Crix Madine's personal information

By Whippers, in Star Wars: Armada Fleet Builds

This is a fleet that I just used and won against some demolisher/victory fleets recently, and wanted to see how it shapes up to other fleets on here. Give me some critiques!

Name: Social Security
Faction: Rebel
Commander: General Madine

Assault: Advanced Gunnery
Defense: Fleet Ambush
Navigation: Dangerous Territory

CR90 Corvette A (44)
• Engine Techs (8)
• Dodonna's Pride (6)
= 58 Points

Nebulon-B Escort Frigate (57)
• General Madine (30)
• Major Derlin (7)
• Spinal Armament (9)
= 103 Points

Pelta Assault Ship (56)
• General Draven (3)
• Shields to Maximum! (6)
• Wide-Area Barrage (2)
= 67 Points

Hammerhead Torpedo Corvette (36)
• Boarding Engineers (2)
• External Racks (3)
• Task Force Organa (1)
= 42 Points

Hammerhead Torpedo Corvette (36)
• Boarding Engineers (2)
• External Racks (3)
• Task Force Organa (1)
= 42 Points

GR-75 Combat Retrofits (24)
• Comms Net (2)
= 26 Points

Squadrons:
• Tycho Celchu (16)
• A-wing Squadron (11)
• HWK-290 (12)
• YT-2400 (16)
= 55 Points

Total Points: 393

8 hours ago, Whippers said:

CR90 Corvette A (44)
• Engine Techs (8)
• Dodonna's Pride (6)
= 58 Points

Why would you put Dodonna's Pride on the A-variant? The 1 more point for TRC will get you much more consistent results.

I'm not crazy, in general, about ETs on As, you go speed 4 - that's really enough 99% of the time.

Your first CR90 should always take Jaina's Light.

8 hours ago, Whippers said:

Nebulon-B Escort Frigate (57)
• General Madine (30)
• Major Derlin (7)
• Spinal Armament (9)
= 103 Points

I'm not a huge fan of putting Madine on a ship that's really vulnerable (nothing dies quite like a Neb) - especially when you have much safer 'chariots' sitting around (the CR90)

I'm not a big fan of Derlin in general, he's a lot of points for not a lot of damage mitigation.

If you're not taking Yavaris, why not be a support variant and save a few points?

Similarly, spinals are a lot of points to throw on this ship - Slaved makes your one not-garbage arc fine. You don't want to be double arcing anything - ever. a Neb that's got a double-arc is a neb that's about to die to a side shot.

8 hours ago, Whippers said:

Pelta Assault Ship (56)
• General Draven (3)
• Shields to Maximum! (6)
• Wide-Area Barrage (2)
= 67 Points

Peltas are... not great. A few issues w. this ship: Draven doesn't come up nearly as much as you might think, Shields to Maximum isn't super useful, Peltas go speed 2 and will get left behind by the rest of your Speed3+ fleet (unless you take engine techs, Wide Area Barrage is bad - on a pelta assault, best case scenario is you put 1 damage on 1 other target. Take External Racks instead. Finally, Madine does his mojo when you reveal a nav dial - you can't 'nav' if you're throwing an 'engineer' dial to trigger 'shields'. I'd drop this ship and use the points elsewhere.

8 hours ago, Whippers said:

Hammerhead Torpedo Corvette (36)
• Boarding Engineers (2)
• External Racks (3)
• Task Force Organa (1)
= 42 Points

Hammerhead Torpedo Corvette (36)
• Boarding Engineers (2)
• External Racks (3)
• Task Force Organa (1)
= 42 Points

These are okay. What are you hoping to do with the Boarding Engineers? I assume you want to flip-up cards after other ships perform a ram? I suppose that's an interesting tactic, and they're cheap enough that you lose very little if you don't get a chance to pull it off.

8 hours ago, Whippers said:

GR-75 Combat Retrofits (24)
• Comms Net (2)
= 26 Points

Comms Net doesn't really help you much since most of your guys can only hold a single token, but it's cheap, and gives him something to do when he isn't pushing squads. The combat is... meh - unless you're trying to stack your shooting ships to make "opening salvo" a really unattractive objective choice

8 hours ago, Whippers said:

Squadrons:
• Tycho Celchu (16)
• A-wing Squadron (11)
• HWK-290 (12)
• YT-2400 (16)

What's your goal with these squadrons? I assume cheap anti-bomber screening? It'll work - i'd prefer Tycho+Shara+2xA-Wings

For your objectives:
Advanced gunnery can backfire horribly. Your 'best' ship to take this is the Neb, which is only "okay" at range, and has your commander on it.
Fleet Ambush is an objective with a big chance of back-firing against someone with a decent number of ships, black die ships that really want to start up in your grill, or worst of all, both.

With swapping out the Pelta, and using some point-savings I scrapped through the list, I'd do:

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

Hammerhead Torpedo Corvette (36)
• Boarding Engineers (2)
• External Racks (3)
• Task Force Organa (1)
= 42 Points

Hammerhead Torpedo Corvette (36)
• Boarding Engineers (2)
• External Racks (3)
• Task Force Organa (1)
= 42 Points

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

Nebulon-B Support Refit (51)
• Slaved Turrets (6)
• Salvation (7)
= 64 Points

GR-75 Medium Transports (18)
• Comms Net (2)
• Bright Hope (2)
= 22 Points

MC30c Scout Frigate (69)
• Lando Carissian (4)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Admonition (8)
= 90 Points

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

Madine can hide out on Jaina's Light and take pot shots at weakened foes from behind asteroids, but should avoid the main scrum.

The MC30 and Hammerheads are a nasty blob of hyper-manuverable black dice slingin' cowboys. Admonition can take a stupid amount of punishment, and hopefully will draw enough heat off your much softer hammers to let them get into position. All 3 want to be throwing nav dials left right and center - which is what Madine makes awesome. The (cheaper) Nebulon hangs out in back-field, ready to drop some red dice into anyone that gets past your black-die barrage, or just provide some cover fire on the way in. GR75 pushes A-wings when necessary, and is your "Most Wanted" target.

For objectives: Most wanted is a very safe play - get some extra dice on one ship of your opponents you want dead, and you don't really care if your bright hope dies. Hyperspace Assault lets you drop the MC30 and 2 A-wings behind your opponent, which is a terrifying prospect for most players. Dangerous Territory lets you get the most out of your high activation count and excellent maneuver.