Double Barrel Shotgun?!

By AdmiralRaddushes, in Star Wars: Armada Fleet Builds

Could this work?

Procedure:

Step 1) Objectives control or coerce enemy movement (also: be second player)

Step 2) Charge one enemy flank with Aspiration. Charge the other flank with Admonition.

Step 3) Keep the left and right barrels of your handy shotgun well maintained! Use Pelta to pass up shields from safe distance, and GR75 to pass repair tokens.

Step 4) Odds are decent that one of the flanks will yield a juicy Raddus drop opportunity for a hellishly aggressive Mon Karren (if not, Quantum Storm is nice insurance to get a third chance at a great position to bring in the MC80).

Step 5) Win!

———

Name: Heavy Raddus
Faction: Rebel
Commander: Admiral Raddus

Assault: Station Assault
Defense: Planetary Ion Cannon
Navigation: Minefields

GR-75 Medium Transports (18)
• Comms Net (2)
• Quantum Storm (1)
= 21 Points

MC75 Ordnance Cruiser (100)
• Admiral Raddus (26)
• Lando Carissian (4)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• External Racks (3)
• Assault Proton Torpedoes (5)
• Aspiration (3)
= 152 Points

MC30c Torpedo Frigate (63)
• Walex Blissex (5)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Admonition (8)
= 85 Points

Pelta Assault Ship (56)
• Ray Antilles (7)
• Projection Experts (6)
• Shields to Maximum! (6)
= 75 Points

MC80 Battle Cruiser (103)
• Intel Officer (7)
• Gunnery Team (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Spinal Armament (9)
• Mon Karren (8)
= 144 Points

Squadrons:
• 2 x A-wing Squadron (22)
= 22 Points

Total Points: 499

Oooh I love it!

I would drop the two As though. They won't do much good, you won't be able to activate them and you could add ET to the Pelta. It really needs the help because thos feet is about aggression and fast engagement. The Pelta won't be able to keep up. You could also make your flotilla Quantum Slice to keep the targets in place and divert fire from the pounchers.

Or you could add another floater for more activation.

Just my 2 cents though.

7 hours ago, Norell said:

Oooh I love it!

I would drop the two As though. They won't do much good, you won't be able to activate them and you could add ET to the Pelta. It really needs the help because thos feet is about aggression and fast engagement. The Pelta won't be able to keep up. You could also make your flotilla Quantum Slice to keep the targets in place and divert fire from the pounchers.

Or you could add another floater for more activation.

Just my 2 cents though.

Thanks for the tips!

Agreed ET would be helpful on the Pelta, but I’d have to drop Projection Experts. Do you think it’s worth limiting the effectiveness of my support ship’s ability to support, in order to make it more mobile? My fear is that my usual opponent likes to bring shooty ISDs, often Cymoons. So I need to close to black die range fast and I’m worried my MC75 and MC30 might get a bit beat up en route. I was counting on the Pelta PE + STM to help keep them healthy, above and beyond their own defensive upgrades.

You’re probably right about the A wings too, but going squadronless gives me the willies. Any thoughts on whether a single Rogue or perhaps a lonesome Shara might fair better than 2 generic A wings? All I’m hoping to do is delay the inevitable squad onslaught, if my opponent decides to play the squad game. If he brings only a squad or two of his own (this is often the case with my typical opponent), it’d give me the chance to try and bag one of his squads. But really, the squads are an afterthought here... So maybe I should just nut up and drop them, as you suggest.

Edit: I was originally planning to alternate repair and squad commands with the GR75 to push repair tokens around and still move squads. The slicer idea is cool too, I might try that, but in that case I’d definitely be keeping PE on the Pelta to negate the loss of Comms net repair tokens

Edited by AdmiralRaddushes

The only thing is watch out for Konstantine lists, interdictors and tractor beam ISDs and this list will do fine

Definitely like it and agree with the above comments.

The MC80 is definitely evil, but I'm wondering if you're not overdoing it a bit? Your MC80 makes it very unappealing to use a defence token, which is super nice for this one or 2 attacks, but your other ships are facing the complete token suite. It might be all you need, but you're basically taking away tough decisions for your opponent. I wonder if you might not get better or similar (yet cheaper) mileage dropping one of the upgrades (XI7 or Mon Karren most likely).

I might be completely wrong with this, but it might be worth considering

16 minutes ago, CptAwesomer said:

Definitely like it and agree with the above comments.

The MC80 is definitely evil, but I'm wondering if you're not overdoing it a bit? Your MC80 makes it very unappealing to use a defence token, which is super nice for this one or 2 attacks, but your other ships are facing the complete token suite. It might be all you need, but you're basically taking away tough decisions for your opponent. I wonder if you might not get better or similar (yet cheaper) mileage dropping one of the upgrades (XI7 or Mon Karren most likely).

I might be completely wrong with this, but it might be worth considering

Amen to this. It's perhaps counter intuitive, but Mon Karren does more the less token suppression you have. "Hmm, I can only spend one token and my redirects are crap... Time to burn my brace against that Intel Officer." All the title did was move one point of damage. Everything else did the heavy lifting.