SSD Lists to spark imaginations!

By BrobaFett, in Star Wars: Armada Fleet Builds

Fear the SSD! JJ to whip that front end around, come at me bro objectives, and 373 of the points are split between the squads and SSD. You gonna flak, or try and take down the beast? Needa and Brunson take the bite out of someone like Ackbar trying to get fancy dancy at red range, SFO protects against slicers, leading shots is just bad roll insurance. The Goz can focus solely on token supplying the SSD with repair or nav tokens since with the auto Dial + Token effect on the SSD it has the squad 6 to boss around the whole ball. Woot, can't be more excited to see this baby in action.

SSD Command Joy (398/400)
====================
Star Dreadnought Command Prototype (220 + 35)
+ Moff Jerjerrod (23)
+ Captain Brunson (5)
+ Skilled First Officerr (1)
+ Captain Needa (2)
+ Leading Shots (4)
Gozanti-Class Cruiser (23 + 2)
+ Coms Net (2)

Dengar (20)
Colonel Jendon (20)
Maarek Stele (21)
Morna Kee (28)
Mauler Mithel (15)
Zertic Strom (15)

Blockade Run
Contested Outpost
Solar Corona

Edited by BrobaFett

I think you've hit on the perfect set of objectives - Blockade run lets you actually deploy pointing forward, Contested draws your opponent in, and Corona mitigates your deployment disadvantage.

And, with no native turns, Jerry seems like 100% a must (We'll see what Piet brings)

I don't think the squad ball will stand up well to more dedicated fighter/bomber lists (the SSD is massive b-wing bait) double-blue flak and a *pile* of hull will help, but we'll see if it's enough.

You do love your Jendon Morna Maarek ball!

3 hours ago, JacobBodmer said:

I think you've hit on the perfect set of objectives - Blockade run lets you actually deploy pointing forward, Contested draws your opponent in, and Corona mitigates your deployment disadvantage.

And, with no native turns, Jerry seems like 100% a must (We'll see what Piet brings)

I don't think the squad ball will stand up well to more dedicated fighter/bomber lists (the SSD is massive b-wing bait) double-blue flak and a *pile* of hull will help, but we'll see if it's enough.

Oh, it does :D

And yes, I do! It's such a good ball!

2 hours ago, mr_mithrandir said:

You do love your Jendon Morna Maarek ball!

Edited by BrobaFett

I think this is the best use of the SSD. Its a battleship, so let it do everything all at once. Only Thrawn challenges for the seat imo.

17 hours ago, JacobBodmer said:

And, with no native turns, Jerry seems like 100% a must (We'll see what Piet brings)

I agree... a bit too much. Jerry seems just too powerful with the SSD, so much that I hope that the SSD receives another condition which prevents it from navigating more than one notch per turn or something like that.

53 minutes ago, Ginkapo said:

Only Thrawn challenges for the seat imo.

How? In my experience, Thrawn needs many, versatile ships that would like to do two separate things per turn (usually navigate + <insert your favorite command here> ). Even though the SSD has the built-in Leia ability, it seems to me that Thrawn does not give benefit to the ship, he is merely a remedy for the fact that the SSD has the huge command stack.

No Gunnery Team is a huge liability. Your arcs are the size of an entire normal ship, and your movement/deployment is very limited - you're not gonna be able to do anything about 2 blockers in your front arc, or a ship+squadrons fighting in front of you.

I could maybe see it, if it was a build for second player with Advanced Gunnery (and other objectives to push towards AdvGun, ala the Fish Farm of yore), but here it's a huge liability. You get three shots a turn, but with this list, only if your opponent stands in 3 different arcs - you're only gonna reliably get one.

On 8/4/2018 at 7:21 AM, svelok said:

No Gunnery Team is a huge liability. Your arcs are the size of an entire normal ship, and your movement/deployment is very limited - you're not gonna be able to do anything about 2 blockers in your front arc, or a ship+squadrons fighting in front of you.

I could maybe see it, if it was a build for second player with Advanced Gunnery (and other objectives to push towards AdvGun, ala the Fish Farm of yore), but here it's a huge liability. You get three shots a turn, but with this list, only if your opponent stands in 3 different arcs - you're only gonna reliably get one.

Flak, and bombers, changes the calculus by a fair margin.

Plus you haven't seen how nasty this ship is in blockade run. You can't escape it.

56 minutes ago, BrobaFett said:

Flak, and bombers, changes the calculus by a fair margin.

Plus you haven't seen how nasty this ship is in blockade run. You can't escape it.

For what's it worth, I did play a game against this list on Sunday.

And I stand by thinking it needs Gunnery Team.

:D