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Posts posted by nicholscs73
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Here's a first attempt at counter....
Was thinking that the fighter escort needs to be better.
2x ISD Counter
Faction: Rebel Alliance
Points: 400/400
Commander: Admiral Ackbar
Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions
[ flagship ] MC80 Command Cruiser (106 points)
- Admiral Ackbar ( 38 points)
- Home One ( 7 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- X-17 Turbolasers ( 6 points)
- Overload Pulse ( 8 points)
MC80 Assault Cruiser (114 points)
- Defiance ( 5 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- Redundant Shields ( 8 points)
- X-17 Turbolasers ( 6 points)
- Overload Pulse ( 8 points)
1 Wedge Antilles ( 19 points)
1 "Dutch" Vander ( 16 points)
1 A-Wing Squadron ( 11 points)
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Been on the recieving end. It sucks.
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I like this and will give it a shot. I agree with your observations as well. There's been too many time I've found myself thinking, "if only I'd put gunnery on this..."
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Maybe more this....
Assault
Faction: Rebel Alliance
Points: 396/400
Commander: Mon Mothma or Rieken
Assault Objective: Most Wanted
Defense Objective: Fire Lanes or Hyperspace Assault
Navigation Objective: Intel Sweep
[ flagship ] CR90 Corvette A (44 points)
- Mon Mothma or Rieken ( 30 points)
- Jainas Light ( 2 points)
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- X-17 Turbolasers ( 6 points)
MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
4 A-Wing Squadrons ( 44 points)
2 Scurrg H-6 Bombers ( 32 points)
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That's a really good point. Those shrimps already pack a good punch, especially if you can double arc. Two extra red dice up close don't matter if you can't survive the trip into close range.
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Personally, I've had mixed results as a Rebel player. But that's largely due to my own inexperience. Overall, I get bored with all ship builds especially due to the predictability of the conga line. I like the versatility that squads can provide.
Imperial squads are devastating, no question and synergies much more easily than Rebels. For example, if you let Dengar, howl runner and Tie/I's get the alpha, they will wipe you out post haste.
The Wave 2 rogues are a big question mark, but seem to carry on the individualistic nature of rebel squads. In wave 1 I've gravitated to flying A's and Y's.
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Thanks for all the tips. I'm working on retooling the list and have this so far.
Based on your suggestions there are some variations to consider, but I'd like views on objective selection. Also, short of me just saying if like to fly more 'aggressively' (which I've found is foolish against ISDs), how would you guys fly/counter this list?
Thanks in advance!
Assault
Faction: Rebel Alliance
Points: 398/400
Commander: Admiral Ackbar
Assault Objective: Most Wanted
Defense Objective: Fire Lanes
Navigation Objective: Intel Sweep
[ flagship ] CR90 Corvette A (44 points)
- Admiral Ackbar ( 38 points)
- Jainas Light ( 2 points)
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
4 A-Wing Squadrons ( 44 points)
2 Scurrg H-6 Bombers ( 32 points)
Fleet created with Armada Warlords
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Wanted to try something more aggressive. Not sure about some of the choices on the shrimps. I figure lock down with A's and send in the Shrimps with one bomber each and the guppy following close behind.
Thoughts? Counters?
400 point (398 of 400 pts)
Flagship: (140 pts)
- Assault Frigate Mark II B(72 pts)
- Admiral Ackbar (38 pts)
- Intel Officer (7 pts)
- Sensor Team (5 pts)
- Expanded Hangar Bay (5 pts)
- Electronic Counter Measures (7 pts)
- Heavy Turbolaser Turrets (6 pts)
- MC30c Torpedo Frigate(63 pts)
- Intel Officer (7 pts)
- Ordnance Experts (4 pts)
- Electronic Counter Measures (7 pts)
- SW-7 Ion Batteries (5 pts)
- Assault Proton Torpedoes (5 pts)
- MC30c Torpedo Frigate(63 pts)
- Intel Officer (7 pts)
- Ordnance Experts (4 pts)
- Electronic Counter Measures (7 pts)
- SW-7 Ion Batteries (5 pts)
- Assault Proton Torpedoes (5 pts)
- 2x Scurgg H-6 Bomber (32 pts)
- 4x A-Wing Squadron (44 pts)
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Not rude, and I said I thought I knew the answer. Just confirming.
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So, can an X wing escort an A wing? I think the answer is yes, it just never occurred to me that I could make an A wing effectively have 9 shields. The purpose being a cheap, but longer lasting screen that could tie up a squadron for a couple of rounds.
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But LOS yellow dot to yellow dot crosses both ship arc lines.
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Wait. How can you shoot that ISD at all with your MC30? You don't have LOS from either side, and boy that arc is dubious.
LOS only gets blocked by the defending ship? Not your own?
I had the same question. And I didn't think the Torp Shrimp had a slot for TRC
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Yeah, I'm thinking overall, I'll stick with Slaved turrets, HTT or XI7s for now.
Speaking of slaved turrets, it's not on the SWAFT list builder for some reason, what are the stats and point cost again?
Really enjoying the conversation/ideas all around!
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Nice catch on the TRC. Guppies get a steady bleed on a target and then envelop with Salvation and the squads....
C'mon wave 2! Release already!
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Ok, this might be it. By the way, sensor teams aren't great on AF2s... Not enough dice to spare for an acc.
Anyway, heres the next revision. Thanks for all the help and advice.
(396 of 400 pts)
Flagship: (130 pts)
- Assault Frigate Mark II B(72 pts)
- Admiral Ackbar (38 pts)
- Intel Officer (7 pts)
- Electronic Counter Measures (7 pts)
- XI7 Turbolasers (6 pts)
- Assault Frigate Mark II B(72 pts)
- Intel Officer (7 pts)
- Electronic Counter Measures (7 pts)
- Heavy Turbolaser Turrets (6 pts)
- Nebulon-B Support Refit(51 pts)
- Salvation (7 pts)
- Ray Antilles (7 pts)
- Nav Team (4 pts)
- XI7 Turbolasers (6 pts)
- 1x Outrider - Dash Rendar (24 pts)
- 1x Moldy Crow - Jan Ors (19 pts)
- 3x Y-Wing Squadron (30 pts)
- 2x X-Wing Squadron (26 pts)
- Advanced Gunnery
- Fleet Ambush
- Dangerous Territory
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Here's a modified list. I stripped where I could, but left the sensor, Intel, xi7 combo on one AF2, because -****- if I time it right that could piss someone off.
Fleet Details
(395 of 400 pts)
Flagship: (117 pts)
- Assault Frigate Mark II B(72 pts)
- Admiral Ackbar (38 pts)
- Electronic Counter Measures (7 pts)
- Assault Frigate Mark II B(72 pts)
- Intel Officer (7 pts)
- Sensor Team (5 pts)
- Expanded Hangar Bay (5 pts)
- Electronic Counter Measures (7 pts)
- XI7 Turbolasers (6 pts)
- CR90 Corvette A(44 pts)
- Enhanced Armament (10 pts)
- 1x Outrider - Dash Rendar (24 pts)
- 1x Moldy Crow - Jan Ors (19 pts)
- 4x Y-Wing Squadron (40 pts)
- 3x X-Wing Squadron (39 pts)
- Advanced Gunnery
- Fleet Ambush
- Dangerous Territory
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So, if I were going to cut, I'm thinking the upgrades and maybe down to the AF2 B, rather than the squadron set up? As a relative noob, I could be wrong, but I'm imagining that that squadron combo could be pretty scary to any cap ships?
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Interested in feed back. Solid list? Weaknesses?
). (394 of 400 pts)
Flagship: (148 pts)
- Assault Frigate Mark II A(81 pts)
- Admiral Ackbar (38 pts)
- Intel Officer (7 pts)
- Sensor Team (5 pts)
- Electronic Counter Measures (7 pts)
- Enhanced Armament (10 pts)
- Assault Frigate Mark II A(81 pts)
- Gallant Haven (8 pts)
- Adar Tallon (10 pts)
- Flight Controllers (6 pts)
- Expanded Hangar Bay (5 pts)
- Electronic Counter Measures (7 pts)
- XI7 Turbolasers (6 pts)
- 1x Outrider - Dash Rendar (24 pts)
- 1x Moldy Crow - Jan Ors (19 pts)
- 2x YT-1300 (26 pts)
- 2x B-Wing Squadron (28 pts)
- 2x X-Wing Squadron (26 pts)
- Advanced Gunnery
- Fleet Ambush
- Dangerous Territory
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So, as a relatively new player, I've been drawn to this list and have been running variations. I am really curious about the last, squadron less list. I'm always worried about running without some sort of fighter screen, so my question is this: how to Mk II B's and a Neb B deal with a Rhymer Ball or a list with a substantial fighter force with little anti-squadron protection?
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Hmmmmmm so how my movement will change your movement. Hmmm ok, so if I am going speed 2 with a VSD and you are doing speed 3 that means together we are closing at about a rate of max 5 (if headed straight at each other) but average of 3.25 or so.
Did I get that right?
Then you want to know how things like joking would effect your plans so same scenario where my VSD is going 2 and you are going 3 but I suddenly slow down to 1 the turn you expect to engage at and you fly into my arc (more of a first player thing but can be done against second player as well)
Is that right?
I guess what I mean is knowing how to finesse movement, momentum, firing arcs, etc in a 6 round game. I tend to play Rebels and have issues over shooting targets or staying in brutal firing arcs too long. Also related would be deployment I suppose.
Practice, practice, practice!
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The thing that I really need to refine is movement/speed relations in maneuvering and making the most out of those 6 rounds
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Thanks for the tips all! I definitely want to try playing and switching around ECM/AP and Antilles/Weapons Liason. I definitely want to try my hand at the Bwing screen (the X wings are there to escort), especially after watching the video. If I can't make it work, I'll give Y's a try.
I am certainly worried about more than two ships...have to see how it goes.
Any thoughts on objectives to pick/avoid?
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Made some changes. Could still use tips on objectives and any glaring mistakes.
Thanks!
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Hey all,
Getting into the game and was interested in opinions on this fleet build. I *think* it provides flexibilty, and would like opinions on objectives and weaknesses.
This is based of the first local tournament I saw where there was two Imperial fleets with VSD/Glad w squadrons and two Rebel fleets that were CR 90 swarm fleets w no squadrons.
Thanks in advance!
(296 of 300 pts)
Flagship: (133 pts)
- Assault Frigate Mark II B(72 pts)
- Garm Bel Iblis (25 pts)
- Paragon (5 pts)
- Enhanced Armament (10 pts)
- Flight Controllers (6 pts)
- Electronic Counter Measures (7 pts)
- Weapons Liaison (3 pts)
- Expanded Hangar Bay (5 pts)
- Nebulon-B Escort Frigate(57 pts)
- Yavaris (5 pts)
- Weapons Liaison (3 pts)
- 4x A-Wing Squadron (44 pts)
- 2x X-Wing Squadron (26 pts)
- 2x B-Wing Squadron (28 pts)

3xAFII upgrades and squadron heavy 400
in Star Wars: Armada Fleet Builds
Posted · Edited by nicholscs73
I like it. The only change I'd make is, I'd swap out the B's and the YT for another A, 2 Scurgg's, and 2 Y's.
For objectives, my initial picks would be Advanced Gunnery, Fleet ambush and dangerous territory.