Motti Quasars 2.0

By Deadshane, in Star Wars: Armada Fleet Builds

This sort of went from a joke to what might be a legitimate threat. Prolly not top tier but something that can be played.

We Must Board Them! (400/400)
============================
Quasar Fire I-class Cruiser-Carrier (54 + 38)
+ Admiral Motti (24)
+ Minister Tua (2)
+ Boarding Engineers (2)
+ Disposable Capacitors (3)
+ Electronic Countermeasures (7)
Quasar Fire I-class Cruiser-Carrier (54 + ?
+ Veteran Captain (3)
+ Boarding Engineers (2)
+ Disposable Capacitors (3)
Quasar Fire I-class Cruiser-Carrier (54 + ?
+ Veteran Captain (3)
+ Boarding Engineers (2)
+ Disposable Capacitors (3)
Quasar Fire I-class Cruiser-Carrier (54 + ?
+ Veteran Captain (3)
+ Boarding Engineers (2)
+ Disposable Capacitors (3)
Quasar Fire I-class Cruiser-Carrier (54 + ?
+ Veteran Captain (3)
+ Boarding Engineers (2)
+ Disposable Capacitors (3)
Gozanti-class Cruisers (23 + 7)
+ Repair Crews (4)
+ Disposable Capacitors (3)
Gozanti-class Cruisers (23 + 7)
+ Repair Crews (4)
+ Disposable Capacitors (3)
Opening Salvo
Contested Outpost
Salvage Run

So it goes like this....

In your opponents rush to stop you from milking your objectives (because they stoopid to pick Opening Salvo), you wait and jump to speed three with a saved token or token and maneuver order. Peferably, you want to ram a large or valuable target twice.

Next turn, survive their opening shot with 8 Hull cruisers. Board the target, flipping your two ram damage (or whatever damage was done with shooting). If you get Structural Damage....you are gold! Keep flipping that sucker with every engineer. Keep ramming!

Repair and keep shooting with Gozanti's. Vet Captains are for clutch repairs on cruisers to bring back some hull.

Medium bases are harder to jump over so create a log jam with your 40 hull. Keep shooting and hope for structurals and useful crits.

If they try to break your list with Hardened bulkheads....swat that ship with 24+ Blues + crits every turn till dead.

I think the weaknesses of this list will be too easy to exploit.

  • Ships with long range damage will stay at long range as much as possible, D-caps only works once and you have no evades
  • Evade is especially damaging to this list, as your biggest dice pool is 4 dice (with C.F)
  • Obstruction even worse, whether that is Early Warning System, asteroids or Cracken
  • Bombers lists
  • Dodonna Crits
  • Small, fast drive-by ships are not threatened much on approach and once they get into that rear arc, they are safe
  • You will have trouble coordinating fire and ramming from 5 medium base, medium range ships. No-one will fly directly at them
  • Your arcs aren't great for double arcing
  • You have no bid, and don't have a threatening 1st activation ship, thus your opponent is likely to choose to be player 2 and farm their own objectives
  • 40 Hull sounds impressive, until you realize that they have only 2 defense tokens, no defensive retrofit and sub-par shielding
  • And as you mentioned, Hardened Bulkheads

Swich Motti to Konstantine... Magic start when in long range of you ?