Rieekan Scout Gunline

By The Jabbawookie, in Star Wars: Armada Fleet Builds

The idea is simply to plink away with a bunch of 4 red dice attacks. The Pelta is obviously a priority target, to be nestled at the heart of the gunline. Minefields is there simply to get obstacles out of the way, granting unobstructed shots. There are a few tough decisions. Opening Salvo could replace Most Wanted, briefly giving each Hammerhead the power of a VSD. Even though it’s risky, Fleet Ambush is almost tempting with Rieekan and ranged ships. QBTs could be nice, but a carrier fleet might be willing to slow roll and deprive the scouts of their blues. Thoughts?

Toddlers Throwing Gravel

Faction: Rebel Alliance
Points: 399/400

Commander: General Rieekan

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

Hammerhead Scout Corvette (41 points)
- Task Force Antilles ( 3 points)
- Slaved Turrets ( 6 points)
= 50 total ship cost

Hammerhead Scout Corvette (41 points)
- Task Force Antilles ( 3 points)
- Slaved Turrets ( 6 points)
= 50 total ship cost

Hammerhead Scout Corvette (41 points)
- Task Force Antilles ( 3 points)
- Slaved Turrets ( 6 points)
= 50 total ship cost

Hammerhead Scout Corvette (41 points)
- Task Force Antilles ( 3 points)
- Slaved Turrets ( 6 points)
= 50 total ship cost

Hammerhead Scout Corvette (41 points)
- Task Force Antilles ( 3 points)
- Slaved Turrets ( 6 points)
= 50 total ship cost

Hammerhead Scout Corvette (41 points)
- Task Force Antilles ( 3 points)
- Slaved Turrets ( 6 points)
= 50 total ship cost

[ flagship ] Modified Pelta-class Command Ship (60 points)
- General Rieekan ( 30 points)
- Disposable Capacitors ( 3 points)
- Intensify Firepower! ( 6 points)
= 99 total ship cost

I'm thinking Rieekan could be good again these days and I'm trialling a list with him - I did take Fleet Ambush thinking as you did, that with Rieekan you don't mind not going first however...watch out for Raddus. A fleet that can dump an MC-75+ in your face will just love Fleet Ambush!

I love this list, and I love the Slaved Turrets on the scouts (one of the very few uses I've found for Slaved Turrets).... Only change I'd consider is switching task forces to Organa for the rerolls (and some point savings) and drop a single HH to free up additional points for a small X-wing Biggs gang, to at least occupy enemy squads for a couple of turns. With Rieeken, you have the zombie effect to help mitigate the need to share damage among the HH's, which will be better off being one-shotted than wearing them all down equally and losing them in droves in the final turns. With the command Pelta, you have some squadron pushing ability, just make certain to keep some tokens handy for keeping IF! active as much as possible. :)

With that being said, consider switching out 1-2 HH's for Torpedo variants with Ordnance Experts and External racks, for the killing blows after your scouts have made their flyby's. If they come in somewhat behind your scouts, it puts your opponent in a sort of awkward position on whether to fire on the closer Scouts, or take longer ranged shots to hopefully stop your black-dice party before it happens...

I'd be worried about lacking any squadron defense.

Dropping 1 scout for Tycho, Shara & a GR-75 to command can help a lot for a small reduction in firepower.

I've found Spinals much better than Slaved in these builds but it is always tough to find the extra points for it.

I'd 2nd the suggestion to mix in 1-2 Torpedo Hammers that fly behind the scout gunline.

Thanks for all the great feedback! :D By turning two HHs into Torps, the command Pelta into an Assault Pelta (better flak is a bonus) and TFA into TFO I can fit Tycho and Shara naturally, which feels quite nice, especially with Rieekan. With CF commands the Torps can contribute long range plink damage a bit, too.

17 minutes ago, Mala said:

I've found Spinals much better than Slaved in these builds but it is always tough to find the extra points for it.

It's indeed a tough fit, but I could try. What makes them better? Double arcing seems a bit meh with the huge front arc and lackluster side arc...

2 minutes ago, The Jabbawookie said:

It's indeed a tough fit, but I could try. What makes them better? Double arcing seems a bit meh with the huge front arc and lackluster side arc...

Yeah the double arc doesn't come up often but 1 extra damage is nice when it does.

I most appreciate that spinals gives you an actual rear arc. When I ran slaved my Hammers became useless after the initial pass and could never turn hard enough to get another shot. With the spinal rear die and concentrate fire I can add a couple extra damage to ships as we pass by and my hammerheads would otherwise be doing nothing. It's not huge and kind of hard to quantify but its felt worth 3 points most times. That said, my first drop is Spinals -> Slaved when points get tight.