Points

MC30c Torpedo Frigate (63)
• Mon Mothma (30)
• Lando Carissian (4)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6)
• Admonition (8)
= 120 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 53 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bright Hope (2)
= 27 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
• 2 x A-wing Squadron (22)
= 55 Points

Total Points: 392

Edited by Yosh6314

Yes.

But seriously. It looks good. I think you just need to play it and then decide how to tweak it so it's the most fun for you.

You may want to find a way to squeeze in one more flotilla. One more activation could be nice. Especially in a world with strategic advisor.

I couldn't think of a use for it other than just activation padding which is something im a little reluctant to do unless I try some jank with slicer tools and also I only actually own 1.

Edited by Yosh6314

This is very similar to a fleet that I've had a lot of success with.

Try H-9s on the MC-30s instead of XI7. Watch flotillas run away screaming in terror.

Also consider moving Mon Mothma to Jaina's Light. You really want Admonition right in your opponent's face. Admonition will probably survive most of the time, but sometimes it won't.

For this fleet, Solar Corona is better than Superior Positions, especially if you add the H-9s.

Run the MC-30s together, with Foresight slightly lagging. Keep the Nav commands coming so that you can control range on your way in, and then make a hasty exit once you've put the hurt on.

Thanks for the advice, I will play a few games with each turbolaser set up and see what seems to work. I do usually tend to favour XI7s to H9s though you are definately right about moving Motha.

Edited by Yosh6314

Mothma Shrimps Squids and TRC90s

FTFY

(Looks solid, btw.)

So, if we're talking competitive, a lot of ISD lists are going 20 pt bid right now.

So, I assume this is going to go 2nd vs ISDs, with 5 activations as parity. I guess in that case, it doesn't particularly need a 6th ship right? Is this type of MSU okay as 2nd player? (I think its probably okay. You set up the MC30s to catch the ISDs as they come in.)

Your objectives don't really make a lot of sense: Superior Positions will likely get you completely killed by a mass squadron list (your 4 As will be only a slight road bump.)

Hyperspace Assault, idk, does it work?

With Hyperspace Assault the idea would be to drop a MC30 in an arc my opponent won't want it in preferably with a double arc set up, not sure if there are any better yellows since im not bringing strategic though I could swich a TRC90 for a hammerhead with Jyn in case the 30s need a finnisher and make the objective Capture the VIP and also boost my bid.

The idea with Superior Positions was to pick something that doesn't punnish me too hard for having no strategic, im never great at choosing objectives and rarely get to play currently so am trying to get a fleet together which will work for the rare occasion I get a game in. Which would be a better blue objective would you say?

Also I didn't realise the bids were so high these days.

Edited by Yosh6314

I am asking you your opinion, I don't know the answers either. And I do understand exactly what you're trying to do in avoiding Strat.

I haven't played enough capture the VIP to know if it works. I feel like it would be worse: If their ISD gets it, it forces you into going all-in vs that ISD to win there.

Theoretically, it seems like Superior Positions would make it super easy for mass squads to tear you apart with your own objective. Though, vs squads, they usually don't have an 8pt bid, which means... you should be able to pick first player... but that means you have to contend with their objectives, which will usually be just as bad for you: They'll likely have Superior Positions, Fighter Ambush, Most Wanted.

Hmm. I wonder if we should make a thread for choosing 1st/2nd and which objectives as a practice thread.

Oh, to answer your question, @Yosh6314

Would you do Nav Hazards? You have lots of mobility. Or what about Solar Corona? (I dislike this one, but its popular). I think Solar Corona could help you vs mass squads, in positioning, and it would be okay vs large ships, as you'll avoid getting accuracied.

16 minutes ago, Yosh6314 said:

With Hyperspace Assault the idea would be to drop a MC30 in an arc my opponent won't want it in preferably with a double arc set up, not sure if there are any better yellows since im not bringing strategic though I could swich a TRC90 for a hammerhead with Jyn in case the 30s need a finnisher and make the objective Capture the VIP and also boost my bid.

The idea with Superior Positions was to pick something that doesn't punnish me too hard for having no strategic, im never great at choosing objectives and rarely get to play currently so am trying to get a fleet together which will work for the rare occasion I get a game in. Which would be a better blue objective would you say?

Also I didn't realise the bids were so high these days.

Hyperspace Assault: Make sure to put Admonition into hyperspace. If you drop it into your opponent's side arc, he will just activate that ship first and fly away. So you are left with two choices: (1) drop Admonition into the front arc to block (and if it is an ISD or LMC-80, pray you can tank one round of fire); or (2) set up a fork by dropping it between two valuable targets. Sometimes option (1) is really the only one available, which is why you want it to be Admonition instead of Foresight.

Superior Positions: Just about any blue objective would be better for you than this one, because of enemy squadrons. That is why I recommended Solar Corona — you still get the positioning advantage, but you don't give up victory points to enemy squadrons. Also, if you have H-9s on your MC-30s, the Corona won't hurt you (if you roll one accuracy, you discard it, but then can turn another die back to an accuracy). Dangerous Territory might also be good for you.

Bids: It really depends on what your local meta is like. For my area, I know that a bid of about 8 points is usually sufficient to go first. Anything over 10 is excessive. A friend of mine ran a bid of 4 points in one of the tournaments here last year and had his choice of initiative all day.

I don't think Solar Corona would be much good as all but 1 of the ships im taking have redundant defence tokens and against a good player if they are determined to lock down my defences they will have brought tech to make it happen no matter what.

With Nav Hazards, I like the idea of shoving asteroids under ISDs though Dangerous Territory does actually look better and is what I will try first.

Thanks for the advice to all those who responded.

So this is the fleet currently. I will however be trying out versions swapping XI7s for H9s on both 30s and also see what happens if I drop the APTs down to Ex racks.

Faction: Rebel
Commander: Mon Mothma

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Dangerous Territory

MC30c Torpedo Frigate (63)
• Lando Carissian (4)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6)
• Admonition (8)
= 90 Points

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• XI7 Turbolasers (6)
• Foresight (8)
= 86 Points

CR90 Corvette A (44)
• Mon Mothma (30)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 83 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bright Hope (2)
= 27 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
• 2 x A-wing Squadron (22)
= 55 Points

Total Points: 392

53 minutes ago, Yosh6314 said:

I don't think Solar Corona would be much good as all but 1 of the ships im taking have redundant defence tokens and against a good player if they are determined to lock down my defences they will have brought tech to make it happen no matter what.

With Nav Hazards, I like the idea of shoving asteroids under ISDs though Dangerous Territory does actually look better and is what I will try first.

Thanks for the advice to all those who responded.

The main issue I always have with Dangerous Territory is except for swarm lists, nearly everything else laughs about going over one rock. And generally people will choose Dangerous Territory as the safe option. Also the point gain is miniscule. lol.

Although, I have seen where a rock damage made a big difference. Generally, it seems like if an ISD cues up one repair command, its completely nullified.

19 minutes ago, Blail Blerg said:

The main issue I always have with Dangerous Territory is except for swarm lists, nearly everything else laughs about going over one rock. And generally people will choose Dangerous Territory as the safe option. Also the point gain is miniscule. lol.

Although, I have seen where a rock damage made a big difference. Generally, it seems like if an ISD cues up one repair command, its completely nullified.

If it means I won't have to choose between making a double arc shot and taking a hull damage from landing on an asteroid it would still be worth it in theory.

I echo blail here. List looks good, but if you take DT, be prepared to play it. By that, I mean BE PREPARED. Don't just shove it in there without a plan. Look at some rock layouts, what manuevers it takes to grab them, what speeds you need to be an when you can dial, token, etc. Find a way to play the rocks where you give yourself a "carrot" location to draw the enemy fleet so you can flank them but still come out ahead on the points.

Also, bring a ship that can ram another ship on a rock. When you can force a head to head on top of a rock where you take 1 damage from the ram and they take 2 with 1 face up it really stacks up quickly.