Jedi your way through the dice rolls

By JadinED, in Star Wars: Armada

Here's a hypothetical for all enthusiastic fleet builders...

If you could Jedi your way through the dice rolls (think Qui-gon in Episode I), always getting the optimal dice rolls in any situation, no dice mitigation needed - the perfect damage output and just the right number of accuracies for yourself; abysmal dice rolls for your opponent (i.e. who needs defense token or shields or a higher hull value than 1 when your opponent only rolls blanks and accuracies anyway) - what would be the optimal fleet with the greatest destructive force?

Name: No Dice-Mitigation Needed
Faction: Rebel
Commander: Admiral Ackbar

Assault: Most Wanted
Defense: Fighter Ambush
Navigation: Superior Positions

Assault Frigate Mk2 B (72)
• Admiral Ackbar (38)
• Intel Officer (7)
• Gunnery Team (7)
• XI7 Turbolasers (6)
= 130 Points

Assault Frigate Mk2 B (72)
• Adar Tallon (10)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• XI7 Turbolasers (6)
= 99 Points

Nebulon-B Escort Frigate (57)
• Ray Antilles (7)
• Yavaris (5)
= 69 Points

Squadrons:
• Nym (21)
• Luke Skywalker (20)
• Ten Numb (19)
• 6 x Z-95 Headhunter Squadron (42)
= 102 Points

Total Points: 400

Edited by JadinED

Mon karren liberty probably, you want to go heavily into z95s with FCT and an assault pelta for a AFFM card

Assault Frigate Mk2 B (72)
• Admiral Ackbar (38)
• Gunnery Team (7)
• Enhanced Armament (10)
= 127 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Enhanced Armament (10)
= 89 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Enhanced Armament (10)
= 89 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Enhanced Armament (10)
= 89 Points

Squadrons:
= 0 Points

Total Points: 394

If you get max damage from every shot then 7 doubles at long range twice from four ships is ... up to 112 damage per turn. Which is probably enough.

Though only 56 damage on any one target in a turn... might take two turns to knock out an SSD... might.

Ackbar and 8 CR90As.

8 8s are 64, which is more than 56, but less than 112. (Although I’ve miscounted my max above - you can only CF one shot, so max 26 damage from each AF2, so 104, not 112.)

I guess you could fire from both sides on the CR90s, so 14 damage each, times 8, 112.

I yield the floor to the Jabba Wookie.

1 hour ago, LTD said:

8 8s are 64, which is more than 56, but less than 112. (Although I’ve miscounted my max above - you can only CF one shot, so max 26 damage from each AF2, so 104, not 112.)

I guess you could fire from both sides on the CR90s, so 14 damage each, times 8, 112.

I yield the floor to the Jabba Wookie. 

Excellent, the math is here! On second glance, one of them should probably have Enhanced Armament for 116.

Gladiator I (56)
• Admiral Ozzel (20)
• Assault Concussion Missiles (7)
= 83 Points

Gladiator I (56)
• Assault Concussion Missiles (7)
= 63 Points

Gladiator I (56)
• Assault Concussion Missiles (7)
= 63 Points

Gladiator I (56)
• Assault Concussion Missiles (7)
= 63 Points

Gladiator I (56)
• Assault Concussion Missiles (7)
= 63 Points

Gladiator I (56)
• Assault Concussion Missiles (7)
= 63 Points

Squadrons:
= 0 Points

Total Points: 398

Assuming you can double arc + CF with every ship, then a theoretical 216 damage should be possible in 1 turn if my math is correct 😁

9 hours ago, Atromix said:

Assuming  you can double arc + CF with every ship, then a theoretical 216 damage should be possible in 1 turn if my math is correct 😁

132? Each Glad does 8 from each arc, plus 2 from confire, plus 4 from triggering ACM twice is 22, times 6 is 132.

Edit: however, dropping those ACMs for External Racks deals the same damage, but allows you to fit a double arcing Gozanti for 3 more, totaling 135.

Edit 2: 5 Ackbar MC30 Scouts with External Racks is now the highest output I can think of. 14 damage times 2, plus 2 for confire, plus 4 for External Racks is 34, times 5 is 170. A close contender is 9 Ackbar Exrax Torpedo Hammerheads and a Z-95: 18*9+2=164.

Edited by The Jabbawookie
3 hours ago, The Jabbawookie said:

132? Each Glad does 8 from each arc, plus 2 from confire, plus 4 from triggering ACM twice is 22, times 6 is 132.

Edit: however, dropping those ACMs for External Racks deals the same damage, but allows you to fit a double arcing Gozanti for 3 more, totaling 135.

Edit 2: 5 Ackbar MC30 Scouts with External Racks is now the highest output I can think of. 14 damage times 2, plus 2 for confire, plus 4 for External Racks is 34, times 5 is 170. A close contender is 9 Ackbar Exrax Torpedo Hammerheads and a Z-95: 18*9+2=164.

Yup, my bad. I knew something was up. For some reason I thought I could trigger ACM on every critical roll. :P

You're all taking Ackbar - would you not be better off without him and shooting from two arcs at the same target more easily?

19 Z95s do 38dmg.

If you're not using the tournament restrictions on 2 flotillas then Ackbar and a bunch of gr-75s and a cr-90 should get you around 189 dmg? Though I'm not sure how the rules surrounding Ackbar and gr-75s work.

Edited by Atromix
27 minutes ago, Atromix said:

If you're not using the tournament restrictions on 2 flotillas then Ackbar and a bunch of gr-75s and a cr-90 should get you around 189 dmg? Though I'm not sure how the rules surrounding Ackbar and gr-75s work.

No GR-75 red dice, because he's an "add" effect. Otherwise people would be using fleets with an IF! Pelta and as many flots as possible.

16 hours ago, Atromix said:

Though I'm not sure how the rules surrounding Ackbar and gr-75s work.

Gather your Battery Dice at Range.
"It's -"
"That means its None. You didn't gather dice, the Attack Ends."
"But Ackbar Ad-..."
"THE ATTACK ENDS! NO DICE FOR YOU!"

On ‎6‎/‎2‎/‎2019 at 6:52 PM, The Jabbawookie said:

9 Ackbar Exrax Torpedo Hammerheads and a Z-95: 18*9+2=164.

Add in Opening Salvo and you get to 200.

On 6/3/2019 at 5:45 AM, mazz0 said:

You're all taking Ackbar - would you not be better off without him and shooting from two arcs at the same target more easily?

Most double arcs are hard to get off at long range imo due to precise positioning needed, and most double arcers are often brawlers like mc75/mc30. The OP was trying to find an optimal fleet if the dice could be whatever you want, so doing 2 dmg per die(red) at long range is better than 2 dmg per die at close. Since Ackbar ups the dice count for single shots, he does well in supporting a long range doctrine. Things like CR90's defenses also work best at long

Edited by Muelmuel

Ramstrosity.

Ah wait! You said as the lucky guy

Sato DCaps ACM Hammerhead Torps?