Agate Generalist list v2 23pt bid

By EbonHawk, in Star Wars: Armada Fleet Builds

Points: 377/400

Commander: Kyrsta Agate (com)

Assault Objective: Surprise Attack
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

Changes to v1 in bold.

[ flagship ] Starhawk-class Battleship Mark I (140 points)
- Kyrsta Agate (com) ( 20 points)
- Amity ( 6 points)
- Walex Blissex ( 5 points)
- Damage Control Officer ( 5 points) - right after dropping SA I faced a 5 ship with SA.. LMAO, however without DCOs they would've gotten 6 dmg into my hull via ACMs and killed me, DCO gave me the draw as second player, which in a tourney I'll take the 6-5.
- Local Fire Control ( 4 points)
- Hardened Bulkheads ( 5 points)
- Linked Turbolaser Towers ( 7 points) - Still really like XX-9 here for locking down non DCO contains, but, LTT gives 4 rerolls a turn for 7 points (1 from each arc, and 1 each on salvo) the salvo reroll is also really nice.
- Leading Shots ( 4 points)
- Magnite Crystal Tractor Beam Array ( 10 points)
= 206 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian (off) ( 4 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 82 total ship cost

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
- General Draven ( 3 points)
- Jamming Field ( 2 points) - brought in to offer another annoyance to large squad balls, keep tycho/shara tucked in close and make them roll as many dice as possible to kiil.
= 31 total ship cost

GR-75 Medium Transports (18 points)
- Leia Organa (off) ( 3 points)
- Repair Crews ( 4 points)
= 25 total ship cost

1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
= 33 total squadron cost

Played a few games now with this list all wins or draws.. some thoughts I've had running round after: Adding Lt.Blount for another cheap scatter ace to harass and tie up. Bumping the racks on Admo to APTs (although I've found the racks only sometimes get used).

Maybe swapping Amity with Concord (for the salvo and then drop Local Fire Control), add Caitken and Shollan and drop leading shots.

Can I ask, what exactly you are bidding for and why?


I agree with your logic: " Linked Turbolaser Towers" As soon as you bring two salvo tokens this seems to be the correct TL upgrade.

Caitken and Shollan - I feel this is the incorrect choice for the Starhawk Mk I more so than Mark two but even then. LS costs less, can be used on all attacks (and we want the double arc) including flak, and your dice pools are a wild color mess, which C&S hate.

How useful have found the Magnites so far?

On 2/12/2020 at 4:11 PM, Doppelganger said:

Can I ask, what exactly you are bidding for and why?

2nd player, missions are wrong in this list but they should be Surprise attack, Rift Ambush, and Doomed station.

SA just to be a bastard mission, Rift ambush provides control over obstacles as well as giving dust fields.. also the grav rift special rule for the mission basically gives the starhawk engine techs for free.

Doomed station similar to Rift ambush, but to token farm the station and use rift to make enemy deployment harder.

You also want second player when the opponent is out activating you, and to be able to line up the Hawk for good double arcs, and prime magnites.

On 2/12/2020 at 4:11 PM, Doppelganger said:

Caitken and Shollan - I feel this is the incorrect choice for the Starhawk Mk I more so than Mark two but even then. LS costs less, can be used on all attacks (and we want the double arc) including flak, and your dice pools are a wild color mess, which C&S hate.

Yes and No.. LS may cost less but is an objectively worse card IMHO. Firstly you only have a couple blues to begin with on the Mk1, and it's unlikely to dual arc at blue range until turn 3 or after. A good chunk of your shots will be at Red range, C&S allow for a full red reroll from Downtown and after you can then use LTT for any remaining blanks.

The side arc just simply doesn't have enough dice in it for me to warrant taking 1 out for a reroll. With 2 red, 2 blue, 1 black you have good chances to hit anyway, LS just gives you 2 red rerolls maybe the blank (but considering you remove a blue which will be dmg or an acc you are only rerolling 2 reds and 1 black at best, not really worth it..)

I also don't think it's worth it for flak, the Hawk doesn't really want to shoot squadrons at all unless it's the only option to shoot, and then it wants both dice.

So from my view C&S always ensure I can reroll those 4 red from the front arc, and at blue range considering blues can't miss that is the only re-roll i need combined with LTT, and as said side arc should just be left to luck, and if needed LTT can reroll 1 red, the 2 blues will always get something, and the black has good odds on a hit. I think LS does a lot less for the ship, I've trailed C&S for 3 games now and they've pulled their wight a lot.

On 2/12/2020 at 4:11 PM, Doppelganger said:

How useful have found the Magnites so far?

With the above missions, VERY very helpful.

Rift ambush, and doomed station offer a lot, firstly bad piloting from your opponent could land them at speed 0 for you.. secondly you could for instance (I've done this already in Rift Ambush) fly speed 2 into the grav rift, drop yourself to 0, and then Magnite your opponent to 0.. and if you are lucky like me and doing RA mission you can then move a further speed 1 afterwards for the cheese. (if messing with 0 you need Agate Com or Concord).

Outside of using the missions to amplify it, it's best used at speed 1-2. Demo coming in at speed 3 with engine techs? Not any more, drop him to speed 1 and let him eat another turn in your front arc at range. Got a ship coming slowly at speed 1? Speed him up to 2 and make him ram into his friend.

It can be devastating if you can guess which commands you opponent has e.g squads on a quasar doesn't want its speed messed with, or even to force your opponent to only queue navs up so no connie fires or healing. If you use them tactically and mainly for speed 1-2 you can ask a lot of questions from your opponent and make flanking, or shooting and scooting very hard for them.

Edited by EbonHawk

Points: 375/400

Commander: Kyrsta Agate (com)

Assault Objective: Surprise Attack
Defense Objective: Rift Ambush
Navigation Objective: Doomed Station

[ flagship ] Starhawk-class Battleship Mark I (140 points)
- Kyrsta Agate (com) ( 20 points)
- Concord ( 12 points)
- Walex Blissex ( 5 points)
- Damage Control Officer ( 5 points)
- Caitken and Shollan ( 6 points)
- Hardened Bulkheads ( 5 points)
- Linked Turbolaser Towers ( 7 points)
- Magnite Crystal Tractor Beam Array ( 10 points)
= 210 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian (off) ( 4 points)
- Ordnance Experts ( 4 points)
- External Racks ( 3 points)
= 82 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Leia Organa (off) ( 3 points)
- Repair Crews ( 4 points)
= 27 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Repair Crews ( 4 points)
= 23 total ship cost

1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)
= 33 total squadron cost

This is the latest version I've been running

Either use the 25pts for an extra squad like Ketsu or Blount, or upgrade a GR to Combats/Draven for AA.

The last version looks cool, that's a Mk1 build I haven't seen or considered before, but i think it has a good set of strengths that play well with Admo and the objectives you are using.

Have you considered Comms Net with Leia instead of Repair Crew (looking at the SSD lists with dual Gozanti support, I was typically seeing 1 Repair Crew and 1 Comm Net). With Leia resetting a command dial on the SH, the Comm net might be nice to give a dial+token resolution for that command. (And it saves 2 points)

For the spare points, I think Ketsu would be better than Blount or the GR75Combat/Draven combo, the only other 2 squadrons I might throw in for consideration are Kanan Jarrus (to mess with enemy nav commands) or Mart Mattin (grit/rogue YT2400 that can drop a prox mine early in an enemy escape route, it could be useful).

The only other thing I could see would be H9s or some other TL upgrade on Admo as well.

1 hour ago, Cap116 said:

The last version looks cool, that's a Mk1 build I haven't seen or considered before, but i think it has a good set of strengths that play well with Admo and the objectives you are using.

Thanks, she been flying well so far, and Concord is just too handy with both Rift missions.

1 hour ago, Cap116 said:

Have you considered Comms Net with Leia instead of Repair Crew (looking at the SSD lists with dual Gozanti support, I was typically seeing 1 Repair Crew and 1 Comm Net). With Leia resetting a command dial on the SH, the Comm net might be nice to give a dial+token resolution for that command. (And it saves 2 points)

I haven't, mainly due to my tendency to roll hawk commands as nav, eng, nav, nav, eng, eng (with leia providing eng or nav on a turn that's not gone to plan). With the second repair crews if it's a big ship list I'm facing I double up on the hawk, if MSU assign one to admo, or to cover Leia if she rams/is rammed.

1 hour ago, Cap116 said:

For the spare points, I think Ketsu would be better than Blount or the GR75Combat/Draven combo, the only other 2 squadrons I might throw in for consideration are Kanan Jarrus (to mess with enemy nav commands) or Mart Mattin (grit/rogue YT2400 that can drop a prox mine early in an enemy escape route, it could be useful).

Kanan I have not considered at all, however thinking about him he would pair really nicely with Surprise attack... will defo have to think about this! Ditto about Mattin.

1 hour ago, Cap116 said:

The only other thing I could see would be H9s or some other TL upgrade on Admo as well.

I had been considering making it a scout variant just to add a few more downtown dice ontop of the Hawk. Sometimes opponents straight nope it, hence the racks over APTs. Then maybe pair with another set of LTTs which could also help against any squad chasing it down