Vexx77
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Posts posted by Vexx77
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So I previously posted an Imperial ram fleet and wanted to make a Rebel counterpart as well. The idea is pretty much the same:
1. fly in and ram stuff
2. repair with reinforced blast doors
3. shoot
4. Either ram some more or fly away.
The fleet is ultra fast and with Rieekan as admiral it should be extra deadly as a "zombie" ship is still able block, shoot and ram. Motti ISD´'s with hardened bukheads are obviously going to counter this fleet, but in the event I face such ships its up to the MC75 to do the majority of the work. Bomber balls are also going to be an issue since I have no bomber defense, however, lots of bombers means few ships, so the plan is here to quickly engage and hopefully table the opponent before losing too many ships myself.
The GR75 is only there to add an extra activation and Leia can be used as an emergency to change the MC75's commands. Tractor beam is a bit of an experiment but the reasoning behind this upgrade was that it helps to slow down enemy ships, making it easier to pin down and block enemy ships.
Any thoughts on this fleet? Anything I can do to optimize it? Would you change the objectives?
Faction: Rebel Alliance
Points: 392/400Commander: General Rieekan
Assault Objective: Most Wanted
Defense Objective: Jamming Barrier
Navigation Objective: Solar Corona[ flagship ] MC75 Ordnance Cruiser (100 points)
- General Rieekan ( 30 points)
- Strategic Adviser ( 4 points)
- Ordnance Experts ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- External Racks ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 159 total ship costCR90 Corvette B (39 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
= 52 total ship costCR90 Corvette B (39 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
= 52 total ship costCR90 Corvette B (39 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
= 52 total ship costCR90 Corvette B (39 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
= 52 total ship costGR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 25 total ship cost= 0 total squadron cost
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@MandalorianMoose You're correct. I for some reason completely forgot about this! This obviously changes things and I agree with @The Jabbawookie that a 6th activation is required. If I drop Pryce + Ciena and Valen and instead get another gozanti I'd have 20 points remaining. Any suggestions on what to spend these points on? How high of a bid would I need for this fleet?
Also, I'd probably make demo my flagship now and add Brunson on that ship to make it tougher.
DrJonesJnr and The Jabbawookie reacted to this -
As the name suggests, the idea behind this fleet is to have your gladiators fly in, ram stuff, fire torpedoes and either ram some more or fly away. The gozanti is only there to provide an extra activation and something that can push Valen and Ciena into a better position. Valen and Ciena's job is to provide some anti bomber defense - they are cheap and work well together with the "obstruction/can't fire at Valen" combo. I havnt't tried this fleet in a game yet, so this is only theorycrafting. But the idea behind this fleet came from seeing Rebel CR90b ram-corvettes, and this is an attempt to pull something similar off for the empire. The gladiators are slower, have shorter range and are more expensive but pack a bigger punch and are tougher. Also having demo in the mix with guvenor pryce should help setup a nasty turn.
Even if you face hardened bulkheads, the sheer amount of black dice and APTs should be able to chew through large ship hull.
Any thoughts on this fleet? Anything you would change?
Faction: Galactic Empire
Points: 394/400Commander: Admiral Motti
Assault Objective: Most Wanted
Defense Objective: Jamming Barrier
Navigation Objective: Sensor Net[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Admiral Motti ( 24 points)
- Captain Brunson ( 5 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 102 total ship costGladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Governor Pryce ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 90 total ship costGladiator I-Class Star Destroyer (56 points)
- Insidious ( 3 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 76 total ship costGladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 73 total ship costGozanti-class Cruisers (23 points)
= 23 total ship cost1 Valen Rudor ( 13 points)
1 Ciena Ree ( 17 points)
= 30 total squadron cost -
I see your point.
As an alternative, maybe swap the hammerheads and 3x A-wings for Tycho and 2 ram-corvettes (corvette-b with reinforced blast doors and engine techs)?? Then the fleet has 3 fast movers which makes deployment less punishing + the fact that your opponent can't block warp-ins from 3 different ships... The MC80 doesn't exactly have to be right behind an enemy ship - if it can deploy on the side and barrel down the opposing fleet's flanks then it should do some work too.
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While waiting for 7th wave to launch does any1 have some good ideas for a Raddus fleet? The fleet i came up with is to have an MC30 race towards the enemy fleet in double arch position - at the beginning of the next turn have it warp in an MC80, then activate the MC30 first followed by the MC80. This means that the MC80 will be behind enemy lines facing the rear of the opponent's ships.
Hammerheads and bright hope are there to add activations - hammerheads providing a gunline and bright hope some squadron commands for the A-wings. Any thoughts on this fleet?
Crouching Mc30, Hidden Mc80
Faction: Rebel Alliance
Points: 395/400Commander: Admiral Raddus
Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Solar CoronaMC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 84 total ship costMC80 Battle Cruiser (103 points)
- Gunnery Team ( 7 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 123 total ship costHammerhead Scout Corvette (41 points)
- Quad Battery Turrets ( 5 points)
= 46 total ship cost[ flagship ] Hammerhead Scout Corvette (41 points)
- Admiral Raddus ( 26 points)
- Quad Battery Turrets ( 5 points)
= 72 total ship costGR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
= 20 total ship cost1 Shara Bey ( 17 points)
3 A-Wing Squadrons ( 33 points) -
Cool idea for a fleet! If it was up to me i'd probably swap all the boosted comms for a lambda shuttle or two (or maybe Jendon + Maarek Stele as that combo is bonkers) As Buckero0 pointed out a VSD would probably make for a better flagship (if you can find the points then a VSD II with disposable capacitors + quad battery turrets goes a long way and is pretty tanky with Motti).
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As stated before the fleet is hard countered by good asteroid positioning and Cracken (while he is a rare commander choice) but I like the idea behind the list a lot! You can do something similiar with the rebels faction and just spam hammerheads (no upgrades). You can fit 10 torpedo hammerheads + commander or 9 scout hammerheads + commander in your fleet. (if you go for the scout version then you can always fire out your front arch (obstructed or not) and you have the added benefit of being able to mass ram your opponent's fleet.
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So I'm going to a tournament soon and I do not really know what the meta is going to be like so I have to make an allround fleet that can deal with any possible setups. In addition, although I have played plenty of other strategy games before, I'm fairly new to armada so I could use a veteran's insight on my fleet for possible improvements before I submit my list. The list I'm aiming for is as follows:
So I've got 6 activations and a 9 point initiative bid. The plan is to deploy the CR90s on opposite flanks with the hammerheads and MC80 making up the centre and the flotilla at the rear. I've got a low amount of squadrons and Tycho/Shara are basically there to slow down enemy squadrons - the plan is to have the A-wing aces positioned defensively, ready to tie up enemy fighters while I flak the enemy squadrons with the flotilla, hammerheads and MC80 (the MC80 has gunnery teams so that it can both flak and attack a ship out its wide front arch).
The CR90bs have a wonky experimental build. The idea is to have them activate last/first and engine techs ram an enemy ship. This allows them to double ram at speed 4, use reinforced blast doors to repair the damage, shoot and then double ram again (this move basically automatically takes out an enemy MC30's and the like). With Madine the corvettes can be incredibly maneuverable making them suitable for flotilla hunting which are probably going to be there
The list is light on upgrades in order to afford as many combat ships as possible. I included Leia on one of the hammerheads so that it can change the MC80's commands in case of emergency. The hammerheads are otherwise without upgrades and basically serve as long range gun platforms with 1 blue die and 3 red dice (with concentrate fire).
The general idea behind the fleet is to push the MC80 and hammerheads slowly up the middle of the board, while the CR90s rush the flanks and create a pincer movement to trap the enemy fleet (probably harder to execute than I make it sound
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Any thoughts on the fleet? My main concern is to face enemy bomber balls as their high hull value can be tricky to flak down. Also I'm not sure on what objective cards to pick (I hope to go first but in the event I'm second which objectives would be the better choice?)

Rebel ram fleet
in Star Wars: Armada Fleet Builds
Posted · Edited by Vexx77
@rastahotep I definitely thought about adding SW7s but I dont know what to cut. I reckon the tractor beams are expendable, but I´´m not too keen on dropping the flotilla. I think its pretty important to dominate activations in these types of fleets. I guess I could maybe drop a CR90 for a 2nd flotilla and then kit out the other three CR90s but I´´m not sure thats such a good idea either.
@Aahz 1 I tried running two hammerheads and two CR90bs along with a Liberty Madine fleet at a tournament. My experience was that the CR90s did really well, while the hammerheads were too slow to achieve much. Oftentimes when I finally got the hammerheads into position they were all threatened and found myself needing to activate three ships at once at the start of each turn. Maybe they work a lot better with Rieekan - its definitely worth a shot, but my experience is that the CR90s speed makes them able to dodge front archs and their ability to double ram is sooo good. It makes them able to instantly take out MC30s if you can activate last/first.
@jbrandmeyer yeah I thought about hyperspace assault - maybe it is actually the better choice. My reasoning for not initially picking it was that jamming barrier sort of helps cover my advance and that the CR90s are fast enough to get where I need them, but then again, being able to threaten rear archs at the start of turn 2 is pretty powerful. Also, what about the blue objective? Is solar corona or dangerous territory the better choice here?