Best Lifeboat?

By DunaMoose, in Star Wars: Armada Fleet Builds

While this isn't much of a "fleet build" per se, I want to know what lifeboat loadouts you run for commanders that want to stay away from battle.

I will start:

Rebel:

CR90 Corvette A (44)
• Insert Commander (X)
• Turbolaser Reroute Circuits (7)
Jaina's Light (2)
= (53+X) Points

or

Hammerhead Torpedo Corvette (36)
• Insert Commander (X)
• Cham Syndulla (5)
• External Racks (3)
Garel's Honor (4)
= (48+X) Points

Imperial:

Raider II (48)
• Insert Commander (X)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Heavy Ion Emplacements (9)
= (67+X) Points

or

Raider I (44)
• Insert Commander (X)
• Agent Kallus (3)
• Ordnance Experts (4)
• Flechette Torpedoes (3)
Instigator (4)
= (58+X) Points

Edited by DunaMoose

The Raider 1 and Hammerhead versions are good ship load-outs but awful lifeboats. Put your commander somewhere else as they need to get in close to contribute to the battle.

Jiana's light version is great with the option of RBDs if you have the points.

I have used the Raider-II version without GTs but adding Montferrat (Brunson was already on Demolisher) and it was nice and survivable while Screed guaranteed the HIE crit. OK in a Vader list too but with anyone else the crit may not happen and being a lifeboat you usually don't want to turn into heavy combat areas for a second chance.

Arquitens with DTT and RBDs is a good option especially in Jerjerrod lists where at speed 3 you can yaw twice left then at the end of the manoeuvre yaw twice right to put distance between you and the enemy.

Edited by Mad Cat

For Empire:

Naked Raider 1.

(optionally add External Racks to provide it with lifeboat-hunting capability)

If you want a more expensive ship that can either be a lifeboat or contribute to a fleet firepower based on the matchup:

Command Arquittens with Engine Tech (and extra loadout based on points available/rest of the fleet) - it is very slippery even as a second player. The ability to start at speed 2 and with nav command round 1 be anywhere from 90 to the left or right (speed 1 + ET) to speed 4 forward or angled (speed 3 + ET) makes it very hard to catch even if significantly outdeployed.

17 minutes ago, PT106 said:

For Empire:

Naked Raider 1.

(optionally add External Racks to provide it with lifeboat-hunting capability)

If you want a more expensive ship that can either be a lifeboat or contribute to a fleet firepower based on the matchup:

Command Arquittens with Engine Tech (and extra loadout based on points available/rest of the fleet) - it is very slippery even as a second player. The ability to start at speed 2 and with nav command round 1 be anywhere from 90 to the left or right (speed 1 + ET) to speed 4 forward or angled (speed 3 + ET) makes it very hard to catch even if significantly outdeployed.

Well there's this loadout that I sometimes run as well:

Arquitens Command Cruiser (59)
• Insert Commander (X)
• Engine Techs (8)
• Reinforced Blast Doors (5)
• Dual Turbolaser Turrets (5)
= (77+X) Points

1 hour ago, DunaMoose said:

Well there's this loadout that I sometimes run as well:

Arquitens Command Cruiser (59)
• Insert Commander (X)
• Engine Techs (8)
• Reinforced Blast Doors (5)
• Dual Turbolaser Turrets (5)
= (77+X) Points

On a command cruiser with ET QBT may be a better choice (assuming that it navigates most of the time)

4 hours ago, DunaMoose said:

Well there's this loadout that I sometimes run as well:

Arquitens Command Cruiser (59)
• Insert Commander (X)
• Engine Techs (8)
• Reinforced Blast Doors (5)
• Dual Turbolaser Turrets (5)
= (77+X) Points

Would this be considered a lifeboat? I guess I am looking at the concept of a lifeboat as a cheap, relatively bare bones ship, with only a manuever or defensive upgrade or two on it to keep it out of danger or alive (or in the case of External Racks, make getting in close range of it hurt). With at least a 97 ship that has my opponent’s commander on it, that is something I want to destroy to give me a sizeable amount of points and cripple the opposing fleet at the same time.

17 minutes ago, Admiral Calkins said:

Would this be considered a lifeboat? I guess I am looking at the concept of a lifeboat as a cheap, relatively bare bones ship, with only a manuever or defensive upgrade or two on it to keep it out of danger or alive (or in the case of External Racks, make getting in close range of it hurt). With at least a 97 ship that has my opponent’s commander on it, that is something I want to destroy to give me a sizeable amount of points and cripple the opposing fleet at the same time.

It can fight if it gets into trouble.

I don't think those are lifeboats. They have too many combat upgrades. Lifeboats need to be away from the battle and definitely not spend points on black dice upgrades or ramming tech.

Rebel: a torpedo hammerhead

Empire: raider I

35 minutes ago, Green Knight said:

Rebel: a torpedo hammerhead

Empire: raider I

I once had an opponent run Rieeekan on a hh lifeboat. He kept it back, with the rest of his fleet between Rieekan and my fleet. I took targets of opportunity while jumping in to kill Rieekan. It did work in cutting him and his ability off slightly earlier but his squadrons made me pay for that. Marginal win in his favour.

Edited by Muelmuel

I lifeboat is simply the cheapest ship available to a faction.

Set up so that it NEVER gets engaged by the enemy.

Or (for advanced players) in such a fashion as to tempt the opponent into splitting his fleet to chase down are relatively cheap target that, if it dies at all, will do so very late in the game.

The only viable upgrade is Hondo. I guess say Titus is in the same category, but why take him over Hondo? Get real.

Lifeboats suck, but so does getting tabled!

The lifeboat is also a nice delaying activation for those early positioning turns, so it serves more than one purpose.

The alternatives to a lifeboat are:

Sticking your Admiral on something big and bad. Like your ISD. This draws extra attention to an already valuable ship. AND if it dies, the MoV shift is enen bigger. It CAN be the right choice, but it doens't have to be.

Or stick him on a light combat ship, preferable fast and with long range weapons (ET Arq or JL TRC90, for example), that serves as a semi-lifeboat that's also a "sweeper", meaning it's there to clan up enemy ships that may have survived the main battle and are trying to limp away with a hull or two. Just don't spend too many pts on such a ship, as that will only tempt you into being too aggro, or have the enemy focus on it (and you don't want that).

Also remember that not all commanders are equally valuable. Some, like Garm are done once you've gotten your tokens. Same with **** Raddus. And some Imp commander I forget his name. If they die after being "spent", beyond the pts shift there is no worry. But losing Rieekan or Sloane or Motti during the endgame can change things dramatically.

Lol, only time I ever do a "lifeboat" per-say is if I'm running Profundity (and oftentimes there I'll launch the "lifeboat" commanderless because 75s rule at staying alive). I guess if you HAVE to do it, CR90B + Jaina is probably the gold standard (Hammerheads are tempting, but in my experience if they get focused, a good 3/5 times they'll die to a GSD or some other hunter-killer while a CR90 just flips the bird and runs).

On ‎4‎/‎4‎/‎2019 at 9:36 AM, DunaMoose said:

While this isn't much of a "fleet build" per se, I want to know what lifeboat loadouts you run for commanders that want to stay away from battle.

I will start:

Rebel:

CR90 Corvette A (44)
• Insert Commander (X)
• Turbolaser Reroute Circuits (7)
Jaina's Light (2)
= (53+X) Points

or

Hammerhead Torpedo Corvette (36)
• Insert Commander (X)
• Cham Syndulla (5)
• External Racks (3)
Garel's Honor (4)
= (48+X) Points

Imperial:

Raider II (48)
• Insert Commander (X)
• Gunnery Team (7)
• Disposable Capacitors (3)
• Heavy Ion Emplacements (9)
= (67+X) Points

or

Raider I (44)
• Insert Commander (X)
• Agent Kallus (3)
• Ordnance Experts (4)
• Flechette Torpedoes (3)
Instigator (4)
= (58+X) Points

Why putting upgrades on a lifeboat? A lifeboat want to carry the commander, and stay out of all combat. Putting this much Upgrades on a ship, that really does not want to go into combat, is just burning points for nothing. And if you are going into combat with a cheap lifeboat and full Upgrades, you can be damm sure that it will be focused down 😁 .

The CR90 with Jaina's Light and TRC is fine. But a Raider I for 78+ Points (78 if you choose the cheapest commander) is way to much.
Brunson is most likely the best upgrade for a lifeboat. Or Tua+ECM.

There was a reason that Flottilas were used as lifeboat untill they changed it.

On 4/11/2019 at 2:01 AM, Tokra said:

Why putting upgrades on a lifeboat? A lifeboat want to carry the commander, and stay out of all combat. Putting this much Upgrades on a ship, that really does not want to go into combat, is just burning points for nothing. And if you are going into combat with a cheap lifeboat and full Upgrades, you can be damm sure that it will be focused down 😁 .

The CR90 with Jaina's Light and TRC is fine. But a Raider I for 78+ Points (78 if you choose the cheapest commander) is way to much.
Brunson is most likely the best upgrade for a lifeboat. Or Tua+ECM.

There was a reason that Flottilas were used as lifeboat untill they changed it.

I agree lifeboats are for running and hiding, not for getting anywhere near anything that can kill them.