Red Dice Time

By RedDogReb, in Star Wars: Armada Fleet Builds

Cymoon 1 Refit (112 + 69: 181)
+ Grand Admiral Thrawn (32)
+ Director Krennic (8)
+ Gunnery Team (7)
+ Intensify Firepower! (6)
+ Linked Turbolaser Towers (7)

+ Spinal Armament (9)

Arquitens-class Light Cruiser (54 + 9: 63)
+ Captain Needa (2)

+ Turbolaser Reroute Circuits (7)

Arquitens-class Light Cruiser (54 + 9: 63)
+ Admiral Titus (2)

+ Linked Turbolaser Towers (7)

Gozanti-class Cruisers (23 + 3: 26)
+ Darth Vader (1)

+ Comms Net (2)

Gozanti-class Cruisers (23 + 2: 25)

+ Comms Net (2)

Ciena Ree (17)
Valen Rudor (13)

Saber Squadron (12)

Opening Salvo
Planetary Ion Cannon
Solar Corona

I'm going to try this list tonight for the first time.

I've got used to a close in brawler list and style of play, so now will see if I can be a bit more patient and focus fire on individual ships at long range.

Hopefully enough dice manipulations in there.

Fleet will have the benefit of IF.

Cymoon has LTT and Krennic to deal with 7 red dice assuming a CF Dial.

One Arq has TRC

Other Arq has LTT.

Both Arqs have officers who are redundant once we start playing, so can be choked by Vader if needs be.

Worst case, I have to choke Krennic.

Actually worst case would be having to choke Thrawn before I've used his dials, but hoping that wont happen.

Plus a few squadrons to keep a squadron heavy list occupied for a turn or two if I'm lucky.