I had been meaning to keep a record of my favorite fleets on the FFG Forums but I didn't get around to it. This was further hampered by the lockdown and the announced closure of the FFG forums.
The arrival of Armada v1.5 though means I will now spend some time updating my old fleets to the new rules, cards and point values. I'll put up a new fleet every week or three. Suggestions and comments are welcome and I may add the odd brief battle report once we get back to playing in person.
LIST 1: To kickoff we have a Screed fleet.
394/400, Surprise Attack, Asteroid Tactics, Infested Fields.
Raider-II, Screed, HIE, D-Caps, Montferrat, Corvus. 93
Raider-II, HIE, D-Caps, Titus. 62
GSD-I, Demolisher, ACMs, OE, SFO. 76
Gozanti, Vector, Munitions Resupply, Asphyxa-Vader. 29
Mona, Bobba, Maarek, Jendon, Decimator, Firespray. 134
In Armada V1 I had Brunson on the GSD and a few more Aces including intel. In v1.5 OE and ACMs have been restricted but I kept them for their combination with the pair of HIEs. With the new evade rules - getting the crits to land against smaller vessels may need an extra crit (above Screeds auto crit) or and accuracy to ensure the ACM or HIE crit goes off. To help I added asphyxa Vader and some choke-able officers for a reroll and another from the CF tokens from the flotilla which can squadron Maarek & Jendon happily while still giving out tokens.
Attended our first Tournament since lockdown at Element Games, Stockport at the weekend. I brought this fleet... 398/400, Opening Salvo, Contested Outpost, Salvage Run.
CR90-A 44 81
Leia 28
Jiana's Light 2 Turbolaser Reroute Circuits 7 CR90-A 44 51
Turbolaser Reroute Circuits 7
CR90-A 44 51
Turbolaser Reroute Circuits 7
CR90-A 44 51
Turbolaser Reroute Circuits 7
Hammerhead Torp 36 41
External Racks 4 Task Force Organa 1 Hammerhead Torp 36 41
External Racks 4 Task Force Organa 1 Hammerhead Torp 36 41
External Racks 4 Task Force Organa 1 Hammerhead Torp 36 41
External Racks 4 Task Force Organa 1
I played against
Romodi ISD2 & 3 Arquitens.
Tagge ISD-Kuat, Onager SD, Gozanti, Mauler, Cienna & 2 TIE Int.
Aggate MC80A, Pelta, GR75, Jan, Wedge, Biggs, Nora, Gold, H6, 2 X-Wing.
The list did very well, even against the massive bomber list in the final. I lost 3 Hammers and a CR90 in that game but killed the MC80 turn 3, rammed the flotilla to death with three ships on turn 4 then hunted down the Pelta for a turn 6 tabling. Leia was excellent when concentrating fire. The occasional navigate used both the dial & token effects and on one occasion I repaired a crit on the flagship using those 3 repair points. I have thought about switching to Cracken to save on incoming fire.
Been a while since I posted a fleet so this is what I've been using recently. I went for a balanced 5 ship medium fighter force and was pleasantly surprised with how it works. I've fought against GAR big ship. GAR 2 ship super carrier and Agate Starhawk-II 120+ 2 flotillas.
Against @Jammers and his Starhawk list it was his Surprise Attack mission when I took 3 turns to get over to him and clear all the raid tokens then this list killed probably the most defensive Starhawk build possible. Double brace, double Salvo (LFC), double redirect, Waylex & Expert Shield Tech. We arranged a deadly horseshoe around the hawk and kept on throwing in the small volleys and a few ARC170 shots when I could get past the fighter screen after being overlapped. Anyway on to the list...
399/400, Surprise Attack, Contested Outpost, Solar Corona.
Consular C70 45 80
Obi-Wan Kenobi 28
Linked Turbolaser Towers 7
Consular Armed Cruiser 37 41 External Racks 4 Acclamator-I 66 86 Flight Controllers 6 Expanded hangar Bay 5 Boosted Comms 4 Nevoota Bee 5 Pelta Medical 49 55 Reserve Hangar Deck 3 Fighter Coordination team 3 Pelta Transport 45 54 Projection Experts 6 Parts Resupply 3 2 V-19 Torrents 24 83/134 2 ARC-170s 30 1 Y-Wing 10 Anakin Skywalker 19
UK lockdown rules eased today and our local gaming club is opening tonight. This will be my first face to face game in six months so I am taking the CIS out for the first time.
No recusants available yet so I won't go for Mar Tuuk just yet. But in compensation, with a cheaper commander like Grievous, I get a Reserve Hangar and 2 of the Vultures upgraded to Tri-fighters.
400/400, Surprise Attack, Planetary Ion Cannon, Hyperspace Migration.
Providence Carrier 71 112
General Grievous 20
Thermal Shields 5
Linked Turbolaser Towers 7
External Racks 4
Tikkes 2
MS1 Ion Cannons 2
Intensify Fire 6
Munificent Star Frigate 73 88
Thermal Shields 5
Linked Turbolaser Towers 7
Auxiliary Shield Team 3
Hardcell Battle Refit 52 67
Thermal Shields 5
Turbolaser Reroute Circuit 7
Reserve Hangar Deck 3
Hardcell Transport 47 56
Beast Of Burden 6
Munitions Resupply 3
2 Trifighters 22 38
2 Vultures 16
Edit. Post-game action report. The game was playing my Hyperspace Migration against...
Starhawk 2, Agate, Unity, LFC, Waylex, Expert Shield Tech, LTT, IC Batteries, Magnite Crystals
MC30-T, Admonition, ACM, OE GR75-T, BCC.
Jan, Wedge, Dutch, Gold Squadron, Green Squadron.
I deployed in my right corner, speed 2, travelling in the same direction as the space slugs. Enemy flotilla in the center, Starhawk closer to me and admonition further away coming in fast to meet my convoy head on. All his ships at max speed. Turn 1. I send the Combat hardcell to its right to come around the flank of the starhawk. Rest of my convoy keeps formation as the rebels approach. Turn 2. Munificent double arcs admonition at long range. Prov shoots it with 2 red and my fighters try and attack it while the enemy squadrons are too far away but for only 1 damage. TRC and the other hardcell and the flank arc from the providence strip 6 shields from the starhawk who salvos the Hardcell Combat twice and turns away from it towards my bigger ships doing 2 damage to a vulture with an LTT.
Turn 3 Admonition is double arced and I expected him to activate it first but no his Gozanti sends three squads in to kill 2 fighters. Munificent double shoots admonition and slows to avoid getting double arced. Starhawk shoots my flagship and the combat Hardcell now behind him and Mag slows it to speed 2. I shoot Admonition with Salvo killing it with a lucky structural damage crit. Other ships shoot the starhawk and I ram a Hardcell transport into my flagship to keep it double arcing the hawk, then I mess up and ram my Providence into the Munificent. My salvos and External racks and double arcing get 4 hull damage on the hawk and only a strong opposite flank shield remaining.
Turn 4 my flagship dies from bombers and the starhawk double arc. My salvo and the long range CF TRC shot to its rear and the double arc from the transport hardcell and a flank shot from the Munificent just kills it. The game ends after Wedge kills my last Vulture.
I only had 60 points from the Purgils as the enemy fast approach and the Mag Crystals would stop the convoy so I had to abandon the space slugs and deal with the ships. Grievous did nothing for me all game and the squadrons were a speed bump for one turn only killing nothing. Reserve hangar deck was too far away and I'll move that onto the flagship. Beast of burden was fantastic enabling my bigger ships a second use of defense tokens to use against the double salvo of the hawk.
List 4: The Wrath of Clam!
I only own 2 Acclamators but I think they are one of the most cost effective ships in the game. When they are available as individual expansion packs I may invest, but I can always borrow a pair from friends - and who doesn't like a list based on a terrible pun.
400/400, Surprise Attack, Planetary Ion Cannon, Solar Corona.
Acclamator-II 71 112
Luminara 25
Electronic Counter Measures 7
Linked Turbolaser Towers 7
Hondo 2
Acclamator-I 66 77
External Racks 4
Linked Turbolaser Towers 7
Acclamator-I 66 77
External Racks 4
Linked Turbolaser Towers 7
Acclamator-I 66 76
Reserve Hangar Deck 3
Linked Turbolaser Towers 7
Axe 17 57/134
Kickback 16
2 V-19 Torrents 24
I originally started out with 5 Acclamators but you get no fighter cover and very few upgrades. 4 Clams and a C70 could get me Ordnance Experts and extra E-Racks and RHDs but I rejected this. The fighters make a reasonable combat space patrol to buy a turn or two against bomber lists. Luminara likes a few aces in the list who can recover defense tokens for ships nearby especially if a target has the Counter special rule. Solar Corona suppressing accuracies and defense tokens refreshing several times over a turn from the commander's effect should be fun. I expect to salvo a lot.
List 3: One ship SSD Rogue
400/400, Surprise Attack, Capture the VIP, Solar Corona.
SSD Command Prototype 220
Moff Jerjerrod 23
Gunnery Team 7
Quad Battery Turrets 5
Leading Shots 6
Palpatane (officer) 3
Commander Vanto 7
Commander Woldar 4
275
Morna Kee 27
Bossk 23
Tel Trevura 17
VT-49 Decimator 22
2 Firespray-31 36
125
I played this list in Armada v1with Palpatane, & Brunson as the only officers. The squadrons were stronger with Bobba Fett included. In Armada v1.5 I needed a source of Concentrate Fire to activate Gunnery Teams so Vanto had to replace Brunson. I will Navigate turn 1 and bank a nav token and a CF token from Vanto. Turn 2 I could squadron to fling in the fighters early while banking a repair; or repair and get a squad token for emergency activation of some damaged rogue on 1-2 hull. Turn 3+ I'll repair like mad and take a CF token from Vanto to use GTs.
Only one ship can be a problem particularly in deployment. The pass tokens hardly help as I can only use one a turn and only if I am the second player.
The all rogue squadron force means the SSD doesn't need to plot Squadron commands and Jerjerrod takes care of the turning on turns 2-6. This lets me repair 3 shields a turn or 2 hull to eliminate nasty crits. With no Brunson (just didn't have the points) or Damage Control officer crits can be a problem but APTs & ACMs are now an exhaust and I'll just have to shoot and send the rogues at any MC30 trying an attack run with black dice crits.
Adding the strike power of 6 rogues, 5 of which have double or treble battery dice to the firepower of an SSD can tip the battle and get me some early kills.
Squadron heavy enemy lists could be a problem. Against them my rogues can hug the SSD within the flak protection zones an Woldar gives each a reroll. If the enemy want to come in and fight an air superiority battle here they are welcome to try.
Missions are a problem and causing me some concern. Pre RITR campaign I was using Station Assault and trying to sit on 1-2 bases for several turns for free repairs. Capture the VIP is an easy 50 points as the SSD's nose sticks out of the deployment zone allowing a turn one pickup. If the SSD is destroyed I've lost anyway and the game will end that turn so the enemy may not be able to grab the VIP in time. Solar Corona is great for out deploying an opponent and avoiding too many obstacles by placing the Corona at the less crowded end of the table.
Other missions I'm thinking of are Planet Ion Cannon, Infested Fields and Asteroid tactics.
List 2: We have a Rebel version of List 1 using Cracken
394/400, Surprise Attack, Asteroid Tactics, Infested Fields.
CR-90A 44
Gen Cracken 26
Turbolaser Reroute Circuit 7
Jiana's Light 2
79
CR-90A 44
Turbolaser Reroute Circuit 7
51
MC30 Torpedo 63
Admonition 6
Assault Concussion Missiles 5
Ordnance Experts 4
Skilled First Officer 1
79
GR75 Transport 18
Munitions Resupply 3
21
GR75 Transport 18
Adar Tallon 10
Boosted Comms 4
32
Millennium Falcon - Lando 23
Ketsu Onyo 22
Dutch Vander 16
Shara Bey 17
Gold Squadron 12
2 Lancers 30
Rogue Squadron 14
134
The Idea of this fleet is to let the squadrons do the work while the ships keep their distance with TRC fire and the threat of an Admonition attack run. Ships stay alive using Cracken at long range with evade defense tokens. Mon Mothma would be better if I was regularly coming in closer but Cracken is a free effect as long as I keep my speed up and is better than Mothma at long and extreme range.
Adar Tallon getting double use from Dutch to turn off two squadrons a turn or to get 4 bomber dice with Gold squadron should be fun. Using a squad command on Lando or Ketsu then setting them back to unactivated so they can move and shoot again in the squadron phase is great at hunting down crippled fast ships after they have made an attack run. My missions will help against stronger squadron opposition lists by using space slugs or squad raid tokens to disrupt opponents. The second flotilla can act as a reserve ship in case Tallon's flotilla dies and can hand out CF tokens to three ships then one ship the turn after.
Admonition is no longer the major threat it was before Armada V1.5 but it still gives the list a decent punch to combine with squadron attacks and get a kill quickly. I'm not sure, Foresight may be better? I could swap the MC30 and the cheaper flotilla out for two more TRC90s. One of the CR90s would bank a squadron token to help out with the non rogue fighters. Shara - once engaged - can often be left alone, happy with her counter (3).
Love to see updates of old lists! However, it’s much easier to read and parse the info if you post it in the sort of familiar forms that most of the fleet builder text exports give us. For example, rather than:
GSD1, OE, ACM, Asphyxa-Vader, Motti, 90...
I find it much easier to read:
Gladiator-I class Star Destroyer (56)
Admiral Motti (24)
Darth Vader (1)
Assault Concussion Missiles (5)
Ordnance Experts (4)
Total = 90
Arquitens-class Light Cruiser...
Anyway, just a suggestion, but I find it makes it much easier to see at a glance what’s going on with each ship, and it cuts down on acronyms, which I find really annoying even as a veteran player, and can just stop a new player cold.
And there’s the added bonus that if you just cut and paste from a fleet builder program, you don’t have to type these all out!
In any event, keep them coming!