Close Range Battle Group

By Basile1902, in Star Wars: Armada Fleet Builds

Faction: Rebel
Commander: General Dodonna

Assault: Surprise Attack
Defense: Capture the VIP
Navigation: Salvage Run

Assault Frigate Mk2 A (81)
• General Dodonna (20)
• Walex Blissex (5)
• Local Fire Control (4)
• Electronic Countermeasures (7)
• Linked Turbolaser Towers (7)
• Gallant Haven (8)
= 132 Points

Hammerhead Torpedo Corvette (36)
• Cham Syndulla (5)
• External Racks (3)
• Garel's Honor (4)
= 48 Points

Hammerhead Torpedo Corvette (36)
• Captain Rex (5)
• Jyn Erso (4)
• External Racks (3)
= 48 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Boosted Comms (4)
• Bright Hope (2)
= 32 Points

Squadrons:
• Hera Syndulla (28)
• Jan Ors (19)
• Wedge Antilles (19)
• 3 x X-wing Squadron (39)
• Dutch Vander (16)
• Gold Squadron (12)
= 133 Points

Total Points: 393

3 hours ago, Basile1902 said:

Squadrons:
• Hera Syndulla (28)
• Jan Ors (19)
• Wedge Antilles (19)
• 3 x X-wing Squadron (39)
• Dutch Vander (16)
• Gold Squadron (12)
= 133 Points

For Hera's ability, do you have 2 squadrons in particular to receive Rogue?

My guess is Wedge and Dutch. I'm just wondering if I'm correct.

Or are you just using Hera because your ships don't provide enough squadron activations?

In which case you'd probably activate Dutch first with a Squadron command, attack the most dangerous enemy squadron before it activated, hopefully switch its activation slider to the activated side, and then activate Wedge second to attack that enemy squadron so he can roll 2 extra dice.

Later, in the Squadron Phase, you'll use Hera's ability on two of the X-wings so they can move and attack.

With such a squadron-heavy build, I don't understand why you've chosen the Guppy A and Local Fire Control instead of the Guppy B and Flight Controllers. I understand that Salvo is the hot new defense token and everyone wants to use it; and the Guppy A has the best Salvo battery (except for the Executors). But if you're going to activate squadrons from your Guppy, it makes more sense to use the Guppy B for the extra squadron, equip Flight Controllers , and Expanded Hangar Bay (which you can easily afford by switching to AFM2B), so you can activate 4 squadrons and get the most from Flight Controllers.

Absolutely agree that this fleet needs more squadron activation power. You could also drop some generics for some uniques with Rogue. Chances are you’ll need to do both.

It’s generally a good idea to make sure that the Squadron value of your ships is pretty close to as many non-Rogue squadrons as you’re carrying; activated squadrons are FAR more valuable than unactivated ones. Note that, when evaluating this, you really need to be honest with yourself about which ships you’re actually going to regularly be running squadron commands with, also. Having a ship like an Assault Frigate MkIIB, with Squadrons 3 does you NO GOOD if your game plan is to have it running Concentrate Fire commands all game long.

Anyway, in your fleet, once you count out Hera and two squads she’ll be giving Rogue to, you have 5 fighters left to boss around each turn. Your squadron values are:

2 for the GR75

1 for each Hammerhead (2 total)

2 for the AFMkIIA.

So... 5 total for your 5 squads. Great! Except... chances are very low that the AFMkIIA or the Hammerheads are EVER going to want to throw squadron commands. Hammerheads need to be Navigating to get into position, and Concentrating Fire when the time comes to make their big shot. When will you ever want to command squadrons with them? As for the MkIIA, I’m betting your command pressure will be very high to Navigate and Repair. It’s a big, vulnerable target that’ll be taking a lot of fire. You may want to command squads with it, but I doubt you’ll ever actually get to do it.

Edited by Cpt ObVus