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)
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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.