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comatose

Dodonna's Intense Hammerheads at Home

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So this seems kind of silly but in a fun way.

399 points
MC80 Assault Cruiser - General Dodonna - Strategic Adviser - Electronic Countermeasures - Early Warning System - Leading Shots - Home One (163)
Hammerhead Scout Corvette - Gunnery Team - Quad Turbolaser Cannons (58)
Hammerhead Scout Corvette - Gunnery Team - Quad Turbolaser Cannons (58)
Hammerhead Scout Corvette - Gunnery Team - Quad Turbolaser Cannons (58)
Modified Pelta-class Assault Ship - Intensify Firepower! (62)
Objectives - Most Wanted - Hyperspace Assault - Solar Corona

The idea is that the Hammerheads usually do CF commands, roll 3 reds, convert one to Accuracy with Home One, add a second free Accuracy from QTC, and convert one Accuracy back to a Hit with Intensify Firepower as needed. So the potential is 3 hits and an accuracy on a relatively consistent basis. It would kill flotillas really well, but I'm not sure whether it could kill much else. ;) It does have 6 "activations" with the Strategic Advisor, so the idea would be to go slow against anything but 1+x lists.

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On 2/2/2018 at 5:19 AM, comatose said:

Because Torpedo doesn’t have a turbolaser spot. :)

You’re right it doesn’t, but it DOES do faceup ram damage and you can pick the nastiest crit out there with Mr. Grey beard. And since you’ll be at close range anyway for ram shenanigans anyway, why not throw a buttload of black dice on top of it?

Edited by MandalorianMoose

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For our new CC campaign, I decided to use a variant of this list. With only one upgrade per ship, I went with:

MC80 Assault Cruiser - Commander Leia Organa - Home One
Hammerhead Scout Corvette - Quad Turbolaser Cannons
Hammerhead Scout Corvette - Quad Turbolaser Cannons
Hammerhead Scout Corvette - Quad Turbolaser Cannons
Modified Pelta-class Assault Ship - Intensify Firepower!
GR-75 Medium Transport - Repair Crews

400 points on the nose.

Unfortunately, my opponents don't have a single flotilla at the moment. Fortunately, that means I have extreme activation advantage and one accuracy to hit Brace should work very well. I'm playing both fleets, so my other Rebel fleet is Raddus with two ET CR90, naked Admonition, and an MC80 Command Cruiser with RLB and squads. It ought to be entertaining having activation advantage for at least the first round.

 

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Who needs Accs? (398/400)
=================
Modified Pelta-class Command Ship (60 + 32)
    + General Cracken (26)
    + Intensify Firepower! (6)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)

 

Who needs Accs? Troll edition (398/400)
===================
Modified Pelta-class Assault Ship (56 + 36)
    + General Rieekan (30)
    + Intensify Firepower! (6)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)

Edited by DrakonLord

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Ignoring the pelta attacking.

Ignoring the fact that the cr90s will be using a CF dial.

Ignoring the single blue dice.

Those cr90s are guaranteed 3 damage each every round that they need them.

If focused on a single target, thats 18 damage in 6 different attacks.

Who needs Accs? Within one round the target wont have any defense tokens.

And the troll edition? Welll...... who cares about being destroyed? 

 

Disclaimer: troll edition is exactly what it sounds like. If you utilise this fleet then @DrakonLord cannot be held accountable for what happens to you.

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On 2/9/2018 at 8:46 PM, The Jabbawookie said:

Close range intel scan > Most Wanted here, I suspect.

I would usually agree except that the point potential of Most Wanted and the fact that it increases my offensive power make it a better choice. Against the common use of ECM, having one accuracy per shot to hit a brace is more valuable when you can attack the same target as many as 5 times. 

While messing around with this list some more last night, I realized that Hammerheads can use D-Caps. Combined with D-Caps, the potential for too many accuracies pushes this list over to Close-Range Intel Scan. It also means that side arc shots at long range could be used to pick up some victory tokens when the damage isn't useful.

Assault: Close-Range Intel Scan
Defense: Contested Outpost
Navigation: Solar Corona

MC80 Assault Cruiser (114)
• General Dodonna (20)
• Strategic Adviser (4)
• Engine Techs (8)
• Reinforced Blast Doors (5)
• Electronic Countermeasures (7)
• Home One (7)
= 165 Points

Pelta Assault Ship (56)
• Intensify Firepower! (6)
• External Racks (3)
= 65 Points

Hammerhead Scout Corvette (41)
• Disposable Capacitors (3)
• Quad Turbolaser Cannons (10)
• Garel's Honor (4)
= 58 Points

Hammerhead Scout Corvette (41)
• Hondo Ohnaka (2)
• Disposable Capacitors (3)
• Quad Turbolaser Cannons (10)
= 56 Points

Hammerhead Scout Corvette (41)
• Disposable Capacitors (3)
• Quad Turbolaser Cannons (10)
= 54 Points

Squadrons:
= 0 Points

Total Points: 398

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So after playing a 3-round tournament today, it definitely outperforms TRC. The burstiness of the reds means that once in a while I was getting 5 or 6 damage after CF and all the dice manipulation. I lost at least 2 of the Hammerheads every game, but they always paid for themselves with one exception. One game I lost 6-5, but that’s because I went after a VSD instead of my opponent’s ISD. Otherwise, I was able to kill the large base ship in ever game, two in one of those. Solar Corona is a trap objective because it removes one of the only two disadvantage this fleet has - deployments. The other disadvantage is squadrons, and I was able to see that quickly as Sloane activated TIEs came at me. The Disposable Capacitors were of marginal use. The thing I was forgetting was to just use them at long range when movement would take me into medium. Their biggest use was in situations where I had a double arc.

TRC isn’t that great without an accuracy. The only time I wished for a TRC instead of H1/QTC/IF was when I would roll more than one blank or accuracy. Statistically that won’t happen very often, and I think it happened to me twice overall. There were also a few times that having 2 automatic accuracies (one of those with a free bonus die) was useful.

8/10, will definitely play again.

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6 hours ago, comatose said:

So after playing a 3-round tournament today, it definitely outperforms TRC. The burstiness of the reds means that once in a while I was getting 5 or 6 damage after CF and all the dice manipulation. I lost at least 2 of the Hammerheads every game, but they always paid for themselves with one exception. One game I lost 6-5, but that’s because I went after a VSD instead of my opponent’s ISD. Otherwise, I was able to kill the large base ship in ever game, two in one of those. Solar Corona is a trap objective because it removes one of the only two disadvantage this fleet has - deployments. The other disadvantage is squadrons, and I was able to see that quickly as Sloane activated TIEs came at me. The Disposable Capacitors were of marginal use. The thing I was forgetting was to just use them at long range when movement would take me into medium. Their biggest use was in situations where I had a double arc.

TRC isn’t that great without an accuracy. The only time I wished for a TRC instead of H1/QTC/IF was when I would roll more than one blank or accuracy. Statistically that won’t happen very often, and I think it happened to me twice overall. There were also a few times that having 2 automatic accuracies (one of those with a free bonus die) was useful.

8/10, will definitely play again.

Thats really good to hear and sounds like a lot of fun, i havent really been playing with the HHs for a while so this gives me some incentive to play them again :)

Only point of contention is the "trc isnt great without acc statement" as bolded. (Note the only TRC platform i see is the CR90 or specifically a salvation neb, thats it)

Trc on small ships with limited dice pools (2,3,4 die) i find tend to be less about pushing damage through and more about making your opponent spend those defense tokens! 

One cr90 at long range isnt scary is it? Its 2/3 red dice, max 6 damage which rarely ever happens! 2damage is about average and your big bad ship can take that without spending tokens.

One trc90 is the average 2 damage of the normal cr90. Then that blank turns into 2 more hits. Suddenly your big bad ship goes hold on, i dont want to take 4 damage, lets brace or redirect it. Maybe even both? Maybe an evade. Whatever it is, its a def token exhausted.

Now this is all well and good, but one trc90 isnt going to be more than a small bother right?

Well yes.

But 3 of them as a flanking wolfpack suddenly become extremely scary with their ability to move and do damage.

Coming back to my original point, TRC isnt "i want an acc and to push this damage through" IMO.

For me its a upgrade specifically to force your opponent into hard decidision, to multiply your threats and make your opponent split his focus. It doesnt need an ACC (Though im not gonna deny its awesome when you roll one) to make it work.

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Yes, multiple TRC shots force difficult decisions. Same thing with this except I can deny the option for some decisions. Sure, you might be forcing them to consider burning the Brace, but in this build they aren't even getting that option unless they are an MC80 Liberty or Neb. The difficult decisions are more often about their Contain or their Redirect. I'm not saying that a swarm of TRCs is bad. I'm saying that this build is also good. :)

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On 17/02/2018 at 9:00 AM, DrakonLord said:

Who needs Accs? Troll edition (398/400)
===================
Modified Pelta-class Assault Ship (56 + 36)
    + General Rieekan (30)
    + Intensify Firepower! (6)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)
CR90 Corvette A (44 + 7)
    + Turbolaser Reroute Circuits (7)

I see what you did here :P

Author: Ritalbringer
Faction: Rebel Alliance 
Points: 395/400 
Commander: Leia Organa

[ flagship ] Modified Pelta-class Assault Ship (56 points)
-  Leia Organa ( 38 points) 
-  Toryn Farr ( 7 points) 
-  External Racks ( 3 points) 
-  Intensify Firepower ( 6 points) 
= 110 total ship cost

GR-75 Combat Retrofits (24 points)
-  Bright Hope ( 2 points) 
-  Disposable Capacitors ( 3 points) 
-  Slicer Tools ( 7 points) 
= 36 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

1 Shara Bey ( 17 points) 
1 Tycho Celchu ( 16 points)

Edited by Ritalbringer

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42 minutes ago, Ritalbringer said:

I see what you did here :P

Author: Ritalbringer
Faction: Rebel Alliance 
Points: 395/400 
Commander: Leia Organa

[ flagship ] Modified Pelta-class Assault Ship (56 points)
-  Leia Organa ( 38 points) 
-  Toryn Farr ( 7 points) 
-  External Racks ( 3 points) 
-  Intensify Firepower ( 6 points) 
= 110 total ship cost

GR-75 Combat Retrofits (24 points)
-  Bright Hope ( 2 points) 
-  Disposable Capacitors ( 3 points) 
-  Slicer Tools ( 7 points) 
= 36 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors ( 3 points) 
= 27 total ship cost

1 Shara Bey ( 17 points) 
1 Tycho Celchu ( 16 points)

Oooh i like it.

Now, where can i get that many transports......

.... and dcaps for that matter....

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After some discussion with @Aresius last weekend, I made a Raddus variation of this list. Being able to put the MC80 in the perfect position later in the game is immensely valuable. It can also be done to help keep Hammerheads alive. Alternatively, Garel's Honor can be set aside instead for the guided tactical nuclear missile role. ;)

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

Pelta Assault Ship (56)
• Admiral Raddus (26)
• Hondo Ohnaka (2)
• Intensify Firepower! (6)
• External Racks (3)
= 93 Points

MC80 Assault Cruiser (114)
• Strategic Adviser (4)
• Engine Techs (8)
• Early Warning System (7)
• Reinforced Blast Doors (5)
• XI7 Turbolasers (6)
• Home One (7)
= 151 Points

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

Hammerhead Scout Corvette (41)
• Disposable Capacitors (3)
• Quad Turbolaser Cannons (10)
= 54 Points

Hammerhead Scout Corvette (41)
• Disposable Capacitors (3)
• Quad Turbolaser Cannons (10)
= 54 Points

Squadrons:
= 0 Points

Total Points: 400

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