Agate slow roll bomber list

By Kaashifar, in Star Wars: Armada Fleet Builds

So I was trying to build a list idea that would give me a strong carrier supported by a squad list that could pour out some hurt. Use Agate to give SH a second Brace, while Unity gives it a second Redirect.

Name: something crazy
Faction: Rebel
Commander: Kyrsta Agate

Assault: Station Assault
Defense: Fighter Ambush
Navigation:

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Ray Antilles (7)
• Wedge Antilles (4)
• Gunnery Team (7)
• Leading Shots (4)
• Spinal Armament (9)
• Unity (10)
= 211 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Comms Net (2)
= 27 Points

GR-75 Medium Transports (18)
• Ezra Bridger (3)
• Bomber Command Center (8)
• Boosted Comms (4)
= 33 Points

Squadrons:
• Jan Ors (19)
• 3 x B-wing Squadron (42)
• Ten Numb (19)
• Norra Wexley (17)
• YT-1300 (13)
• Biggs Darklighter (19)
= 129 Points

Total Points: 400

Ok, squadron breakdown. Biggs on his own is a waste of points, he is the master of escort, if your running him with Jan Ors you really should take him with a pair of generic X-Wing Squadrons. This group does either 1 of 2 functions, line guards and shepherds strike squadrons or acts as an interceptor unit that moves out to engage enemy squadrons so they cannot get near your strike squadrons. B-Wings are good for their heavy strike capability, however you are not running anything that mitigates their massive drawback which is speed 2. In my experience with B-Wings I generally want AFFM! and/or ships Flight Commander and Fighter Coordination Teams, you do have Wedge Antilles however he takes place at the end of the squadron phase as is not as strong as FC and FCT ships as they can shove and then move to strike. I personally feel like Wedge Antilles is really incredible for Bombers with Grit making sure they are never locked down by more than 1 squadron. The YT-1300 is a bit out of place, but I understand why, it is because of the lack of squadron activations.

Here is my counter list suggestion based on what your taking.

Name: something crazy
Faction: Rebel
Commander: Kyrsta Agate

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Starhawk Battleship Mark II (150) - This is your air superiority squadron controller
• Kyrsta Agate (20)
• Ray Antilles (7) - Self Supplies Squadron 5
• Strategic Adviser (4) - Brings you to 4 activations
• Flight Controllers (6) - Turns Biggs, X-Wings and Ten Numb into absolute murder balls including the flak bonus from Unity title
• Expanded Hangar Bay (5)
• Leading Shots (4)
• Unity (10)
= 206 Points

GR-75 Medium Transports (18)
• Toryn Farr (7) - Can focus on staying in support range of X-Wing and Ten Numb so he can fish that blue crit
• Comms Net (2) - Supplies BCC with Squadron 4
• Bright Hope (2)
= 29 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Expanded Hangar Bay (5)
= 31 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Ten Numb (19)
• Norra Wexley (17)
• Gold Squadron (12)
• 2 x Y-wing Squadron (20)
= 132 Points

Total Points: 398

Went with Y-Wings due to no decent way to get movement buffs for B-Wings due to how many points a Starhawk munches. Something to be conscious of is to make sure your Y-Wings don't get tied up with the X-Wings in a bingle because if they do they will prevent Unity from buffing Flak Fire. If you want heavy bombers with a Starhawk you will have to look at running Scurrgs and/or Nym. Like the following.

Name: something crazy
Faction: Rebel
Commander: Kyrsta Agate

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Ray Antilles (7)
• Strategic Adviser (4)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Leading Shots (4)
• Unity (10)
= 206 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Comms Net (2)
• Bright Hope (2)
= 29 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Boosted Comms (4)
= 30 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Ten Numb (19)
• 3 x Scurrg H-6 Bomber (48)
= 131 Points

Total Points: 396

Just some suggestions for you.

Edited by grunnax93

I suspect Walex will be almost mandatory on an Agate Starhawk, buying a third use of the brace token. Might be worth leaving the Comms Net off and just commanding squadrons with Toryn, since you want her in ability range anyway.

Edited by The Jabbawookie

Here are my 2c (and 2 versions) on a solo Starhawk with bombers:

Name: Untitled Fleet
Faction: Rebel
Commander: Kyrsta Agate

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Doomed Station

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Expert Shield Tech (5)
• Local Fire Control (4)
• Flag Bridge: AFFM! (6)
• SW-7 Ion Batteries (5)
• Linked Turbolaser Towers (7)
• Magnite Crystal Tractor Beam Array (10)
• Unity (10)
= 222 Points

GR-75 Medium Transports (18)
• Leia Organa (3)
• Bomber Command Center (8)
• Boosted Comms (4)
= 33 Points

GR-75 Medium Transports (18)
• Wedge Antilles (4)
= 22 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Norra Wexley (17)
• 3 x B-wing Squadron (42)
= 123 Points

Total Points: 400

Alternatively:

Name: Untitled Fleet
Faction: Rebel
Commander: Kyrsta Agate

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Doomed Station

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Expert Shield Tech (5)
• Local Fire Control (4)
• Flag Bridge: AFFM! (6)
• SW-7 Ion Batteries (5)
• Linked Turbolaser Towers (7)
• Magnite Crystal Tractor Beam Array (10)
• Unity (10)
= 222 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Boosted Comms (4)
= 30 Points

GR-75 Medium Transports (18)
= 18 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Norra Wexley (17)
• Lando Calrissian (23)
• Dash Rendar (24)
= 128 Points

Total Points: 398

My issue with Flagship Bridge: AFFM! for B-Wings is that it is only single use and more often than not is that B-Wings need that speed buff more than 1 critical turn. Although I do see Flagship Bridge: AFFM! being good for trying to pull off turn 1 strikes as first player and following up with a turn 2 first activation as well. Such as the following for example.

Name: Turn 1 & 2 Carpet Bomb
Faction: Rebel
Commander: General Dodonna

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

MC80 Command Cruiser (106)
• General Dodonna (20)
• Flight Commander (3)
• Fighter Coordination Team (3)
• Flagship Bridge: All Fighters, Follow Me! (6)
• Electronic Countermeasures (7)
= 145 Points

Pelta Command Ship (60)
• Adar Tallon (10)
• Fighter Coordination Team (3)
• Expanded Hangar Bay (5)
• Phoenix Home (3)
• Flight Commander (3)
= 84 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bomber Command Center (8)
• Bright Hope (2)
= 35 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Nym (21)
• 3 x Scurrg H-6 Bomber (48)
= 133 Points

Total Points: 397

Where turn 1 you will at the start of the ship phase pop AFFM!, and have the TF-BCC move into support position, the Pelta will shove the Scurrgs distance 1 and activate Nym to strike if in range to do so then Adar Talon untap and/or activate the X-Wings to strike enemy squadrons and/or ships depending on the situation/deployment. The Command Cruiser will shove the Scurrgs another distance 1 and re-activate Nym and the 3 Scurrgs to strike the intended target. Scurrgs will be traveling Distance 4 + 1 + 1, this is a massive threat check, now yes because of Flight Commanders your fleet is being quite aggressive, however you are providing a target rich environment in a very stressful situation. If they choose to focus the dice quality Transport, they are not gunning your Carriers, MC80 with ECM is not easy to drop in one turn, the Pelta may fall, but is has done its job at this point, also the amount of damage you will probably do turn 1 means that turn 2 you will finish off the target with 1 or 2 bombers, FC also lets you do activation after moving to see if you can finish the target with guns first, then start on a new target with your heavy bombers.

This is just a theory craft for the moment though, so nothing tested.

3 hours ago, grunnax93 said:

Ok, squadron breakdown. Biggs on his own is a waste of points, he is the master of escort, if your running him with Jan Ors you really should take him with a pair of generic X-Wing Squadrons. This group does either 1 of 2 functions, line guards and shepherds strike squadrons or acts as an interceptor unit that moves out to engage enemy squadrons so they cannot get near your strike squadrons. B-Wings are good for their heavy strike capability, however you are not running anything that mitigates their massive drawback which is speed 2. In my experience with B-Wings I generally want AFFM! and/or ships Flight Commander and Fighter Coordination Teams, you do have Wedge Antilles however he takes place at the end of the squadron phase as is not as strong as FC and FCT ships as they can shove and then move to strike. I personally feel like Wedge Antilles is really incredible for Bombers with Grit making sure they are never locked down by more than 1 squadron. The YT-1300 is a bit out of place, but I understand why, it is because of the lack of squadron activations.

Here is my counter list suggestion based on what your taking.

Name: something crazy
Faction: Rebel
Commander: Kyrsta Agate

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Starhawk Battleship Mark II (150) - This is your air superiority squadron controller
• Kyrsta Agate (20)
• Ray Antilles (7) - Self Supplies Squadron 5
• Strategic Adviser (4) - Brings you to 4 activations
• Flight Controllers (6) - Turns Biggs, X-Wings and Ten Numb into absolute murder balls including the flak bonus from Unity title
• Expanded Hangar Bay (5)
• Leading Shots (4)
• Unity (10)
= 206 Points

GR-75 Medium Transports (18)
• Toryn Farr (7) - Can focus on staying in support range of X-Wing and Ten Numb so he can fish that blue crit
• Comms Net (2) - Supplies BCC with Squadron 4
• Bright Hope (2)
= 29 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Expanded Hangar Bay (5)
= 31 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Ten Numb (19)
• Norra Wexley (17)
• Gold Squadron (12)
• 2 x Y-wing Squadron (20)
= 132 Points

Total Points: 398

Went with Y-Wings due to no decent way to get movement buffs for B-Wings due to how many points a Starhawk munches. Something to be conscious of is to make sure your Y-Wings don't get tied up with the X-Wings in a bingle because if they do they will prevent Unity from buffing Flak Fire. If you want heavy bombers with a Starhawk you will have to look at running Scurrgs and/or Nym. Like the following.

Name: something crazy
Faction: Rebel
Commander: Kyrsta Agate

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Ray Antilles (7)
• Strategic Adviser (4)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Leading Shots (4)
• Unity (10)
= 206 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Comms Net (2)
• Bright Hope (2)
= 29 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Boosted Comms (4)
= 30 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Ten Numb (19)
• 3 x Scurrg H-6 Bomber (48)
= 131 Points

Total Points: 396

Just some suggestions for you.

Wow I love the triple scurrg list. Will definitly put those into consideration!!! Thank you!

I tend to play with a very light fighter screen, this will be new to me so hopefully I don't mess it up!

I'm curious maybe if I should try to stay away from too many named squadrons as SSD lists will murder them

11 minutes ago, Kaashifar said:

Wow I love the triple scurrg list. Will definitly put those into consideration!!! Thank you!

I tend to play with a very light fighter screen, this will be new to me so hopefully I don't mess it up!

I'm curious maybe if I should try to stay away from too many named squadrons as SSD lists will murder them

Just be weary about how you fly em, I send to blow SSDs to bits with Nym and 3 Scurrgs, usually keep them obstructed by my ships and use the ships to escort them in on the flank. Ideally use a turn to get them in position just outside red then jump them next turn. Just need to make sure you be efficient with how you use them and you will be fine.

3 hours ago, grunnax93 said:

Ok, squadron breakdown. Biggs on his own is a waste of points, he is the master of escort, if your running him with Jan Ors you really should take him with a pair of generic X-Wing Squadrons.


Went with Y-Wings due to no decent way to get movement buffs for B-Wings due to how many points a Starhawk munches. Something to be conscious of is to make sure your Y-Wings don't get tied up with the X-Wings in a bingle because if they do they will prevent Unity from buffing Flak Fire.

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Ray Antilles (7)
• Strategic Adviser (4)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Leading Shots (4)
• Unity (10)
= 206 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Comms Net (2)
• Bright Hope (2)
= 29 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Boosted Comms (4)
= 30 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Ten Numb (19)
• 3 x Scurrg H-6 Bomber (48)
= 131 Points

Total Points: 396

Just some suggestions for you.

The YT1300 also has Escort and can damage share with Biggs, and with 7 hull it can absorb a good amount of damage...

I'm not sure you are reading Unity correctly...i think that if an enemy squadron is engaged by both an X-wing and a Y-wing, Unity would grant 1 re-roll to the Starhawk flak, since the enemy fighter is engaged with a friendly fighter without the printed Heavy keyword, so the main thing for him to watch in the original build is to ensure the Bwings, Norra, Biggs, and the YT1300 are able to lock all of the opposing squadrons down.

The Scurrgs have heavy too, so they don't gain an advantage over the Ywing in the anti-squadron role.

My big concern with both of your list suggestions would be that the Starhawk has a higher chance of being destroyed (and therefore tabled).

2 hours ago, Cap116 said:

Here are my 2c (and 2 versions) on a solo Starhawk with bombers:

Name: Untitled Fleet
Faction: Rebel
Commander: Kyrsta Agate

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Doomed Station

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Expert Shield Tech (5)
• Local Fire Control (4)
• Flag Bridge: AFFM! (6)
• SW-7 Ion Batteries (5)
• Linked Turbolaser Towers (7)
• Magnite Crystal Tractor Beam Array (10)
• Unity (10)
= 222 Points

GR-75 Medium Transports (18)
• Leia Organa (3)
• Bomber Command Center (8)
• Boosted Comms (4)
= 33 Points

GR-75 Medium Transports (18)
• Wedge Antilles (4)
= 22 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Norra Wexley (17)
• 3 x B-wing Squadron (42)
= 123 Points

Total Points: 400

Alternatively:

Name: Untitled Fleet
Faction: Rebel
Commander: Kyrsta Agate

Assault: Advanced Gunnery
Defense: Contested Outpost
Navigation: Doomed Station

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Expert Shield Tech (5)
• Local Fire Control (4)
• Flag Bridge: AFFM! (6)
• SW-7 Ion Batteries (5)
• Linked Turbolaser Towers (7)
• Magnite Crystal Tractor Beam Array (10)
• Unity (10)
= 222 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Boosted Comms (4)
= 30 Points

GR-75 Medium Transports (18)
= 18 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Norra Wexley (17)
• Lando Calrissian (23)
• Dash Rendar (24)
= 128 Points

Total Points: 398

I really like the inclusion of the tractor beam. stopping an enemy ship to speed 0 before B wing murder!

31 minutes ago, Cap116 said:

The YT1300 also has Escort and can damage share with Biggs, and with 7 hull it can absorb a good amount of damage...

I'm not sure you are reading Unity correctly...i think that if an enemy squadron is engaged by both an X-wing and a Y-wing, Unity would grant 1 re-roll to the Starhawk flak, since the enemy fighter is engaged with a friendly fighter without the printed Heavy keyword, so the main thing for him to watch in the original build is to ensure the Bwings, Norra, Biggs, and the YT1300 are able to lock all of the opposing squadrons down.

The Scurrgs have heavy too, so they don't gain an advantage over the Ywing in the anti-squadron role.

My big concern with both of your list suggestions would be that the Starhawk has a higher chance of being destroyed (and therefore tabled).

misread, for some dumb reason i read yt-2400.

My first serious squadron list I ran at a tournament I ran the following squadrons.
Squadrons:
• Jan Ors (19)
• Ten Numb (19)
• 2 x YT-1300 (26)
• 5 x B-wing Squadron (70)
= 134 Points

Finished 2nd, so there is nothing wrong with them, but ever since I switched to Biggs/X-Wings and Nym/Scurrgs I just dont like the clunky feel of speed 2 + fct game play. I also amlost exclusively run Yavaris in my lists so Pelta with AFFM! does not fit my lists viably.

Edited by grunnax93
1 minute ago, Kaashifar said:

I really like the inclusion of the tractor beam. stopping an enemy ship to speed 0 before B wing murder!

I was only thinking Speed 1, drag it in close to the Starhawk and shoot it to pieces... With Agate, Walex, Expert Shield Tech, with 2 Brace, 2 Redirect, and 2 Salvo defense tokens, the Starhawk should win a brawl with anything

17 minutes ago, Cap116 said:

I was only thinking Speed 1, drag it in close to the Starhawk and shoot it to pieces... With Agate, Walex, Expert Shield Tech, with 2 Brace, 2 Redirect, and 2 Salvo defense tokens, the Starhawk should win a brawl with anything

It's also a way to control a would-be flanking MC30 or Demo while you pummel it from long range and bombers to go to work on main target

1 hour ago, grunnax93 said:

My issue with Flagship Bridge: AFFM! for B-Wings is that it is only single use and more often than not is that B-Wings need that speed buff more than 1 critical turn. Although I do see Flagship Bridge: AFFM! being good for trying to pull off turn 1 strikes as first player and following up with a turn 2 first activation as well.

I was planning to kinda slow-roll the entire fleet, with Wedge on the GR75 relocating the B-wings in the end of the squadron phase prior to the fleet engagement, then when the engagement distance is right, use Leia to change the SH's command to a Squadron, pop AFFM! and use it and the GR75s to push all 8 squadrons into engagement in the ship phase with the Starhawk starting to shoot as well.

The objective set is key to help facilitate this approach, either through Adv Gunnery on the SH, or through board control in Contested Outpost and Doomed Station.

2 hours ago, grunnax93 said:


Name: Turn 1 & 2 Carpet Bomb
Faction: Rebel
Commander: General Dodonna

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

MC80 Command Cruiser (106)
• General Dodonna (20)
• Flight Commander (3)
• Fighter Coordination Team (3)
• Flagship Bridge: All Fighters, Follow Me! (6)
• Electronic Countermeasures (7)
= 145 Points

Pelta Command Ship (60)
• Adar Tallon (10)
• Fighter Coordination Team (3)
• Expanded Hangar Bay (5)
• Phoenix Home (3)
• Flight Commander (3)
= 84 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bomber Command Center (8)
• Bright Hope (2)
= 35 Points

Squadrons:
• Jan Ors (19)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Nym (21)
• 3 x Scurrg H-6 Bomber (48)
= 133 Points

Total Points: 397

I have a list with a similar idea, but using Garm instead of Gen Dodanna, and have dropped Adar Tallon and Phoenix Home title for SW7 and LTTs on the MC80 (might as well get some good shooting out of it too, in my book). Definitely a fun time!