CC - Fighting against a triple Kuat build

By strikenowhere, in Star Wars: Armada Fleet Builds

Hey guys,

I'm actually looking for a bit of advice on how to battle against a late stage triple Kuat build in Corellian Conflict:

  • Avenger Kuat (Flagship)
    • Avenger
    • Admiral Motti
    • Leading Shots
    • Support Officer
    • Gunnery Team
    • Electronic Countermeasures
    • Assault Concussion Missiles
  • Kuat (Veteran)
    • Strategic Advisor
    • Leading Shots
    • Gunnery Team
    • Electonic Countermeasures
    • Assault Concussion Missiles
  • Kuat (Veteran)
    • Strategic Advisor
    • Intel Officer
    • Gunnery Team
    • Electonic Countermeasures
    • Assault Concussion Missiles
  • Squadrons
    • Captain Jonus
    • TIE Advanced

I am running the following build (that has been pretty successful so far but my opponent's fleet was commissioned two turns ago):

  • MC75 (Flagship, Veteran)
    • Raddus
    • Lando Calrissian
    • Electronic Countermeasures
    • Expanded Launchers
    • XI7 Turbolasers
  • Mon Karren MC80 (Veteran)
    • Mon Karren
    • Gunnery Team
    • Leading Shots
    • XI7 Turbolassers
  • CR90 A (Scarred)
    • Turbolaser Reroute Circuits
  • GR75 Medium Transport
    • Bomber Command
    • Boosted Comms
  • Squadrons
    • Rogue Squadron (Veteran)
    • Green Squadron (Veteran)
    • Norra Wexley
    • A-Wing Squadron
    • X-Wing Squadron
    • X-Wing Squadron
    • X-Wing Squadron

I'm currently doing a non-base assault, so I believe I'll just be picking from regular objectives but honestly I'm concerned by the amount of firepower I have to deal with here. Over the last few battles I've managed to outmaneuver my opponents while defending against base assaults using the Ion Cannon objective and using Raddus to bring my MC80 in to hammer my opponent's lead ship, but this time I'm assaulting in order to establish a new base and seeing these three ISDs coming is a bit daunting. Anyone have any advice on how to handle this?

He’s hopelessly out-deployed. Bait his deployments with the flotilla and squads. Once you see his formation, hit a flank hard, rendering the farthest ISD irrelevant for at least a round or two and hopefully only offering a single close-range target to the center ISD. Bonus points if you Raddus-jump into their side arc. Also, tell your opponent his second Strategic Adviser is illegal; they’re unique. Good luck!

Edited by The Jabbawookie

He has no squads, you blow up Jonus and bomb away.

I probably wpuld target Motti directly if he's avaliable (not in the middle of formation). And stay at long range as long as you can.

11 hours ago, The Jabbawookie said:

He’s hopelessly out-deployed. Bait his deployments with the flotilla and squads. Once you see his formation, hit a flank hard, rendering the farthest ISD irrelevant for at least a round or two and hopefully only offering a single close-range target to the center ISD. Bonus points if you Raddus-jump into their side arc. Also, tell your opponent his second Strategic Adviser is illegal; they’re unique. Good luck!

This strategy is actually what I wound up coming up with too. I picked Superior Positions and centered my MC75 & Gr75 in the middle of the deployment zone while running out my scarred CR90 to the left end of the deployment zone. Used a couple of nav commands on the MC75 in the first two rounds to change speeds and swing him around quick to the left side while running the CR90 up the left flank on the outside edge of the firing arc. He wound up getting the ISDs all gummed up trying to maneuver all at speed 2. With my bombers and the MC75 we were able to hammer the left flank ISD with enough damage to drop it on turn three with a final killshot from my CR90. At the same time, I brought my MC80 in moving left to right to hammer his flanks.

Had it not been for two STUPID maneuvering mistakes I would have demolished his fleet, but i misjudged the 3-speed movement arc for my MC80 resulting in a collision right in front of his two remaining ISDs (we play as soon as you notch the maneuver tool into the ship its final) resulting in the MC80 dieing horribly on turn 4. I still had another chance on Turn 5/6 to blow up a 2nd ISD after double-arcing him on the left edge of the board, but my 2nd maneuvering mistake wound up having a slight piece of my MC75 base off the edge of the play area...had I just decreased the yaw by 1 I would have been fine and would have carried the day. **** maneuvering mistakes!