My 1st Separatist Fleet: Kraken Double Munificents

By Captain Corvid, in Star Wars: Armada Fleet Builds

Now that the Hardcells have been revealed, I was able to complete my 1st Separatist Fleet:

Kraken Double Munificents

Faction: Separatist Alliance
Commander: Kraken
Points: 399/400

Assault Objective: Targeting Beacons
Defense Objective: Contested Outpost
Navigation Objective: Minefields

[ flagship ] Munificent-class Star Frigate (73 points)
- Kraken ( 30 points)
- Sa Nalaor ( 5 points)
- Wat Tambor ( 5 points)
- Battle Droid Reserves ( 4 points)
- Electronic Countermeasures ( 7 points)
- Heavy Ion Emplacements ( 9 points)
= 133 total ship cost

Munificent-class Comms Frigate (70 points)
- Tide of Progress XII ( 2 points)
- Rune Haako ( 4 points)
- Battle Droid Reserves ( 4 points)
- Hyperwave Signal Boost ( 3 points)
- Heavy Ion Emplacements ( 9 points)
= 92 total ship cost

Hardcell-class Transport (47 points)
- Beast of Burden ( 6 points)
- T-Series Tactical Droid ( 4 points)
- Auxiliary Shields Team ( 3 points)
- Parts Resupply ( 3 points)
= 63 total ship cost

1 Phlacc-Arphocc Prototypes ( 19 points)
1 Baktoid Prototypes ( 16 points)
1 Haor-Chall Prototypes ( 16 points)
1 Hyena Bomber Squadron ( 11 points)
4 Vulture Droid Squadrons ( 32 points)
1 DBS-404 ( 17 points)
= 111 total squadron cost

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Ships:

I've noticed that a lot of Sep players have equipped their Munificents with LTT or Swivel-Mount Batteries; many of them have left the Ion Cannon slot empty.

I realized that an Ion Cannon upgrade with a Special Critical Effect is perfect for the Munificents with Kraken because Kraken can change a die to a face with a single icon, i.e. a Crit! Kraken is basically a better Screed because you don't have to remove a die to change another die to a blue crit. That's why I equipped both my Munificents with Heavy Ion Emplacements; with a guaranteed blue crit, they can deplete an Acclamator's front and side shields in a single round! That's far better than rerolling 1 red die.

The fact that the Munificent's only blue dice are on its front arc isn't a problem because HIE (and OP and NK-7) must exhaust, so even if I equipped Quad Battery Turrets in the Turbolaser slot for an extra blue die, I couldn't use HIE during my second attack. The Munificent was made for Ion Cannon exhaustable upgrades, and Kraken was made to deliver a blue crit for the special critical effects.

I decided to make my Star Frigate my flagship and equip it with Sa Naloor , Wat Tambor, Battle Droid Reserves, and ECM to make it hella-tanky.

My Comms Frigate will be my carrier. I'll give Rune Haako 2 Squadron tokens so I can activate 4 squadrons during the ship's activation for 2 rounds, and I can bank Squadron tokens on my other ships and take them. I chose Hyperwave Signal Boost so I can activate 3 squadrons during the Squadron Phase.

My Hardcell is a dedicated support ship. The Beast of Burden ship title will synergize with my flagship's ECM so I can ready Brace for a second use every round. I'll use Parts Supply to pass out Repair tokens in Round 1 and my flagship can take the last 2 tokens to refresh ECM. The Hardcell will reveal Squadron dials to activate 2 squadrons until my squadrons are depleted, then bank tokens to refresh Parts Supply.

Squadrons:

I chose 4 Ace squadrons rather than more generics because my squadron activations are limited and I wanted to use the Aces' special abilities. Since the Separatists don't have any Escort squadrons, I opted for 2 Hyena Bomber Aces to increase their chances of surviving long enough to attack ships. I'm realistic about my squadrons' prospects against a squadron-heavy Republic build: I predict that all of my generics will be wiped out by the end of round 4, but my Aces should survive and inflict enough damage to finish off enemy ships.

Objectives:

For objectives, I didn't want Advanced Gunnery because the Munificents can double-arc; I didn't want Most Wanted because my ships are all more expensive than their Republic counterparts, so even if I was second player and chose an Acclamator and my Hardcell, they're only separated by ~20 points and my Hardcell is more likely to die; I didn't want Opening Salvo because Acclamators already have more powerful front arcs; I didn't want Precision Strike because I didn't have a lot of Bombers. I chose Targeting Beacons because my red dice ships could use rerolls.

Similar to the Assault objectives, I chose Contested Outpost because the other options were worse, and my Sep ships are more expensive than the Republic's ships, so I should be able to control the space station. Also, I want to lure enemy ships toward my Double Munificents using the outpost objective. Admittedly, against Imperial and Rebel opponents, they could have more expensive ships, so it doesn't work as well.

I chose Minefields to try to deny part of the play area to my opponent and funnel their ships toward my Double Munificents.

P.S. I finally caved and pre-ordered a second Separatist Fleet Starter so I can actually run my Double Munificents build. 😁 I received my shipping notification today so I should receive all of my Clone Wars expansions on Friday. I can't wait!

Edited by Captain Corvid

I got confirmation today from my LGS that my Separatists are in, 1 starter, 2 squadron and 2 upgrade packs (1 for my lad!).

I do like the list, and I’m wondering if you have 2 starter packs, on whether you’d be better off including another Hardcell to increase your ship count? I’ve been list building and unfortunately I’ve had to pile upgrades on like there’s no tomorrow, but as you will have access to more Hardcells, then as you’re using Kraken I’d personally put more in at the expense of the extra upgrades that both of us (and the rest of the forum lol) will be putting on with the limited amount of ships we will have at the start.

I do have my 2 Separatist Starters now, as well as 2 Separatist Fighter Squadrons packs. Unfortunately, my LGS didn't receive the Upgrade Card Collection, so I'll have to wait on that to try out the new cards. Fortunately, the Separatist Starter comes with the Heavy Ion Emplacements upgrade card; and the Republic Starter comes with Auxiliary Shields Team. It's like I designed my fleet the way FFG intended -- or it could just be coincidence. 😉

I chose 3 ships for my build because I wanted a fairly large squadron presence. I know that I could run 2 Munificents and 2 Hardcells if I reduced my squadrons and omitted some upgrades, but I wanted to try as many new upgrade cards as possible and utilize their synergy to make my Munificents extremely tanky.

Also, if my opponent has activation advantage, I look at it as an opportunity to test out the Pass Tokens mechanics.

After I try out my 1st Separatist Kraken Double Munificents Fleet, I might modify it and add a second Hardcell to see how that works.