Anti-Squadron HH?

By RogueCommander, in Star Wars: Armada Fleet Builds

Imagine this with... Jan and 2 Escorts. Or even as a herder in a squadronless list.

Thoughts? Anyone tried it?

Hammerhead Torpedo Corvette (36)
- Quad Laser Turrets (5)
- General Draven (3)
- Flechette Torpedoes (3)
- Ordnance Experts (4)
= 51 total points

Edited by RogueCommander

@Rangeryork used the Imperial version of this against me in our last game.

Raider-I, Ordnance Experts, Kallus, Flechette Torpedoes, Impetuous.

It did really well. We started to win the squadron battle then this ship rolled in. For two it turns turned off 4-5 Rebel squadrons and piled on the damage. None of our big ships were in a position to swat it away with big volleys so we lost out on 2 turns of bombing until eventually the raider moved on out of range. After the game we discussed it and maybe Instigator would have been a better title to take.

The Rebel version suffers from the Hammerhead being a little more vulnerable than the Raider. It has to go into the thick of the action to be effective, but then Raiders (if someone rolls an accuracy on the brace) can pop too. Raider also gets an extra black dice flak and I think Kallus is slightly more useful than Draven.

I still think you will need some fighters. Shara and a couple of A-wings can pin enemy fighters in place while the Hammerhead does a drive-by. Without them the enemy just send squadrons after some other ship - bombing it from the far side to keep obscured from the Hammerhead or out of black flak range altogether, easily avoiding this little flak boat.

I agree with the AWings being necessary. Too easy to dodge otherwise.

Ive been on the receiving end of the Imp version too, and it is quite potent when it works.

OK time to go full meme. This has some moving parts so please bear with me

What you need:

Rieekan

HH with ruthless strategists

Profundity

Preferably green squadron (or some awing ace, green is just fastest/cheapest unique)

Initiative

Here is the plan:

1. Navigate your MC75 (with the HH inside the profundity) within range of the opponents ball of squadrons and not die

2. Keep green squadron nearby but unengaged until next turn

3. At start of round drop your HH in a way that you double arc as much of the opposing squadron ball as possible and in activation range of green squadron.

4. Dial in a squadron command and activate green squadron to jump in the middle of the ball.

5. Proceed to AA flak the ball with up to 2 activations of ruthless strategists

6. Profit?

This really shines vs a bunch of scatter aces, but not so well vs high HP squadrons. This will not work vs skilled players who separate there squadrons as well. Feel free add other toys to this combo.

OMG. This thing with Han just murdered some AWings and HWKs.

Edited by RogueCommander