Rebel Lucrehulk-class Battleship

By Piratical Moustache, in Star Wars: Armada

21 hours ago, Piratical Moustache said:

It's the largest Canon ship the Rebels possess, and in Legends as well. It's a no brainer for FFG to add it to the game as the Clone Wars is getting a new season, and it's a ship that could be packaged with Canon/Legends titles to please new and old fans.

At the risk of irritating a TIE Advanced pilot, I present my take on what the stats might be. I think the abysmal Nav Chart and lack of a Defensive Retrofit slot, as well as the high cost of the Lucrehulk will balance out it's strengths. I also thought the arcs are reasonable since it can only match an Imperial II's firepower by double arcing.

Truth be told I just want to gauge the interest here on the Lucrehulk possibly being the Rebel's next ship.

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with this setup it seams you are going for the lucrehulk-class droid control ship , if you are I think it goes pretty well except it should have a slightly lower point cost maybe 120-130, however if it really is the battleship class the stats are under powered. Here are quotes from the wookiepeedia page. I find here that the anti squadron abillities should be at least two black if not 3 blue as it has over 200 anti aircraft guns. And the gun count is nearly equal to that of a ISD so its fire arcs should be stronger.

  • Ring carrier:
  • Core ship :
    • Point-defense quad laser batteries (21) [5]
    • Assault laser cannons (48) again as powerful as turbolaser cannons.
    • Turbolasers (3) [5] th
1 hour ago, Forresto said:

Point being if they went through that amount of trouble they'd definitely use a lucrehulk if they had access to one.

Likely hood is they had access to some.

The point being made was there was few INTACT ones.

Every one the empire foundvwas scuttled or dismantled...

... the virago was only made through access to a traitor.

Which was really 8 years before ANH...

... any intact had to have remained hidden quite some time.... and sure, they would have jumped on them when they could... but the empire certainly strives to be thorough.

3 hours ago, ImpStarDeuces said:

That’s the evidence we have all provided by the same actor. The lack of a faction (or cross faction/clone wars) ships-now does not preclude their release in the future. In the most cynical sense ffg has proven they do t care about scale (ssd), using ships within screen time (vsd, af2 - not even counting obscure ships in xwing like the kimoglia) and already a willing to cross eras. Why would ffg have one rule for armada and another for the rest. The real question is there really any reason why they can’t ? ? I can’t think of any reason why not and that’s awesome.

This is getting frustrating. Please actually read what I wrote. A lack of a faction (or cross faction/clone wars) capital ships makes their introduction unlikely, not impossible. Never mentioned scale. VSD and AF2 got screen time in Empire at War. And in fact, every single capital ship in the game has had screen time in a Star Wars film, SW tv series, and/or SW video game (non-Mod) with the respective faction that used it (so, again, if you want to argue Quasar cross-faction of the Lucrehulk for the CIS, I'll support you). When it comes to capital ships, they have also never crossed eras, as all the "Clone War" capital ships were also seen in Rebels , the GCW timeline. FFG certainly has different rules for different games, as a great deal of X-Wing's ships (fighters, etc.) are from Legends content whereas Armada's content is almost exclusively from the aforementioned platforms (and of those that aren't, they are all squadrons). I'll say again, because I think you are having trouble understanding this. They could add the Lucrehulk to the game under the Rebels faction (as in it is possible), but based on what we have seen so far in Armada (as shown by the evidence I have provided), it is highly unlikely that the Lucrehulk will be added as a ship under the Rebel faction.

1 hour ago, Darth Bane's Wrath said:

with this setup it seams you are going for the lucrehulk-class droid control ship , if you are I think it goes pretty well except it should have a slightly lower point cost maybe 120-130, however if it really is the battleship class the stats are under powered. Here are quotes from the wookiepeedia page. I find here that the anti squadron abillities should be at least two black if not 3 blue as it has over 200 anti aircraft guns. And the gun count is nearly equal to that of a ISD so its fire arcs should be stronger.

  • Ring carrier:
  • Core ship :
    • Point-defense quad laser batteries (21) [5]
    • Assault laser cannons (48) again as powerful as turbolaser cannons.
    • Turbolasers (3) [5] th

The VSD-II was refitted specifically for the needs of space combat , which included increasing its speed . This is not represented on the ship card, a content creator shouldn't have to stretch the design to include all capabilities within the ship card. Focus instead on what this ship is, and that's a super carrier gimped by speed and without an effective super battery. It's already commanding up to 7 space superiority fighters that will probably shred any fighter or ship approaching an objective camped by a rebel second player build using this craft. You don't want to make fighter engagement impossible by also giving it an impressive AA.

You want increased AA? Give it point defense reroute or Quad Laser Turrets as an upgrade.. at the expense of boosted comms or expanded hangars. After all, H9 turbolasers are the canonical armament of CR-90s... but that's an option you have to equip. It should be the same for the lucrehulk.

7 hours ago, Piratical Moustache said:

You can command at to 7 squadrons that's true, but the plodding pace I think means the player would to be defensive rather offensive otherwise his expensive squadrons will get out of command range.

Taking this ship would be a large commitment as just Rieekan, Flight Controllers, and Expanded Hanger Bay would be 186pts, over half of the list could be upgrades on the Lucrehulk. I want to try it as is against my cousin if he agrees later today.

Btw you were right about the Venator, and I redid it's stats.

The quickest way to break this, I think, is to run this:

Lucrehulk break [379]

Station Assault - Contested outpost - Solar Corona

Lucrehulk // Rieekan / Strategic Advisor / Flight Controllers / Expanded Hangars [190]
GR-75 // Toyrn Farr / Bomber Command Center [33]
GR-75 // Ashoka Tano / Comms Net [22]

Fighters [134]
Norra
3x B-Wing
Jan Ors
Wedge
Luke
Shara Bey

With your deep bid your forcing your opponents to come to you if they want to win the game. If you wish to free up some points, I'd take at least one VCX out of your fighters and take Sensor Nets to go out, grab tokens, and farm them on your side of the board. This is a completely static strategy designed to hang on your side of the board at speed 0 to farm objective points, or in the very least force the opponent to come to you.

Then you hit them with every fighter you have.

The only difference between this and Yavaris is you have a beefier ship to actually withstand some hits, and you're commanding wide instead of precise. Shara forces their intel to dance around, Wedge can zombie guaridan your force, Jan makes every fighter last longer, and Your Bs are pretty self sufficient and Nora makes bomber terrifying.

Edited by Norsehound
21 minutes ago, Norsehound said:

The quickest way to break this, I think, is to run this:

Lucrehulk break [379]

Station Assault - Contested outpost - Solar Corona

Lucrehulk // Rieekan / Strategic Advisor / Flight Controllers / Expanded Hangars [190]
GR-75 // Toyrn Farr / Bomber Command Center [33]
GR-75 // Ashoka Tano / Comms Net [22]

Fighters [134]
Norra
3x B-Wing
Jan Ors
Wedge
Luke
Shara Bey

With your deep bid your forcing your opponents to come to you if they want to win the game. If you wish to free up some points, I'd take at least one VCX out of your fighters and take Sensor Nets to go out, grab tokens, and farm them on your side of the board. This is a completely static strategy designed to hang on your side of the board at speed 0 to farm objective points, or in the very least force the opponent to come to you.

Then you hit them with every fighter you have.

The only difference between this and Yavaris is you have a beefier ship to actually withstand some hits, and you're commanding wide instead of precise. Shara forces their intel to dance around, Wedge can zombie guaridan your force, Jan makes every fighter last longer, and Your Bs are pretty self sufficient and Nora makes bomber terrifying.

I think I could crack this defense with an ISDK loaded up, or strafe it with Arquitens/CR90s outside it's effective fighter command range. At most 2 Red 1 Blue (Quad Battery Turrets would likely be a favorite for such a slow mover) and an additional CF dice would mean a small ship swarm could potentially grind the Lucrehulk's defenses down in relative safety. Or send in Rieekan MC30s.

55 minutes ago, Admiral Calkins said:

This is getting frustrating. Please actually read what I wrote. A lack of a faction (or cross faction/clone wars) capital ships makes their introduction unlikely, not impossible.

That’s he problem right there. We are arguing past each other. You haven’t explained (at least to me adequately) why that conclusion is reasonable. That somehow the lack of making cross faction/clone wars YET means it is somehow more unlikely in the future. We are talking about possibilities here and somehow the lack of content is supposed to be more concrete when ffg has shown a clear motivation to go beyond rebel/imp eras/factions. Everything else I mentioned was just extra evidence why they could do it.

16 minutes ago, ImpStarDeuces said:

That’s he problem right there. We are arguing past each other. You haven’t explained (at least to me adequately) why that conclusion is reasonable. That somehow the lack of making cross faction/clone wars YET means it is somehow more unlikely in the future. We are talking about possibilities here and somehow the lack of content is supposed to be more concrete when ffg has shown a clear motivation to go beyond rebel/imp eras/factions. Everything else I mentioned was just extra evidence why they could do it.

Not sure what to say, as you continue to just cut the quotes where I provide supporting evidence. If you disagree, that’s fine, and honestly healthy for this forum. I just think it is reasonable to assess that if FFG will continue with its current strategy of film, tv, and video game GCW capital ships of that faction in the game of Armada .

Why am I so passionate about this? Because I love this game, and personally, I don’t want to see it tainted (my opinion, so calm down) by an influx of Legends and soft canon uses of another factions ships. I hope that FFG is reading these discussions for future waves/factions and is able to see both sides of what the community wants or doesn’t want and why.

22 minutes ago, Piratical Moustache said:

I think I could crack this defense with an ISDK loaded up, or strafe it with Arquitens/CR90s outside it's effective fighter command range. At most 2 Red 1 Blue (Quad Battery Turrets would likely be a favorite for such a slow mover) and an additional CF dice would mean a small ship swarm could potentially grind the Lucrehulk's defenses down in relative safety. Or send in Rieekan MC30s.

If you're concerned about ISDKs, you have enough points to swap out strategic advisor for Bail Organa to get the jump on it and utterly destroy it with repeated B-Wing strikes, ripping shields away with Norra and landing multiple hits out of the B-Wings. With two braces and a redirect with 12 hull and gratuitous shields, your Lucrehulk isn't going down anytime soon. The worst he can do is 16 points of damage with an APT. Brace that down to 8 and wipe out your forward and side shield. That's after a perfect roll.

You've also given the Lucrehulk more hull than the ISDK, so in a ramming/APT war you're coming out on top.

And talking about attrition, I can't think of anything worse in attrition attacks than using fighters. The majority of the fighters I've listed have Bomber on them, to proc off BCCs.

As for ARQ strafing, you have first obstacle placement. If you're a dedicated second player you're creating an asteroid thicket on your side of the board with at least 3 obstacles to make this difficult for flankers to get in and have their way. If you favor a corner, they'll have to choose between flying off the edge of the board, flying out of range, or entering your sand trap. Especially if they want to score some points- you can funnel engineering tokens over to the Lucrehulk to keep moving shields into attacked directions until the flankers decide which one of those options they're picking. Then you either keep the objective unharmed or you have a ship you can pounce on with all of those fighters.

Rieekan MC30s might be an issue to crack through, but Norra backing all those B-wings with BCC backing make shields evaporate like ice in a microwave. I've had a fresh ISD die within one activation from a Yavaris punch, which you're activating more or less the same number of fighters in this build. Your followup battery with the Lucrehulk is also more powerful than the Nebulon's. Besides, the reason why MC30-APT-OE works well against rebels is because Rebels have lesser hull than Empire ships. Your Lucrehulk has more hull than its imperial counterpart, and redudnant ways to make damage vanish via the brace token.

On 8/14/2018 at 6:48 PM, Norsehound said:

If you're concerned about ISDKs, you have enough points to swap out strategic advisor for Bail Organa to get the jump on it and utterly destroy it with repeated B-Wing strikes, ripping shields away with Norra and landing multiple hits out of the B-Wings. With two braces and a redirect with 12 hull and gratuitous shields, your Lucrehulk isn't going down anytime soon. The worst he can do is 16 points of damage with an APT. Brace that down to 8 and wipe out your forward and side shield. That's after a perfect roll.

You've also given the Lucrehulk more hull than the ISDK, so in a ramming/APT war you're coming out on top.

And talking about attrition, I can't think of anything worse in attrition attacks than using fighters. The majority of the fighters I've listed have Bomber on them, to proc off BCCs.

As for ARQ strafing, you have first obstacle placement. If you're a dedicated second player you're creating an asteroid thicket on your side of the board with at least 3 obstacles to make this difficult for flankers to get in and have their way. If you favor a corner, they'll have to choose between flying off the edge of the board, flying out of range, or entering your sand trap. Especially if they want to score some points- you can funnel engineering tokens over to the Lucrehulk to keep moving shields into attacked directions until the flankers decide which one of those options they're picking. Then you either keep the objective unharmed or you have a ship you can pounce on with all of those fighters.

Rieekan MC30s might be an issue to crack through, but Norra backing all those B-wings with BCC backing make shields evaporate like ice in a microwave. I've had a fresh ISD die within one activation from a Yavaris punch, which you're activating more or less the same number of fighters in this build. Your followup battery with the Lucrehulk is also more powerful than the Nebulon's. Besides, the reason why MC30-APT-OE works well against rebels is because Rebels have lesser hull than Empire ships. Your Lucrehulk has more hull than its imperial counterpart, and redudnant ways to make damage vanish via the brace token.

I made this ship that means I can destroy it too! I just need time to think...

Edited by Piratical Moustache
1 hour ago, Norsehound said:

The quickest way to break this, I think, is to run this:

Lucrehulk break [379]

Station Assault - Contested outpost - Solar Corona

Lucrehulk // Rieekan / Strategic Advisor / Flight Controllers / Expanded Hangars [190]
GR-75 // Toyrn Farr / Bomber Command Center [33]
GR-75 // Ashoka Tano / Comms Net [22]

Fighters [134]
Norra
3x B-Wing
Jan Ors
Wedge
Luke
Shara Bey

With your deep bid your forcing your opponents to come to you if they want to win the game. If you wish to free up some points, I'd take at least one VCX out of your fighters and take Sensor Nets to go out, grab tokens, and farm them on your side of the board. This is a completely static strategy designed to hang on your side of the board at speed 0 to farm objective points, or in the very least force the opponent to come to you.

Then you hit them with every fighter you have.

The only difference between this and Yavaris is you have a beefier ship to actually withstand some hits, and you're commanding wide instead of precise. Shara forces their intel to dance around, Wedge can zombie guaridan your force, Jan makes every fighter last longer, and Your Bs are pretty self sufficient and Nora makes bomber terrifying.

This isn't as broken as you think, because with only one actual ship your fleet is 100% dependent on it not being destroyed. Sustained fire for 1-2 turns (which should be fairly easy given the low speed) will zap it good. Even a loss of 2/3rds of your fleet will still result in a dead Lucrehulk and thus a 400 point fleet wipe.

52 minutes ago, Norsehound said:

If you're concerned about ISDKs, you have enough points to swap out strategic advisor for Bail Organa to get the jump on it and utterly destroy it with repeated B-Wing strikes, ripping shields away with Norra and landing multiple hits out of the B-Wings. With two braces and a redirect with 12 hull and gratuitous shields, your Lucrehulk isn't going down anytime soon. The worst he can do is 16 points of damage with an APT. Brace that down to 8 and wipe out your forward and side shield. That's after a perfect roll.

You've also given the Lucrehulk more hull than the ISDK, so in a ramming/APT war you're coming out on top.

And talking about attrition, I can't think of  anything worse in attrition attacks than using fighters. The majority of the fighters I've listed have Bomber on them, to proc off BCCs.

As for ARQ strafing, you have first obstacle placement. If you're a dedicated second player you're creating an asteroid thicket on your side of the board with at least 3 obstacles to make this difficult for flankers to get in and have their way. If you favor a corner, they'll have to choose between flying off the edge of the board, flying out of range, or entering your sand trap. Especially if they want to score some points- you can funnel engineering tokens over to the Lucrehulk to keep moving shields into attacked directions until the flankers decide which one of those options they're picking. Then you either keep the objective unharmed or you have a ship you can pounce on with all of those fighters.

Rieekan MC30s might be an issue to crack through, but Norra backing all those B-wings with BCC backing make shields evaporate like ice in a microwave. I've had a fresh ISD die within one activation from a Yavaris punch, which you're activating more or less the same number of fighters in this build. Your followup battery with the Lucrehulk is also more powerful than the Nebulon's. Besides, the reason why MC30-APT-OE works well against rebels is because Rebels have lesser hull than Empire ships. Your Lucrehulk has more hull than its imperial counterpart, and redudnant ways to make damage vanish via the brace token.

Have you seen how big a Lucrehulk is? It should have higher hull then an ISD.

Hull isn't what makes a Star Destroyer powerful.

I'd argue it needs more hull but less shields and less attack die. Take off a brace.

3 hours ago, Drasnighta said:

The point being made was there was few INTACT ones.

Every one the empire foundvwas scuttled or dismantled...

... the virago was only made through access to a traitor.

Which was really 8 years before ANH...

... any intact had to have remained hidden quite some time.... and sure, they would have jumped on them when they could... but the empire certainly strives to be thorough.

Big galaxy. The Empire was surprised by the prescence of Battle Droids in the Rebels episode.

Y Wings were also in the process of mass dismantling and yet the rebels still had access to a great many of them.

The entire Mon Cala fleet slipped through the Empire's grasp and they were in plain sight.

The rebels in Tarkin were a small group with limited resources, contacts, and intelligence then later groups. They wouldn't have the resources to scour everywhere.

I'm just saying it's a big galaxy and we already have one canon rebel Lucrehulk and part of another one. There's no reason to assume there aren't more, at least enough to constitute them bring a rebel aligned ship in Armada.

56 minutes ago, Forresto said:

Big galaxy. The Empire was surprised by the prescence of Battle Droids in the Rebels episode.

Surprised, but they also had a standing procedure in what to do with it, as well... Which is doubly interesting, in the fact that it was occuring enough to be part of the known policy and procedures without having to reference command at all ...

So it kind of points both ways.

1 hour ago, Drasnighta said:

Surprised, but they also had a standing procedure in what to do with it, as well... Which is doubly interesting, in the fact that it was occuring enough to be part of the known policy and procedures without having to reference command at all ...

So it kind of points both ways.

CIS hold outs lasting quite a while possibly.

3 hours ago, Captain Ordo N-11 said:

CIS hold outs lasting quite a while possibly.

Yes, Rebels made it quite clear that the shut down command sent in Ep3 didn’t reach all droids/work.

5 hours ago, Drasnighta said:

Surprised, but they also had a standing procedure in what to do with it, as well... Which is doubly interesting, in the fact that it was occuring enough to be part of the known policy and procedures without having to reference command at all ...

So it kind of points both ways.

Leftover battle droids and security droids would be a significant enough threat in peacetime that any halfway decent military or security force would have existing procedures for dealing with them on the fly.

Remember, in at least a few Clone Wars episodes R2-D2 is able to control a small squad without issue, so any halfway competant warlord or gang boss could control a small army by investing in dedicated hardware. They're probably a standard sight in the local security forces of many Imperial and independent worlds.

...but also the Empire is not going to waste precious resources hunting down and destroying CIS forces that are leaderless, uncoordinated, and routed. I think those 30 years of Imperial consolidation also include the Empire crushing such holdouts until the fragments are so few and uncoordinated they are no longer worth worrying about. Whatever fragments either cling to some lost dream of being relevant again or realistically joined with a larger faction (Rebellion) to get back at the corrupt republic... or just disbanded.

As far as I'm aware the spotlight has never shone on any significant sepratist holdouts. Even their breif appearance in Rebels is hardly less than a thousand battle droids on one crashed transport ship with one tactical commander, who is in no way a recognized authority over the entire CIS (even if he/it is one of the last remaining leaders). Unless the CIS had some leader to rally behind, they are nothing.

8 hours ago, Forresto said:

Have you seen how big a Lucrehulk is? It should have higher hull then an ISD.

Hull isn't what makes a Star Destroyer powerful.

I'd argue it needs more hull but less shields and less attack die. Take off a brace.

I think with the amount of hull it has yes, remove a brace. Then anyone packing accuracy generators is going to be able to flood damage into this thing when it has no possible recourse for keeping the brace token alive. But, at least it'll last longer than a naked VSD in the same situation on account of that hull.

Also, bulk doesn't necessitate armor. While the Lucrehulk was modified to be a warship, it didn't start that way. Neither did the MC series and they all have lesser hull than the combat-built ISDs. Also take into account that much of the bulk of the Lucrehulk is vast, open hangar spaces. Not the case with the super-desnse ISDs.

19 hours ago, ImpStarDeuces said:

I meant is it one of those obscure ships they let into Armada after the merger?

The MC30 originally was designed for RotJ. Event he studio model was under construction but it has to be scrapped due budget restrictions. Still the storyboard and the design remained so it was more or less canon even before EAW first introduced it.

Separatist Holdouts were the primary concern for the Galactic Empire arguably up to the first Death Star's destruction (at least in Legends). From Wookieepedia: Despite the gradual dissolution and/or incorporation into the Rebel Alliance of surviving Separatist holdout forces, Imperial officers like Conan Antonio Motti still referred to Separatism as a current threat, alongside rebels and criminal enterprises, as late as 1 BBY.

In the current Canon there is less examples but they must have been present in somewhat large numbers as Tarkin and Krennic used Separatist Holdouts as the reasoning behind the military spending increases.

So I could see a Separatist third faction in Armada, it fits within the timeline that the game is roughly set, and could be an interesting alternative to both the Rebels and Imperials.

That being said I would have to say I'd rather have the Rebels appropriate CIS equipment as that is also present in the lore(s), and could constitute at least 3 Waves for the Rebels.

I do think my Lucrehulk stats should be revised, but I am unsure now if it should be a Large or Huge Base Ship. This ship might be the only chance for the Rebels to have a Huge Ship, but does FFG even want more than one Huge Ship in Armada? Will we get a Rebel Lucrehulk-class Battleship?

Now if an employee moderating these forums could respond with "yes", then that would be nice.

They won't. FFG I think is touchy making open statements in places like this least the forums doggedly hold them to it, or extrapolate some meaning that isn't there, or something to that nature. Maybe try cornering one of the designers at a convention to ask them that question?

Really what the Lucrehulk's base size is, is up to you. You're the content creator for this particular show, you can decide what you want to do. I think Large makes the most sense to me as I didn't think the Lucrehulk rivaled or approached the SSD in terms of size. Besides, Mel has them already configured for a large base, not a two-prong huge base.

As for Tarkin and Krennic using separatist holdouts for justification... I felt that was just an open excuse for excessive military spending. Nobody seriously believes the CIS is coming back and even if they do, the Rebellion is that new face of the CIS.

1 hour ago, Norsehound said:

They won't. FFG I think is touchy making open statements in places like this least the forums doggedly hold them to it, or extrapolate some meaning that isn't there, or something to that nature. Maybe try cornering one of the designers at a convention to ask them that question?

Really what the Lucrehulk's base size is, is up to you. You're the content creator for this particular show, you can decide what you want to do. I think Large makes the most sense to me as I didn't think the Lucrehulk rivaled or approached the SSD in terms of size. Besides, Mel has them already configured for a large base, not a two-prong huge base.

As for Tarkin and Krennic using separatist holdouts for justification... I felt that was just an open excuse for excessive military spending. Nobody seriously believes the CIS is coming back and even if they do, the Rebellion is that new face of the CIS.

Despite that risk the developers should engage with the community more, it would be interesting to hear their opinions on subjects like this.

The question is what is the lower limit of a Huge Ship? The Executor-class is the maximum at 19,000 meters, but until new information comes out it's just speculation where the line between Large and Huge starts.

No I don't believe that the CIS was making a comeback, but Armada as a setting stretches from before the Battle of Yavin to the Battle of Endor. The Separatist Holdouts exist as an independent faction a little past the Battle of Yavin before either joining the Rebels or being dispanded/destroyed. As I said earlier I'd prefer CIS salvaged ships for the Rebels but the Holdouts are one of the better third faction ideas out there as the CIS is well known for obvious reasons, and could be a rare 2 Era Faction for FFG to use.

Nah, this is too iconic a CIS ship for Rebels to get it. I think it would just feel out of place to the vast majority of people.

If they do a CIS holdout faction then they can do multiple colour schemes & have cross over ships with the rebels.

Do Republic & Seperatist as factions but have certain ships that have a rebel or imperial equivalent.

Broadly anything especially noted for a prequel faction, eg: Droid fighters, Greivous’ flagship, Jedi starfighters etc stays unique. Acclamators, Venators etc get multi faction cards.

Simples. Everyone is happy.

Also be a good time to reassess & reissue some out of date cards with obsolete costs & maybe introduce a force users keyword ala xwing 2.0