Lots 'O Squadrons Leia

By Astech, in Star Wars: Armada Fleet Builds

I've been toying around with extremes of the game lately, trying to find things that break. Leia is seriously expensive, but like many commanders gets significantly better with each additional friendly ship on the board. So I thought about what commands/ships get the most use out of Leia:

Concentrate fire isn't so great, since you only get an extra reroll a turn, which is often only desirable on big salvo ships, many of which already have their own reroll abilities like Leading Shots.

Navigate could be decent, but increasing speed by two in a turn is really a once a game thing, so a standard banked token will accomplish that. Maybe a Liberty with Nav Teams could get something out of it, though.

Engineering is getting there, but still a little on the shoddy side. Fantastic on ships like the Interdictor... except that's Imperial. In addition, getting more mileage out of engineering with Leia using numerous small ships is self-contradictory - flotillas will die in a shot when they do die, and small-based ships fall in a single round of focused fire.

Squadrons are also pretty weak, since a token doesn't give you half your squadron value, but instead a single extra squadron activation. The typical fleet carriers don't really like that and prefer commanders that keep them alive. However, realised that flotillas could benefit massively from this. The basic GR-75 is 18 points, and 18 points for three squadron activations based from a ship with scatter is absurd. It got me thinking about the potential and so, I present to you:

Commander: Leia Organa

Assault Objective: Most Wanted
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] MC80 Battle Cruiser (103 points)
- Leia Organa ( 38 points)
- Liberty ( 3 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Nav Team ( 4 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 172 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Jamming Field ( 2 points)
= 22 total ship cost

GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
= 22 total ship cost

GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
= 22 total ship cost

GR-75 Medium Transports (18 points)
= 18 total ship cost

12 Z-95 Headhunter Squadrons ( 84 points)
1 Lietenant Blount ( 14 points)
3 HWK-290s ( 36 points)
= 134 total squadron cost

Totalling 390 Points.

The MC-80 acts as a durable flagship, and presents an enormous flanking threat. The 4 GR-75s aren't really intended for fighter-to-fighter combat, although Blount helps with that. Instead, the GR-75s are intended to simply fly every single Z-95 to the nearest capital ship and destroy it in a turn or two. The three HWKs make it fairly reliable at doing so. Each GR-75 can activate three squadrons while using Leia, and the MC can catch the other 4 with its title and Leia combined.

The bid and objectives will hopefully assure a victory, but I'm not familiar with the meta, so I don't know what the bids are, save that Avenger ISDs have high bids. If I can choose to, I'll be second player, as any of those objectives give a truly massive advantage so so many squadrons:

Most wanted gives each of the Z-95s two red dice when attacking the enemy flagship.
Fighter Ambush gives 15 VPs every time a squadron does damage to a ship.
Superior positions helps immensely in setup and gives me even more reason to flank.

Is there anything that will wreck this kind of build, and what can I do to prepare against it?

I see more than one issue with this list related to squads.

Z95s are not bombers, so only hits count against ships.

Swarm applies vs sqads only so they are pretty unreliable. Believe me, I am the one who rolled a glorious 0 damage with a CF Cymoon with Vader aboard.

3 hulls mean that any squadron can shhot one of yours down with a lucky shot. If they are hurt, they can be taken down by anything that has two flak dice. Mauler would be your worst nightmare. He moves once and your squadron wing is as good as dead.

Add to all this that they are onpy speed 3 so they can be outrun by fast ships like Demo.

And finally, you need a lot of command to move them. How would zhe MC80 get out of harm's way if it needs to activate squadrons all the time?

Liberty title wont work with Leia, Im 95% sure.

First of all: Most Wanted has an errata. It does not work for squadrons anymore ;) .

1 hour ago, Astech said:

Is there anything that will wreck this kind of build, and what can I do to prepare against it?

Even when i think that this list might look great on the board, i don't think it will work this well.
And for your question: Anything with ace squadrons might wreck you. Same with anything with black or two dice flak.

This mass of Z95 can die to the flak really fast. And even to other squadrons. Ten Numb just need one round to take down all of them (if they are close together). And even a normal Imperial Sloane or Rebel Yavaris list will take down 6-8 Squadrons before you have any real change to fire back. And after this, you have not enough left to do any damage. The bad speed of 3 and the 3 hull is making them to weak. TIE fighters have at least blue dice and are speed 4, but you don't see TIE fighter swarms these days (for a good reason).

The combination of the squadrons with the Liberty might be nice, but i am not sure if this will be enough with only 5 activations. Any squadron carrier list will blast the Z95 away way to fast. And any 6 ship list can blast away the Liberty without giving her a free shot.

Maybe switching from HWK to VCX might help a bit. This way you can move the transports way more freely and have 8 more free points. But this means you have to go down to 10 Z95. On the other side, this does not change any of the general problems of the squadrons.

29 minutes ago, Coldhands said:

Liberty title wont work with Leia, Im 95% sure.

You are right. Liberty only works if you have spend a token. Leia only let you resolve the command as if you spend a token, but you never did spend one.

Rebel Squadrons take Jan 2 x wings or 2 YT 1300 and then spam Bombers with norra wexley being a staple and dodonna, works a treat.

I would consider Blockade Run (because high activations, scatters, and speed changes,) VCXs, Fire Lanes, Sensor Net and a massive bid for second. (14-16 points? You’ll get a feel for that in your area.) Placing the onus on them to destroy your stuff could really work to your favor. Is it better than a conventional “Fish Farm?” Eh, maybe, maybe not. But it looks like good fun, and that many Z95s on the defensive is a scary thing...

Edited by The Jabbawookie