Raddus' Regionals Fleet--Advice Requested

By Nerdynoob, in Star Wars: Armada Fleet Builds

Hey all, I've been testing the following fleet for the last month or two with the aim of playing it in an upcoming Regional tournament.

Tourney v1.2 (384/400)
=====================
MC75 Armored Cruiser (104 + 33)
+ Lando Calrissian (4)
+ Boarding Troopers (3)
+ Electronic Countermeasures (7)
+ Leading Shots (4)
+ External Racks (3)
+ Quad Battery Turrets (5)
+ Profundity (7)
CR90 Corvette A (44 + 50)
+ Admiral Raddus (26)
+ Major Derlin (7)
+ Engine Techs (8)
+ Turbolaser Reroute Circuits (7)
+ Jaina's Light (2)
CR90 Corvette A (44 + 7)
+ Turbolaser Reroute Circuits (7)
Hammerhead Torpedo Corvette (36 + 11)
+ Ordnance Experts (4)
+ External Racks (3)
+ Garel's Honor (4)
GR-75 Medium Transports (18 + 11)
+ Hondo Ohnaka (2)
+ Slicer Tools (7)
+ Bright Hope (2)
GR-75 Medium Transports (18 + 8)
+ Slicer Tools (7)
+ Quantum Storm (1)
Most Wanted
Hyperspace assault
Dangerous Territory

The MC75 is kitted out to survive one big attack from an ISD or similar ship, and cripple it in return. The Hammerhead and TRC90s should be able to finish it off once Boarding Troopers strip its defence tokens. The flotillas can slice enemy carriers on a critical turn, and between them and the TRC90s, I have plenty of drop options for the Radius ship. Engine techs and Derlin keep Raddus himself alive and able to contribute long range firepower from a safe distance.

Any suggestions on improving this list? Specifically, I've been toying around with Dangerous Territory vs Salvage Run, Derlin on Raddus' flagship vs RBDs, and whether to add Leia to one of the flotillas as anti-slicer insurance.

DT seems more consistent than Salvage Run, and means I can drop the MC75 without worrying about running over obstacles. Salvage Run, on the other hand, gives me dust fields, which I've found greatly help the flotillas survive to drop the MC75. Also, the fleet is fast enough to pick up most of the Salvage Run tokens, and the CR90s always appreciate free nav tokens.

Derlin on Raddus' flagship tends to mean that opponents don't even try to attack it, which is great, but RBDs would let me engine tech-ram twice, heal, and do it again as first player to kill something on low hull. The extra two points of bid aren't negligible either.

Finally, I've only got one ship worth slicing, the MC75, and it isn't even on the table for half the game, but when it is, it isn't uncommon for it to REALLY need that nav command to escape or engineering command to not die. Is it worth it to lose 3 points of bid for officer Leia on one of the flotillas?

I appreciate any feedback, good or bad. This is the first fleet I've build myself as opposed to "net-listing", and I'm eager to improve it further.

Have you considered moving Lando to your flagship and using a damage control officer on the MC75? Derlin is a bit overpriced I think and Lando would help with that survivability until you can drop. The DCO on the 75 would help you deal with brawlers more effectively.

I do think Dangerous Territory is a bit of a weak link in your objective lineup. Salvage Run could work well, depending on the matchup. Solar Corona is tried and true though and would work well to increase your survivability.

4 hours ago, CommanderDave said:

Have you considered moving Lando to your flagship and using a damage control officer on the MC75? Derlin is a bit overpriced I think and Lando would help with that survivability until you can drop. The DCO on the 75 would help you deal with brawlers more effectively.

I do think Dangerous Territory is a bit of a weak link in your objective lineup. Salvage Run could work well, depending on the matchup. Solar Corona is tried and true though and would work well to increase your survivability.

I'd love to put Lando on the flagship, but I'm worried that without him, the MC75 could be oneshot by BTAvenger or lucky rolls from an ISD front arc. If I have to avoid dropping into those dangerous areas altogether, it makes taking down ISDs as second player very difficult. Are nonstandard crit effects common enough in the meta these days that DCO actually does anything?

You're definitely right about the benefits of Solar Corona, but my thinking is, I've already paid 26 points (Raddus) to win the deployment game for half my fleet, and the other half is maneuverable enough that I don't feel too disadvantaged by my low number of deployments. Since I already win the deployment game, is the accuracy reduction half of SC worth more than the points I get from Dangerous Territory or Salvage Run?

Have you considered the possibility of going against a squadron heavy list? An imperial Sloane list might cause some issues for this build especially considering the new imperial two ship meta. You might want to consider putting in a few Z-95's to lock up the enemy squadrons, or X-wings for a more multi-purpose build. X-wings are viable even if the enemy is not running squadrons because they have the bomber ability. You could even consider adding rapid launch bays to the MC75 to make even more of an impact when it appears on the board. Yeah, you could try to table your opponent or destroy all their ships so they can't receive squadron activation buffs (things like flight controllers), but during the squadron activation phase, Morna Kee (hits with 3 blue dice, the equivalent of the front arc of a CR90 B) with Colonel Jendon will come in and destroy your ships. Anyway, I think the main threat to your build is probably squadrons so make sure that you have a decent counter to squadrons.

23 hours ago, Death004 said:

Have you considered the possibility of going against a squadron heavy list?

That possibility is the reason I have zero squads, actually. I've found in the past that my typical squad complement of Shara, Tycho, and 2 A-wings/2VCX was enough to buy me a crucial turn against squadron medium or heavy fleets. However, recently things like Imp 2-ship or other supersquad builds seem much more common than 50-90 point squad complements. Between things like Sloane, Flight Controllers, and squads with lots of blue antisquad dice, it isn't uncommon for my aces to be oneshotted. At that point, I've been trying to rely on slicer tools and going for tabling my opponent rather than giving them 30-50 points for free and crossing my fingers that it delays them a turn.

I've also found that Raddus helps a great deal against squadron-heavy builds just by extending my effective reach. If I've flown correctly, it's almost impossible for the enemy to block my drop zones off with squads, and my MC75 can drop the Hammerhead right in front of their main carrier, even if all my other ships are still far away. Distance 1 + large base size + distance 1 + small base length + black dice range really adds up. With that kind of threat deployment range, it's difficult for fragile carriers like the Quasar to kite me. If heavier carriers like an ISD want to kite, I'm more than happy to let the points go to waste that they invested putting guns on that ship.

All in all, I could drop a CR90 or flotilla and decrease my bid to add a token squad force, but I'm afraid that token force will be overrun without earning its points back. I'd rather accept that Morna/Jendon will kill my small ships quickly and hope to kill their carriers first, especially since that means I haven't wasted points on a squadron screen against ship-heavy builds.

Edited by Nerdynoob
"swuadron"
6 hours ago, Nerdynoob said:

I'd love to put Lando on the flagship, but I'm worried that without him, the MC75 could be oneshot by BTAvenger or lucky rolls from an ISD front arc. If I have to avoid dropping into those dangerous areas altogether, it makes taking down ISDs as second player very difficult. Are nonstandard crit effects common enough in the meta these days that DCO actually does anything?

You're definitely right about the benefits of Solar Corona, but my thinking is, I've already paid 26 points (Raddus) to win the deployment game for half my fleet, and the other half is maneuverable enough that I don't feel too disadvantaged by my low number of deployments. Since I already win the deployment game, is the accuracy reduction half of SC worth more than the points I get from Dangerous Territory or Salvage Run?

Just don’t go head to head with a BT Avenger. You can deploy just out of close range. Your ECM plus Raddus is the ISD insurance. DCO will help immensely against Demo in particular, but also against HIEs, which are fantastic. Non-standard crit effects are indeed in heavy use. I’m fairly sure all (or nearly all) of the Regional-winning lists so far have some crit effect or another.

Regarding SC, the advantage is entirely situational. Having it could greatly increase your Slicer flotilla survivability. As you’re depending on them for anti-carrier duties, this is important.

I have been where you are right now...I really have. I too am trying to put together a Raddus list for my local regional. I have gone through the following phases:

1. MC75AC, 2xCR90B (with ET and RBD), Torpedo HH, 2xGR75 with Slicer Tools (also with both titles).

2. MC75OC, 2xCR90A (with TRC, one with JL), Torpedo HH, 2xGR75 with Slicer Tools (also with both titles).

When building lists in the past, I have always remembered a key term that gets thrown around the forums a lot..."Hammer & Anvil". When theory crafting my two lists, I came to the realization that 2 CR90's cannot be the Anvil to the MC75 Hammer. They just do not put out enough damage and to be honest, I have never been a fan of the ET Rambo techniques. This led me to find a better solution to the list. I needed to put in my normal Anvil ship that I love to fly...the MC30. I sacrificed one CR90 and slicer tools from one of the flotillas and was able to include one in. I now had my Anvil...

It is still a list in flux, as I am still afraid to be out bid by that one guy who always comes to a tourney with a crazy low bid, but I feel much more comfortable with it than I did when I only had two CR90's. Here is where I am at the moment:

Raddus drops in!
Author: itzSteve

Faction: Rebel Alliance
Points: 383/400

Commander: Admiral Raddus

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Solar Corona

MC75 Ordnance Cruiser (100 points)
- Profundity ( 7 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Early Warning System ( 7 points)
- External Racks ( 3 points)
- Assault Concussion Missiles ( 7 points)
= 132 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 81 total ship cost

[ flagship ] CR90 Corvette A (44 points)
- Admiral Raddus ( 26 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 79 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Hondo Ohnaka ( 2 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 45 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost

GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost

= 0 total squadron cost

My plan is fly aggressively from two flanks looking for a good drop point at beginning of round 2, especially against a ISD that has set Price for round 2. As you have already stated, range 1+Profundity+range 1+ HH+ short range is quite a large reach. I am trying to drop the Profundity into the front arc of any ship, (yes...even YOU BT Avenger) and then drop the HH just off to one side of the target ship. Use Hondo to get a CF token for the HH and a repair token for the Profundity (it's gonna need it!). The HH with OE+CF+CF token can reliably put out from 5-7 damage on that first hit. Make sure to double arc the HH and then throw the single OE black as well, then ram the ship and tank the big shot coming at the Profundity. Lando is a must here as in a worst case scenario, your tokens will be exhausted by the BT, which makes your ECM useless. This is why I have chosen to bring EWS instead. Since you are double arcing your MC75 for the return shot, EWS the side arc to force them to shoot the front arc instead (every shield helps here). Lando hopefully reduces the damage enough to keep you alive, especially if they have a squad dial and send in some bombers before they shoot.

This is where my list evolved. I too began with BT on the MC75 and planned on sending Hondo tokens over so it can go off. I realized that the Ordnance version of the MC75 can still do enough damage without BT in the list. OE is enough...along with ER and a second Ordnance crit (I am leaning towards ACM, but am considering APT to save 2pts). If the big ship you are shooting at is still alive at this point, if you dropped near the CR90...it still has some red dice to shoot at it, along with TRC. If you dropped on the other side, remember you activate first the next round...

As far as your objective choices go, I like your red and yellow. As for blue, I started with DT, evolved to Salvage Run, and then settled on SC. Having second deployment when you have a Raddus list is very nice. You can choose your attack angles and deploy accordingly. You cannot underestimate that advantage.

Good luck with your list! I hope to do the same very soon...

6 hours ago, itzSteve said:

.....

When building lists in the past, I have always remembered a key term that gets thrown around the forums a lot..."Hammer & Anvil". When theory crafting my two lists, I came to the realization that 2 CR90's cannot be the Anvil to the MC75 Hammer. They just do not put out enough damage

.....

Thank you for your in-depth response! The quoted portion above especially stood out to me. I've definitely felt like that list was lacking a bit of firepower compared to other builds, and I can see how including a MC30 instead of the second TRC90 would add that.

Do you find that the flagship is too fragile without engine techs or Derlin/Lando/RBDs? CR90s are certainly maneuverable, but I would be worried that the threat of Cymoons, fast bombers, or other long-range threats would force me to stay too far away to contribute to many fights, or risk being destroyed. At that point, would it be worth putting Raddus on Admonition for extra durability?

Also, with only one set of slicer tools, how have you fared against squadron-heavy lists? Does quantum storm give the flotilla enough juice to slice carriers when you need it to, or does it get blown up before it can contribute? I'd love to use Comms Net instead to help pass tokens and save on points, but I'm worried I wouldn't have enough counterplay against squads.

Edited by Nerdynoob
56 minutes ago, Nerdynoob said:

Thank you for you in-depth response! The quoted portion above especially stood out to me. I've definitely felt like that list was lacking a bit of firepower compared to other builds, and I can see how including a MC30 instead of the second TRC90 would add that.

Do you find that the flagship is too fragile without engine techs or Derlin/Lando/RBDs? CR90s are certainly maneuverable, but I would be worried that the threat of Cymoons, fast bombers, or other long-range threats would force me to stay too far away to contribute to many fights, or risk being destroyed. At that point, would it be worth putting Raddus on Admonition for extra durability?

Also, with only one set of slicer tools, how have you fared against squadron-heavy lists? Does quantum storm give the flotilla enough juice to slice carriers when you need it to, or does it get blown up before it can contribute? I'd love to use Comms Net instead to help pass tokens and save on points, but I'm worried I wouldn't have enough counterplay against squads.

Most of the time I am using the Raddus ability in turn 2 and more times than not, I am dropping it on the CR90 side of the fight. At that point, you don't have to worry any longer about your flagship as Raddus is no longer useful. It is, however still a TRC90 with Jaina's Light and is now hidden behind my MC75. It has also become the finishing ship if the HH and the MC75 don't quite finish off the ISD. Derlin is too expensive for a list that wants to make sure it goes first. Just fly it into red range of your target ship and then drop the "Hammer". I have yet to see most any heavy squadron list actually use a squad command on Turn 1. It can happen, but doesn't most of the time. Once the MC75 has dropped, just fly it around the edges, shooting at red range. It will hold up better than you think. I have thought about putting Raddus on Admonition, but I fly very aggressive and Admo doesn't live too often in my games...LOL.

I have found that while 2 slicer tools are a luxury that we both would love to have, still having one is enough to stall a squad heavy list for one or two turns. That is all you need. I also have found that the comms net flotilla can be very handy if one of your ships need a token...and they do most of the time! It is also STILL a potential drop point if your opponent pays too much attention to the CR90 and Admo closing in on the flanks. Since flotillas no longer count for tabling, I have noticed that many players ignore them all together. Quantum Storm is very useful on the slicer flotilla. Even if you only use it once, for a 1pt. title it is very worth it. It is also the reason why I put Hyperspace Assault as my yellow objective. Most people think that I would put Admo into Hyperspace, but I love to put Quantum Storm back there and slice away. Also, if you are playing as second player, it also gives you 3 more drop points for Raddus.

As for heavy squad lists...you don't really need to worry about any counterplay against them. You are there to KILL THE SHIPS!!! On a serious note though, it is another reason why I switched to EWS instead of ECM. If a hull zone gets low on shields, I just put the chaff token on that zone, forcing the squads to go take down another shielded side instead. That along with a round or two of slicer tools should buy you enough time to kill your targets. At least in theory...

In the last couple weeks I've been trying variations on this fleet, and I've come up with this:

Name: Hopes and Dreams
Faction: Rebel
Commander: Admiral Raddus

Assault: Most Wanted
Defense: Hyperspace Assault
Navigation: Solar Corona

MC75 Armored Cruiser (104)
• Damage Control Officer (5)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• External Racks (3)
• Leading Shots (4)
• Quad Battery Turrets (5)
• Aspiration (3)
= 134 Points

MC30c Torpedo Frigate (63)
• Lando Carissian (4)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• H9 Turbolasers (8)
• Admonition (8)
= 92 Points

CR90 Corvette A (44)
• Admiral Raddus (26)
• Hondo Ohnaka (2)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 81 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points

Squadrons:
= 0 Points

Total Points: 384

I found that in a lot of games, my bid was too low to make good use of the Hammerhead before it was deleted by a large ship. I took it and one flotilla out to increase my bid, add some upgrades to Admonition, and get another TRC90. Overall, this fleet feels a lot better to me. It has the same consistent long-range firepower as before, and the higher bid lets me really get the most out of Aspiration and Admonition.

I am a little concerned about the lack of range now that I don't have the Hammerhead, but the only way to get that back is to drop a TRC90. Doing that means I only have 3 drop ships, and one of them is Raddus himself, which I'm not very comfortable with.

Thoughts on this new version? I'd appreciate any feedback.