The Organa Effect

By Cruzer, in Star Wars: Armada Fleet Builds

Working on this new (hopefully competitive) 400pt fleet and I could use some help in deciding on a modification to it.

Here is the roster as it stands now:

Assault Frigate MKII A (81pts)

  • General Madine (30pts)
  • Electronic Countermeasures (7pts)
  • Bail Organa (7pts)
  • Paragon (5pts)
  • XI7 Turbolasers (6pts)
  • Boarding Troopers (3pts)

CR90 Corvette A (44pts)

  • Turbolaser Reroute Circuits (7pts)
  • Jaina's Light (2pts)

Hammerhead Scout Corvette (41pts)

  • Task Force Organa (1pt)
  • Slaved Turrets (6pts)
  • Boarding Engineers (2pts)

Hammerhead Scout Corvette (41pts)

  • Task Force Organa (1pt)
  • Slaved Turrets (6pts)
  • Boarding Engineers (2pts)

Squadrons

  • A-wing x2 (11pts each)
  • E-wing (15pts)
  • VCX-100 Freighter (15pts)
  • Corran Horn (22pts)
  • Hera Syndulla (28pts)

Objectives

  • Close-Range Intel Scan
  • Jamming Barrier
  • Salvage Run

Total: 394pts

After a couple of games where none of the boarding parties were ever used, I'm thinking of dropping all three in favor of some better upgrades (giving me 13 points to still play with). My immediate idea is split between two possibilities. I can either give the Frigate and the Hammerheads all Disposable Capacitors (3pts each, leaving me with a total of 396pts), or I can just give the Assault Frigate the D-Cap and add a Sensor Teams to it as well (8pts together, leaving me with 395).


The idea of the fleet is to take advantage of the Dust Fields earlier on to avoid damage, while racking up points and hits via my more maneuverable fleet getting itself into a better position and arc dodging (the VCX being there chiefly to play with Jamming Barrier and Salvage Run).


For the time being I'm not interested in modifying my Squadrons or Ship roster, just looking for ways to better spend the remaining 13pts. Thank you!

Edited by Cruzer

I would recommend a reroll on the AFmk2, the fish brothers are pretty solid. D-Caps are kinda useless on any ship in your fleet. At best they will give you two more dice on the AFmk2 and just a single die on either Hammerhead. Maybe put sensor teams on both Hammerheads so you can reliably get accuracies.

The down side is that sensor teams are 5 points each and Caitken and Shollan are 6 so the total would be 16 points. Which is over budget. If you swapped all of the turbolasers to either Duel Turbolaser Turrets or Quad Battery Turrets it would fit, but I'm not sure that would fit with your playstyle or objectives. DTT is an exhaust to add a red die than remove one die of any color before the defense token step, QBT adds a blue regarldess of range to your attack if you are slower than the target. Looking at your fleet I would lean towards DTT over QBT.

As a side note if you are going to run Taskforce Organa you might want to think about adding a torpedo frigate in there as a reroll node for long range so you aren't shutting down one of your other shots. But I don't know where you would get the 37 points so maybe for the next iteration.

Edited by Grathew

I know you said to leave the ship composition the same, but some of the inefficiencies I saw in the list could be mitigated with a different fleet makeup, so here is my recommendation based on the list's theme, but this does require a 3rd Hammerhead, and RitR, when it is finally released:

Assault Frigate Mk2 B (72)
• General Madine (30)
• Bail Organa (7)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• Linked Turbolaser Towers (7)
• Paragon (5)
= 131 Points

(Changed the mk2 A to a B to gain some points, and capitalize on the Boarding Troopers by having Squadron3, then used LTT in place of Xi7 to gain a limited reroll...since nothing else had Xi7 the enemy redirects would probably go to the corvette attacks anyways).

Hammerhead Scout Corvette (41)
• Slaved Turrets (6)
• Task Force Organa (1)
= 48 Points

Hammerhead Scout Corvette (41)
• Slaved Turrets (6)
• Task Force Organa (1)
= 48 Points

Hammerhead Scout Corvette (41)
• Slaved Turrets (6)
• Task Force Organa (1)
= 48 Points

(Here's where the difference is, replaced the TRC90JA with another TFOScout, to capitalize on the title.)

GR-75 Medium Transports (18)
• Toryn Farr (7)
= 25 Points

(Added a Toryn Farr GR75 to command some squadrons and boost their attack rolls, and act as a 5th activation, since 4 is light...brought in Shara and dropped Hera, kept it at 395 as a bid for player 2, in order to capitalize on Bail to mix up activation order on one turn, and get a nice last/first engagement with the AF Mk2.

Squadrons:
• Shara Bey (17)
• A-wing Squadron (11)
• Corran Horn (22)
• E-wing Squadron (15)
• 2 x VCX-100 Freighter (30)
= 95 Points

Total Points: 395

My recommendations would be similar to cap116

- Assault frigate mk2 B is dramatically better than the mk2 A - 1 blue flak dice, and 1 blue front/rear dice is not better than gaining an increased squadron number(especially with a boarding upgrade- spending 3 of the enemies defense tokens is shuts down defenses dramatically compared to 2) and on top of that you save even more points.

I would be tempted to swap the hammerheads with torpedo hammerheads as it would have a better synergy with boarding engineer's, alternatively I would drop boarding troopers on scout hammerheads if you want to stay with scouts.

Maybe with the saved points upgrade the a-wings to both named a-wing pilots? they survive dramatically longer than a generic a-wing because of the scatter die. Another Idea would be to swap the generic e-wing with a yt-2400 or a rogue squadron x-wing to make your squadron forces work without any squadron commands while having the same anti squadron firepower the generic e-wing provides.

Your cr-90 is fine, in fact I personally feel the cr-90A is superior to scout hammerheads unless you are taking advantage of a slot the cr-90 doesn't have because the cr-90 is more durable and can bring more firepower if you double arc.(personally scout hammerheads only exist in my opinion as a cheap flight controller ship, or as the 3rd hammerhead in a trio using 2 torp hammers and a scout with Task Force Antilles and shunting damage to the scout first as your opponent will likely target the torpedo hammerheads as they are the greater threat.

--If you were willing to change fleet composition I would recommend changing the cr-90 or the hammerheads, and swap it to 3 cr-90A's with TRC, or 2 torpedo hammerheads(TFA/external racks) and 1 scout hammerhead (TFA/slaved turret)

On 9/9/2019 at 7:22 AM, Grathew said:

On 9/9/2019 at 6:35 PM, Cap116 said:

On 9/9/2019 at 7:44 PM, DakkaDakka12 said:

All suggestions thus-far have been pretty good. I do get the general consensus on swapping the A for a B (especially considering boarding troops) and, of course, the drive for more reroll power is real as well.

One thing I think to ask is perhaps adding in Leia Organa (officer) to the CR90 to give more command options for the AFMKII (and to further add to the fleet's namesake 😄 )? She's a fairly cheap option and thus-far the CR90 actually has survived each match while keeping fairly close to the Frigate. The other really tempting option is adding in a Torp Frigate (with TFO and Boarding Engineers) and swapping the CR90A for a Combat Refit GR75 with Leia and Comms Net. Thoughts?

Overall, I think I'm fairly talked-out of the D-Caps. Probably going to switch my XI7s for DTTs as well.

It's a bad list because it lacks the most important Organa card, Leia :P

10 hours ago, Cruzer said:

All suggestions thus-far have been pretty good. I do get the general consensus on swapping the A for a B (especially considering boarding troops) and, of course, the drive for more reroll power is real as well.

If you want to keep the boarding team I would switch, else I'd stay and add either C&S or Veteran Gunners.

10 hours ago, Cruzer said:

One thing I think to ask is perhaps adding in Leia Organa (officer) to the CR90 to give more command options for the AFMKII (and to further add to the fleet's namesake 😄 )? She's a fairly cheap option and thus-far the CR90 actually has survived each match while keeping fairly close to the Frigate. The other really tempting option is adding in a Torp Frigate (with TFO and Boarding Engineers) and swapping the CR90A for a Combat Refit GR75 with Leia and Comms Net. Thoughts?

I like the idea of Leia on a Cr90. As for the torpedo frigate myabe? I don't think the combat transports are worth it for this fleet.

Edited by Grathew
On 9/11/2019 at 11:48 PM, Norell said:

It's a bad list because it lacks the most important Organa card, Leia :P

Definitely thinking on adding her for version 3.

On 9/12/2019 at 6:19 AM, Grathew said:

If you want to keep the boarding team I would switch, else I'd stay and add either C&S or Veteran Gunners.

I like the idea of Leia on a Cr90. As for the torpedo frigate myabe? I don't think the combat transports are worth it for this fleet.

Veteran Gunners always feels off to me, just because the only thing you get to keep is the accuracies (which, if you get more, they could end up as misses anyway). Unless you're specifically shooting for critical icons, it always seemed like too much points for not enough effect.

One other idea I had was to swap the combat refit for a medium transport and run it with tractor beams as well to snag the small ships trying to slip past. It's a situational, but very unexpected technique that I've used in the past.

Than go with the fish brothers. As you can choose all of one color (probably red) and if you slap DTTs as well you can add one red die, than reroll all the red dice you want. As long as you pop a die back out for DTT. Its not perfict, and I'd only really recommend it so you can get dice manipulateion on both attacks. Ie shot one DTT shot two C&S. But if you need damge to go through and you con fired thats four reds, add a red reroll up to five reds drop the one blank or the accuracy you didn't need. It's way more consistent than one would expect.

Tractor beams on flotillas are amazing, although always I think the transports would tractor beam and then get dragged around like cans on a string.