Starhawk Overload Pulse Salvo

By Wulff_Yularen, in Star Wars: Armada Fleet Builds

I built a Starhawk which I think could put a lot of pressure on enemy ship defense tokens (with auto blue crits on 2 salvo defense tokens), but other than adding squads (with Unity equipped), I'm not really sure where else to go from here:

Name: Untitled Fleet
Faction: Rebel
Commander: Kyrsta Agate

Assault:
Defense:
Navigation:

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Weapons Battery Techs (5)
• Overload Pulse (8)
• H9 Turbolasers (8)
• Magnite Crystal Tractor Beam Array (10)
• Unity (10)
= 211 Points

Squadrons:
= 0 Points

Total Points: 211

Does anyone have any suggestions? Maybe a 3x organa scout task force with a flotilla and a small squad screen?

If I remember correctly salvo only uses default crit. No special crit effects.

7 hours ago, Wulff_Yularen said:

I built a Starhawk which I think could put a lot of pressure on enemy ship defense tokens (with auto blue crits on 2 salvo defense tokens), but other than adding squads (with Unity equipped), I'm not really sure where else to go from here:

Name: Untitled Fleet
Faction: Rebel
Commander: Kyrsta Agate

Assault:
Defense:
Navigation:

Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Weapons Battery Techs (5)
• Overload Pulse (8)
• H9 Turbolasers (8)
• Magnite Crystal Tractor Beam Array (10)
• Unity (10)
= 211 Points

Squadrons:
= 0 Points

Total Points: 211

Does anyone have any suggestions? Maybe a 3x organa scout task force with a flotilla and a small squad screen?

I'm more accustomed to using Overload Pulse as the Empire because it synergizes perfectly with Avenger. Regardless...

Firstly, the combination of Overload Pulse and MCTBA might be redundant -- unless you don't plan on dropping Unity to Speed 0 and freezing an enemy ship with MCTBA. Because that would prevent the enemy ship from spending any defense tokens, rendering Overload Pulse useless. So think about your options and consider dropping Overload Pulse or MCTBA.

Second, your choice of ships and squadrons will depend on what your objective is:

  1. Do you want to compel the OP'd ship to discard its defense tokens? Or:
  2. Do you want to discourage the OP'd ship from using its exhausted defense tokens?

If your answer is #1, you should choose fewer ships that inflict greater damage, like 2x MC30s or a large Mon Cal ship.

If your answer is #2, you should choose more ships and squadrons that inflict less damage; so 3x Hammerhead Scouts and squadrons is a solid choice, because the opponent is less likely to burn a Brace or Redirect for 1-2 damage per attack. Granted, that damage adds up, but if you're bringing a Starhawk to the table, I think you'd want it to make a meal out of your opponent's ships, not nibble them to death with HHs and squadrons.

By equipping Overload Pulse on your most powerful ship, you'll feel obligated to activate Unity first each round; whereas normally you'd want to delay its activation, let enemy ships move into range, and then attack with your heavy-hitter.

That's why I'd choose a second heavy-hitter to force the enemy to discard the OP'd ship's defense tokens, then the next round, the Starhawk can wreck the defenseless enemy ship.

Also, I'm aware that it's possible for the Starhawk to get the enemy ship in double arc, OP it with its first attack, and inflict enough damage with its second attack from its side arc to compel the opponent to discard the ship's defense tokens, but I wouldn't count on that, especially since your Starhawk will be activating first, so it would be easier for your opponent to avoid getting caught in double-arc.

Overload Pulse isn’t the easiest thing in the world to use, but I generally find that what you want is to have your smaller ships carry the Overload Pulse, and then have your bigger ships strike later in the round, to really punish the target. The problem is, to really make the Overload Pulse worthwhile, you need a card like the ISD’s Avenger title to take advantage of the exhausted defense tokens, and the Rebels don’t have an equivalent. So it’s not really worth the effort for them.

I thought of using overload pulse and boarding troopers with Rebels. I haven't really brainstormed much on that idea yet though

I have this overspecialized thingy on that theme. So far it has completely annihilated some fleets (SSDs especially), and been really hard to make work against others. BT is on both MC75 because I sometimes need that redundancy pretty badly.

Name: Raddus Dual BTMC75s All Ship
Faction: Rebel
Commander: Admiral Raddus

Assault: Most Wanted
Defense: Contested Outpost
Navigation: Solar Corona

MC75 Armored Cruiser (104)
• Admiral Raddus (26)
• Strategic Adviser (4)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• External Racks (3)
• Leading Shots (4)
• Profundity (7)
= 158 Points

CR90 Corvette B (39)
• Ezra Bridger (3)
• Overload Pulse (8)
= 50 Points

MC75 Armored Cruiser (104)
• Toryn Farr (7)
• Boarding Troopers (3)
• Electronic Countermeasures (7)
• External Racks (3)
• Leading Shots (4)
• Aspiration (3)
= 131 Points

GR-75 Medium Transports (18)
• Leia Organa (3)
• Comms Net (2)
= 23 Points

GR-75 Medium Transports (18)
• Ahsoka Tano (2)
• Comms Net (2)
= 22 Points

Squadrons:
= 0 Points

Total Points: 384

Edited by Indecisive Mogwai

Double post

Edited by Indecisive Mogwai
Double post