Jupiter Militia

By FoulHand, in Star Wars: Armada Fleet Builds

Rebel Fleet I’m experimenting with. Hoping to play it at a tournament this weekend. The threat is that it has a lot of options for where to drop the torpedo frigate.

Jupiter Militia(400/400)
Rebels

Commander: Admiral Raddus

Objectives: Precision Strike, Intel Sweep, Fleet Ambush

[flagship] CR90 Corvette A (44)
- Admiral Raddus (26)
- Jaina's Light (2)
- Electronic Counter Measures (7)
- Turbolaser Reroute Circuits (7)
= 86 total points

CR90 Corvette B (39)
- Leading Shots (4)
- Engine Techs (8)
= 51 total points

CR90 Corvette B (39)
- Leading Shots (4)
- Engine Techs (8)
= 51 total points

MC30c Torpedo Frigate (63)
- Rapid Reload (8)
- Heavy Turbolaser Turrets (6)
- Ordnance Experts (4)
= 81 total points

Hammerhead Torpedo Corvette (36)
- Task Force Organa (1)
- Boarding Engineers (2)
- External Racks (3)
= 42 total points

Hammerhead Scout Corvette (41)
- Task Force Organa (1)
- Boarding Engineers (2)
- Quad Battery Turrets (5)
= 49 total points

Squadrons (40/134):
1x Luke Skywalker X-Wing Squadron (20)
2x Y-Wing Squadron (20)

Interesting concept. Definitely unusual for Raddus (as you usually see a Large being dropped in). Where do you drop the MC30? I'm guessing you're dropping it at long range and wait for your opponent to fall into your waiting arms? Otherwise it's either suicidal to deploy at short range in a front arc to act as a blocker OR your opponent gets a chance to run away if you deploy in his back.

Some comments:

  • Not sure how useful ECM is on Jaina's Light. It a massive investment on a small ship and realistically, you'll only use it for your Redirect. Good positioning and Evades will likely serve you better.
  • I would drop Leading Shots on your CR90Bs. Blues always have a useful side and the only situation where you'll use Leading Shots is if you roll a bunch of accuracies. Dropping ECM above allows you to put SW7 if you really want to avoid that multi-accuracy case. Bear in mind, Leading Shots shines when you can roll more damage with the reroll than what you're paying to do the reroll. Usually, you're gambling that spending that one blue die to reroll 5 red will yield better damage. Here, I feel like you'd be crippling your damage.
  • If you don't want SW7, Toryn Farr would give you a cheaper, better Leading Shots, at the cost of having to navigate her properly.
  • Another thing you could do if you can find the points is put HIE on those CR90Bs to make them extra-nasty.
  • I would put APT or ACM on that MC30 instead of Rapid Reload. They're both cheaper and yield (generally) better result as they can be used in all your arcs.
  • HTT is usually frowned upon. It's not as good as other upgrades you can put in the slot (H9, namely, also XI7). Brace is the token that your opponent will likely want to use and they'll be okay with just tanking the damage instead of redirecting. If you had H9, you can guarantee you'll accuracy the brace anyway. If they have ECM (if), then you're forcing them to exhaust the card.
  • If your Scout Corvette hangs back, its Torpedo brother might jump out of range of TFO. Maybe not a huge deal, but be aware of it (also be aware of the limitation on TFO).
  • I feel like you're gifting your opponent 40 points in squadrons. Unless you face a squadronless build, Luke will get focused down without ever firing at a ship, which wastes his ability. For a dirt cheap, throw-away fighter screen, I'd suggest Tycho and Shara (they'll most likely die, but they'll likely be more durable) or a couple of YT-2400 for 33 and 32 points respectively).

As for objectives, I feel like they're all fairly unsafe for you in some fashion. Intel Sweep without VCXs is a bold move (though it could be a meta call. I know NOBODY runs Strategic squads around here), Fleet Ambush I feel is very inviting for an ISD to deploy in the Ambush zone and start shooting your small ships turn 1. It's just too dangerous to have Raddus pop before he can deploy. Someone with a bomber fleet will be like a kid in a candy shop with Precision Strike. Is would suggest Most Wanted, Planetary Ion Cannon (or Capture the VIP or Fire Lanes even. You have some options here) and Solar Corona (or Dangerous Territory).

ECM and Leading Shots may come with the corvette, but they aren’t worth using with it. Dual evade is basically immune to accuracies, since they lose enough dice to equal the damage you’d avoid had they just rerolled them. The redirect is nice, but again, they’re spending half of what you would’ve redirected in dice. That’s only one point of damage saved. LS spends one of your 2-3 dice just for a reroll of the other 1-2, and only does anything if you reroll more than one accuracy. SW7s just makes them all damage.

Rapid Reload and Heavy Turbolaser Turrets should go. Rapid Reload is eclipsed by cheaper black crit upgrades that do more damage (APT/ACM.) HTTs clash with accuracies and their benefit is effectively nullified if you attack a target three or more times a round. If you’re looking to fill the turbolaser slot, XI7s have decent synergy with APT. That MC30 has a dangerous job. Ten damage will one-shot it currently, or seven from a BTA of any stripe (an exrax Kuat can even get that out the side arc.) Admonition and Lando are basically essentials for the first Squid in a fleet, making it incredibly hard to kill with smart usage. With only two Hammerheads I’d drop the Engineers for Ordnance experts on the Torpedo Corvette. It makes it more self reliant and less likely to deny the scout a shot from TFO usage.

Fleet Ambush is a trap. It will backfire unless you have good answers to questions like “what if Demolisher/Cymoons/134 points of bombers/other set up outside my doorstep and start killing ships round one?” Hyperspace Assault combos well with Raddus, but there’s nothing better than the Torpedo Corvette to use. It’s also hard to go wrong with Planetary Ion Cannon. Intel Sweep is alright, but you haven’t built for Precision Strike, meaning they’ll get equal or better use from it. Blockade Run could work, but makes it harder to avoid front arcs. Putting Most Wanted on the flagship is playing with fire, but dropping Luke for a Quantum Storm GR75 solves the problem nicely. Luke doesn’t boost deployments anyway, and didn’t have anyone good to command him. Good luck, hope this helps!

Edited by The Jabbawookie
formatting

Thanks for the feed back guys. I’ve only played in one tournament before so I can put all of this to good use. Here’s take 2. Same concept but now we’re dropping a liberty on their head. Thoughts? What objectives should I use? Keep in mind I do not have the corellian conflict.

Baddus Raddus (400/400)
Rebels

Commander: Admiral Raddus

[flagship] CR90 Corvette A (44)
- Admiral Raddus (26)
- Jaina's Light (2)
- Turbolaser Reroute Circuits (7)
= 79 total points

MC80 Liberty Battle Cruiser (103)
- Mon Karren (8)
- Leading Shots (4)
- Spinal Armament (9)
- XX-9 Turbolasers (5)
- Gunnery Team (7)
= 136 total points

CR90 Corvette B (39)
- Heavy Ion Emplacements (9)
- Engine Techs (8)
= 56 total points

Hammerhead Torpedo Corvette (36)
- Garel's Honor (4)
- External Racks (3)
- Ordnance Experts (4)
= 47 total points

CR90 Corvette B (39)
- Dodonna's Pride (6)
- Engine Techs (8)
= 53 total points

Squadrons (29/134):
1x Tycho Celchu A-Wing Squadron (16)
1x YT-1300 (13)

Edited by FoulHand

And here’s another take on my original idea

Alpha (400/400)
Rebels

Commander: Admiral Raddus

Objectives: Precision Strike, Hyperspace Assault, Superior Positions

[flagship] CR90 Corvette A (44)
- Admiral Raddus (26)
- Jaina's Light (2)
- Turbolaser Reroute Circuits (7)
= 79 total points

CR90 Corvette B (39)
- Heavy Ion Emplacements (9)
- Engine Techs (8)
= 56 total points

CR90 Corvette B (39)
- Overload Pulse (8)
- Toryn Farr (7)
- Engine Techs (8)
= 62 total points

MC30c Torpedo Frigate (63)
- Assault Concussion Missiles (7)
- XI7 Turbolasers (6)
- Ordnance Experts (4)
= 80 total points

Hammerhead Torpedo Corvette (36)
- External Racks (3)
- Ordnance Experts (4)
= 43 total points

Hammerhead Torpedo Corvette (36)
- External Racks (3)
- Caitken and Shollan (6)
= 45 total points

Squadrons (35/134):
1x YT-1300 (13)
2x A-Wing Squadron (22)

The Liberty fleet looks good. My only comments is that Ordnance Experts might be wasted on a ship that will more often than not only roll 1 black, but it's insurance in case External Racks whiffs. Also, your YT-1300 doesn't go fast enough to keep up with Tycho and it'll be stranded in the back for 2 or 3 turns, by which time Tycho is dead and they've pinned down your non-Falcon Falcon with a single Evade Ace. If it were me, I'd likely drop OE to upgrade this to a YT-2400.

Same comment about the YT-1300 in your 2nd fleet. Toryn Farr is "another friendly ship or squadron", so putting her on a CR90B means her ability can't be used by that CR90B. Since you have ACM on the MC30, XI7 isn't really needed. I would upgrade drop XI7 and Caitken and Shollan (I'm guessing it's there because you don't have a third OE?) to add Admonition and Lando (or Admonition and change the YT-1300 to Tycho). I don't know if you have ever used Admonition (if so, you'll be already well aware of what I'm going to say), but it really makes the MC30 shine. I never leave home without it. Discarding a token might seem like something you DON'T want to do, but 1) Your 2 evades are useless at close range anyway, now they have a use and 2) The timing of it means you can spend your tokens as normal and THEN use Admonition. It also works even if your tokens are locked (because it's not spend, it's discard). At long range it means you can discard 2 dice (Evade and then discard the token you've just spent with Admonition). At close range, it means that you can discard an evade (that was useless anyway) to cancel that one black crit. @The Jabbawookie isn't exaggerating when he says that Admo is essential on a MC30. Lando is also great, but if you can only have one, go for Admonition.

As for objectives, if you don't have Corellian Conflict, I'd go with Most Wanted, Hyperspace Assault and Dangerous Territory.

Ok thanks guys. Here’s another take with some changes. You were right about OE, I only have two.

Alpha (398/400)
Rebels

Commander: Admiral Raddus

Objectives: Hyperspace Assault, Most Wanted, Dangerous Territory

[flagship] CR90 Corvette A (44)
- Admiral Raddus (26)
- Jaina's Light (2)
- Turbolaser Reroute Circuits (7)
= 79 total points

CR90 Corvette B (39)
- Heavy Ion Emplacements (9)
= 48 total points

CR90 Corvette B (39)
- Overload Pulse (8)
= 47 total points

MC30c Torpedo Frigate (63)
- Admonition (8)
- Lando Calrissian (4)
- Assault Concussion Missiles (7)
- Ordnance Experts (4)
= 86 total points

Hammerhead Torpedo Corvette (36)
- Task Force Organa (1)
- External Racks (3)
= 40 total points

Hammerhead Torpedo Corvette (36)
- Task Force Organa (1)
- External Racks (3)
= 40 total points

GR-75 Combat Retrofits (24)
- Toryn Farr (7)
= 31 total points

Squadrons (27/134):
1x Tycho Celchu A-Wing Squadron (16)
1x A-Wing Squadron (11)

Looks good. You might want to experiment with a Medium Transport instead of a combat flotilla and then using the 8 points (6 + 2 in your bid) to have Engine Techs on one of the CR90Bs (HIE is likely the more valuable one). Engine Techs will likely help you more with your survivability than the die on the combat flotilla.

At this point it's really up to playstyle/minor tweaks.

Good luck!

I was thinking the flotilla was really only to support the corvettes throwing blue dice. But I will continue to experiment. Tournament is tomorrow.