Defense Force of the New Republic

By Basile1902, in Star Wars: Armada Fleet Builds

I really want to paint this fleet build blue and make it the New Republic, other than that its my first time playing a Starhawk so fun.

Name: D.F.N.R.
Faction: Rebel
Commander: Kyrsta Agate

Assault: Surprise Attack
Defense: Asteroid Tactics
Navigation: Hyperspace Migration

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Strategic Adviser (4)
• Walex Blissex (5)
• Gunnery Team (7)
• Hardened Bulkheads (5)
• Overload Pulse (8)
• Linked Turbolaser Towers (7)
• Unity (10)
= 216 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
• 2 x A-wing Squadron (22)
= 55 Points

Total Points: 393

5 hours ago, Basile1902 said:

I really want to paint this fleet build blue and make it the New Republic, other than that its my first time playing a Starhawk so fun.

Name: D.F.N.R.
Faction: Rebel
Commander: Kyrsta Agate

Assault: Surprise Attack
Defense: Asteroid Tactics
Navigation: Hyperspace Migration

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Strategic Adviser (4)
• Walex Blissex (5)
• Gunnery Team (7)
• Hardened Bulkheads (5)
• Overload Pulse (8)
• Linked Turbolaser Towers (7)
• Unity (10)
= 216 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
• 2 x A-wing Squadron (22)
= 55 Points

Total Points: 393

Looks pretty good! Couple considerations...

First, the Starhawk is INCREDIBLY command-hungry, and you often will have two or three different commands that you want to spend dials and tokens on. Comms Net helps with tokens, but you will want to have the power to switch your command dials at will, and to that end, Leia Organa (yes, the 3-point Officer) is probably the *very best* card you can use in any list that contains both a Starhawk and any Command 1 ship. Her ability to just change the top dial of another ship to match the dial her ship just revealed is AMAZING with the Starhawk, and it WILL save you games. Last game I used it, I was able to march straight into the face of a VSD-II camping the Doomed Station, while an OTB was bombing me with OBPCs all game long... secure in the knowledge that Leia could pass Engineering dials to the Concord whenever it needed one.

The other piece of that puzzle was using Raymus Antilles aboard the Starhawk itself. Antilles buys you a free matching token every time you reveal a dial, so you can get an emergency Engineering dial from Leia, get the free token, and repair three shields with no prior warning that you’d even need to repair. It’s awesome, and it bought me 9 bonus shield points in that game against the Onager and the VSD (and I needed them!). The Antilles/Organa combo is also good for unexpected Squadron activations, big attacks, or making a tight maneuver and saving the token for a speed change later.

The downside, of course, is that you have to cut one of the two officers already aboard the Starhawk. In my case, I ran Antilles and Strategic Adviser, but to be honest, I used the Adviser exactly once, and it wasn’t important at all. Next time I can say with certainty that I’ll be running Walex Blissex and a Raymus Antilles.

Second: cut Overload Pulse. Just do it. If you can’t guarantee the crit, and your fleet isn’t geared to absolutely taking every possible advantage of exhausted tokens, it just isn’t worth it. Note that it doesn’t help you on the attack in which it’s triggering; the exhausting of tokens happens AFTER your opponent gets to spend them, so he can say, Brace & Redirect for full effect, and THEN any green tokens he has left get flipped to red. The idea is that you have a SMALL ship blast him with Overload Pulse, and then you UNLEASH **** on him with your big ship. And anyway, the Empire makes much better use of Overload Pulse, with cards like the Avenger ISD title.

Cut Hardened Bulkheads. You have plenty of hull to take a couple rams. I suppose if your local meta is rife with CR90/Engine Techs ram-swarms, it makes sense... otherwise, take the ram and walk it off. Then take the 5 points you saved, and maybe the 8 points from Overload Pulse, and maybe revamp your squadrons to include more Rogues (maybe ONLY Rogues). The Starhawk is too busy maneuvering and repairing to want to activate squadrons very often. Maybe your GR75 can serve as a pocket carrier for 2-3 non-Rogues, but most of your fighter force probably needs to be able to act independently.

Finally (and this may be controversial), I would cut Gunnery Teams. Yes, they’re nice. But this is a ship that loves getting double-arc shots, and shouldn’t have a hard time doing it. I would instead use a Weapons Team that helps make your attacks more reliable. One option is Caitken & Shollan. Another, if you really want to put the hurt on, would be a combination of Weapons Battery Techs & Heavy Ion Emplacements (they’re 1 more point than Overload Pulse, but worlds more devastating most of the time). But finding points for expensive Rogues might be even better.

Just my observations. Good luck!

Edited by Cpt ObVus

I agree with you on most of that.

Though I think keeping my counter squadrons is better for me than cutting things out to make room for rogue. There really only in this build for their speed and ability to tie things down.

Other than that thanks for the feedback