Showing posts with label Republic. Show all posts
Showing posts with label Republic. Show all posts

Friday, February 6, 2026

Fleet Dossier: Ki-Adi-Mundi "The Black Dice of Disappointment"



I need to remake this Fleet Dossier.

Turns out I hadn’t actually read the fine print—more like I glanced at the card, got excited, and then let my imagination do the rest. A very astute Reddit reader pointed out the mistake almost immediately, and I took the post down rather than let bad rules information sit out there.

Here’s the issue: Ki-Adi-Mundi’s timing is extremely specific. His effect happens immediately after you roll your attack dice—same timing window as something like Intel Officer. That matters, because it means you don’t get to do the “add dice first, then copy that die color with Ki-Adi” trick I was building around. You can’t use Thunder Wasp, Swivel-Mount Batteries, or similar “add a die” effects before Ki-Adi triggers. Those dice-adders happen later, and Ki-Adi is already done.

So my original dream of “multiple ships throwing three black dice at long range with rerolls” simply doesn’t work. At best, you’re still throwing the two blacks that a lot of builds can already reach at long range, and Ki-Adi gives you a bonus die of a color already in the pool—appropriate to what you actually rolled at that range. That’s… significantly less spicy than I thought, and honestly a bit disappointing. But it also neatly explains why I haven’t seen other people pushing the same gimmick: because it isn’t a gimmick. It’s a misunderstanding.

More broadly, this is a perfect example of how easy it is to let assumptions take the wheel in Armada. We’ve all done it—looked at a card once, mentally played it out, and only later noticed that one little timing word makes the whole thing behave differently. (Overload Pulse, anyone? Or said Intel Officer timing debates from back in the day?) If nothing else, this has permanently reinforced one lesson for me: read the card, and read the timing twice 😅

With that correction out of the way: the fleets below still work. They just don’t do the absurd KAM magic trick I originally described. Which, TBH, takes them from potentially interesting to rather meh IMO.


400 Points: KAM All-Ship (Squadless)

Name: KAM All-Ship 400
Faction: Republic
Commander: Ki-Adi-Mundi [Legacy]

Assault: Opening Salvo
Defense: Abandoned Mining Facility
Navigation: Volatile Deposits

Acclamator II-class Assault Ship (71)
• Ki-Adi-Mundi [Legacy] (30)
• Veteran Captain (2)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
= 124 Points

Acclamator II-class Assault Ship (71)
• Veteran Captain (2)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
• Implacable (4)
= 98 Points

Arquitens-class Light Cruiser [ARC] (52)
• Clone Captain Zak (5)
• Veteran Captain (2)
• Clone Gunners (4)
• Ordnance Experts (4)
• Thunder Wasp [Legacy] (3)
= 70 Points

Pelta-class Transport Frigate (45)
• Projection Experts (6)
• Munitions Resupply (3)
= 54 Points

Pelta-class Transport Frigate (45)
• Projection Experts (6)
• Parts Resupply (3)
= 54 Points

Squadrons:
= 0 Points

Total Points: 400

What it’s trying to do

This list is a focus-fire engine. It wants one decisive turn where multiple ships line up, spend what they need to spend, and erase something important—ideally before your opponent can start trading effectively into your support.

If the opponent obliges you (slow bricks, low evades, predictable approach angles), it can feel absolutely miserable to face. You can stack long-range pressure and then cash in hard when the first ship drifts into the danger zone.

Why it might not be particularly competitive

The downside is equally obvious: it’s a bit of a one-trick pony. Not in the sense that it can’t win games—more in the sense that it’s built to do one particular thing extremely well, and some opponents can simply refuse to play that game. Highly mobile, evasive fleets can angle you and deny the clean focus-fire. Squadron-heavy fleets can punish you for going squadless.

That said… I could absolutely take this to a friendly basement game and have a good time.

Tweaks

There isn’t much room here without fundamentally turning it into “KAM MSU,” which is exactly what I’m trying to avoid.

  • Implacable is technically optional, but with Projection Experts, it’s hard to cut.

  • You can run double Parts Resupply instead of Munitions + Parts. But with the Veteran Captains already in the mix, I like having more reroll tech.

  • Beyond that, you’re basically rewriting the concept.


600 Points: More of the same

If the 400-point list is “one trick,” the 600-point version is “the same trick, but with more hands.”

Name: KAM All-Ship 600
Faction: Republic
Gamemode: Sector Fleet
Commander: Ki-Adi-Mundi [Legacy]

Assault: Opening Salvo
Defense: Abandoned Mining Facility
Navigation: Volatile Deposits

Acclamator II-class Assault Ship (71)
• Ki-Adi-Mundi [Legacy] (30)
• Veteran Captain (2)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
= 124 Points

Acclamator II-class Assault Ship (71)
• Veteran Captain (2)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
• Implacable (4)
= 98 Points

Acclamator II-class Assault Ship (71)
• Veteran Captain (2)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
= 94 Points

Arquitens-class Light Cruiser [ARC] (52)
• Clone Captain Zak (5)
• Veteran Captain (2)
• Clone Gunners (4)
• Ordnance Experts (4)
• Thunder Wasp [Legacy] (3)
= 70 Points

Arquitens-class Assault Cruiser [Legacy] (48)
• Veteran Captain (2)
• Boarding Troopers (3)
• External Racks (4)
• Stellar Rise [Legacy] (2)
= 59 Points

Pelta-class Transport Frigate (45)
• Veteran Captain (2)
• Projection Experts (6)
• Munitions Resupply (3)
= 56 Points

Pelta-class Transport Frigate (45)
• Veteran Captain (2)
• Projection Experts (6)
• Parts Resupply (3)
= 56 Points

Consular-class Armed Cruiser (37)
• Hondo Ohnaka (2)
• External Racks (4)
= 43 Points

Squadrons:
= 0 Points

Total Points: 600

This version adds more bodies, more pressure, and a couple of close-range “don’t come here” pieces (Boarding Troopers, External Racks). It’s still fundamentally the same archetype: build the focus-fire turn, then ride your hull count and repair tools to stay ahead in the trade.


600 Alt: Defense token shredding (Imperator + Intel)

If you want to lean into the “delete the thing” plan even harder, here’s the Imperator + Intel Officer variant:

Name: KAM All-Ship 600 Alt
Faction: Republic
Gamemode: Sector Fleet
Commander: Ki-Adi-Mundi [Legacy]

Assault: Opening Salvo
Defense: Abandoned Mining Facility
Navigation: Volatile Deposits

Acclamator II-class Assault Ship (71)
• Ki-Adi-Mundi [Legacy] (30)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
= 129 Points

Acclamator II-class Assault Ship (71)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
• Implacable (4)
= 103 Points

Venator Star Destroyer Imperator Refit [ARC] (100)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Assault Proton Torpedoes (4)
• External Racks (4)
• Tranquility (7)
= 131 Points

Arquitens-class Light Cruiser [ARC] (52)
• Clone Captain Zak (5)
• Veteran Captain (2)
• Clone Gunners (4)
• Ordnance Experts (4)
• Thunder Wasp [Legacy] (3)
= 70 Points

Arquitens-class Assault Cruiser [Legacy] (48)
• Veteran Captain (2)
• Boarding Troopers (3)
• External Racks (4)
• Stellar Rise [Legacy] (2)
= 59 Points

Pelta-class Transport Frigate (45)
• Projection Experts (6)
• Munitions Resupply (3)
= 54 Points

Pelta-class Transport Frigate (45)
• Projection Experts (6)
• Parts Resupply (3)
= 54 Points

Squadrons:
= 0 Points

Total Points: 600

This one is very much the “no, really, you don’t get to spend tokens” direction. If the base list is focused, this is the sharpened knife.


600 Not-Quite-All-Ship: add a real ace screen

I’m including one “softer” variant as well, because I’m personally uneasy about going completely squadless—especially as points go up and the matchup spread gets wider.

Name: KAM Not-Quite-All-Ship 600
Faction: Republic
Gamemode: Sector Fleet
Commander: Ki-Adi-Mundi [Legacy]

Assault: Opening Salvo
Defense: Abandoned Mining Facility
Navigation: Volatile Deposits

Acclamator II-class Assault Ship (71)
• Ki-Adi-Mundi [Legacy] (30)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
= 129 Points

Acclamator II-class Assault Ship (71)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Swivel-Mount Batteries (8)
• Assault Proton Torpedoes (4)
• Implacable (4)
= 103 Points

Arquitens-class Light Cruiser [ARC] (52)
• Clone Captain Zak (5)
• Veteran Captain (2)
• Ordnance Experts (4)
• Clone Gunners (4)
• Thunder Wasp [Legacy] (3)
= 70 Points

Arquitens-class Assault Cruiser [Legacy] (48)
• Veteran Captain (2)
• Boarding Troopers (3)
• External Racks (4)
• Stellar Rise [Legacy] (2)
= 59 Points

Pelta-class Medical Frigate (49)
• Veteran Captain (2)
• Projection Experts (6)
• Munitions Resupply (3)
• Expanded Hangar Bay (5)
• FB-88 (4)
= 69 Points

Pelta-class Transport Frigate (45)
• Veteran Captain (2)
• Projection Experts (6)
• Parts Resupply (3)
= 56 Points

Consular-class Armed Cruiser (37)
• Radiant VII (1)
• Comms Net (2)
= 40 Points

Squadrons:
• Anakin Skywalker - Delta-7 (24)
• Axe - V-19 (17)
• Kickback - V-19 (16)
• R2-D2 - Twilight [Legacy] (17)
= 74 Points

Total Points: 600

This keeps the core ship plan, but it stops you from auto-losing the “air war” in matchups where that matters. It’s also just… more thematic, at least to me.


Closing thoughts (and questions)

So where does that leave Ki-Adi-Mundi?

On paper, adding dice is always good, and GAR in particular could use such a commander. But Ki-Adi sits in an awkward spot: he’s 30 points, he self-harms by handing out raid tokens, and those raids can be more than a minor annoyance—they can actively eat into your token economy. On top of that, he’s not just “soft countered” by certain enemy tech—he can be pretty hard countered by a couple of CIS admirals in particular, which is not where you want to be if you’re paying 30 points for your commander.

My current feeling is that he’s still decent, but a lot less flexible than I originally gave him credit for. He pushes you toward being an MSU-style commander, especially something like Arquitens with TRC, where you’re taking lots of attacks and converting small edges into real damage. And in that exact archetype, he’s competing directly with Anakin… and I’m not convinced he wins that contest.

But that’s my impression before I’ve put enough reps into him (and before I even play him correctly).

So I’ll throw it back to you:

  • Is Ki-Adi-Mundi actually worth 30 points in practice?

  • How often do the raid tokens feel like a manageable tax, and how often do they feel like the commander punching you in the face?

  • Does he have a real home outside of MSU/TRC Arquitens, or is that basically where he belongs?

  • And if you’re building that kind of fleet anyway… why choose Ki-Adi over Anakin?

Up next: The final part of the Ship Files.

Thursday, February 5, 2026

The Ship Files, Part 5: Galactic Republic (GAR)


Welcome back to The Ship Files!

We’re almost at the end now. Parts 1 and 2 covered the Empire, Parts 3 and 4 the Rebels, and today we move on to the Galactic Republic. After this, only the Separatists remain — and then we’ll zoom out and look at the big picture.

I’ll start with a small confession: I love the Clone Wars factions. Both of them. Maybe with a slight bias toward the Clankers, but Jedi and clones absolutely have their charm. That said, neither CW faction ever really got the chance to be fully fleshed out before Armada was cancelled. They’re functional, interesting, and in places very clever — but also clearly incomplete.

In terms of experience, I’ve played quite a few competitive games with CIS, fewer with GAR, and probably more games against CIS than GAR. Campaign play is a different story; I’ve logged a ton of games with both factions on smaller maps. That context matters, because it shapes some of my biases — for example, I think the Munificent looks fantastic, and having played it extensively on 3×3 maps, I’m much more forgiving of speed-2 ships that can actually turn as opposed to those that can't. Which, as we’ll see, is a recurring theme.

Alright. Let’s get into it.


Acclamator-class Assault Ship

The Acclamator looks great. It should be the GAR workhorse: a reasonably priced medium base that forms the backbone of the fleet. In practice, it sits in an awkward middle ground that plagues many medium ships.

It’s not especially tanky, and it can be deleted surprisingly quickly. Yet to function properly, it wants many of the same upgrades a large ship does, which makes the total package expensive. As a result, most Acclamators are run lean, often stripped down to a single purpose.

Stat-wise, this ship is very clearly derived from the Victory. If you compare the firing arcs in VASSAL, the resemblance is uncanny. Similar dice pools, similar forward focus, better flak, but also very similar turning problems. Yes, it goes speed 3 — and that’s huge — but the yaw feels like a legacy tax inherited directly from the Victory. The weight of old design decisions pressing down on new ships.

The Acclamator-I almost never sees play as a carrier anymore; it’s primarily a Boarding Troopers delivery system. And in that role, it’s genuinely excellent. Its value comes from that one explosive moment, after which it can soak fire or disengage.

The Acclamator-II can be made tankier, but turning it into a credible damage platform requires heavy investment — on a ship that struggles to stay on target beyond the first engagement. Forward-centric firepower without turn performance is far harder to leverage than what an AFII or Munificent brings.

What if: Give it I-I yaw at speed 2. That alone would make the ship dramatically more interesting.

Verdict: Neither variant is really “fine” in a holistic sense, but I also can’t justify price cuts. Although at 64, the Acclamator-I feels awkward when the Munificent Comms sits at 65.


Arquitens-class Light Cruiser (GAR, ARC version)

We’re only talking about the ARC version here. The Legacy versions were covered earlier.

Chassis-wise, this is the same Light Cruiser as the Imperial version, and all my issues with the nav chart still apply. Admiral Coburn helps turn. Ki-Adi-Mundi provides enough firepower to make it worthwhile. But overall, I’m still not a fan.

Now, here’s where things get weird.

The GAR Light Cruiser is not unique, which makes sense thematically. Unfortunately, ARC then gave it perhaps the strangest upgrade bar in the game: two Officer slots and two Weapons Team slots. In practice, this strongly incentivizes running exactly one Arquitens. Zak + Clone Gunners alone almost justify the ship — but that means multiple Arqs step on each other’s toes.

There’s no Turbolaser slot because the dice output would be absurd. The ship has double Evade instead of Redirects (hello, Luminara), which also means any attempt to “fix” it by adding said turbolaser risks stapling TRC onto it — something ARC clearly wanted to avoid. The end result is a ship boxed in by its own design constraints.

Legacy has since released two far more flexible versions, which only highlights how narrow this one feels.

What if: ARC didn’t voluntarily paint themselves into a corner by over-restricting design space? This isn’t the last time this problem shows up.

Verdict: Very niche. At 52 points, it doesn’t look outrageous on paper, but compared to the flak and Salvo offered by the Legacy variants (48/54), it feels expensive. ARC wanted to give GAR a generic long-range option and ended up with a ship that’s technically usable, but deeply constrained.


Consular-class Cruiser

The Consular is what happens when you cross a CR90 with a Hammerhead, keep the downsides of both, and then add some new problems.

Both variants have individual strengths — but also glaring flaws. The biggest shared issue is the lack of double Evades, which became painfully obvious once the GARquitens entered the picture.

The Charger was clearly designed around Linked Turbolaser Towers, and nothing else. Black flak (to restrict reach), mostly red dice. Once LTT was changed, the ship lost its identity. Yes, it’s cheaper now. Yes, you can try TRC or Dual Turbos. No, it’s not the same.

The one place it still shows up reliably? Anakin lists. Being cheap and getting dice mods from your commander goes a long way. Outside that bubble, the Charger struggles.

The Armed Cruiser is similar. Short-range focus, no dice mods unless Anakin is involved, and excellent flak — but that’s not a reason to take the ship. The Defensive Retrofit slot is largely wasted; there just aren’t many good options for a hull like this.

What if: No Contain. Double Evade. Or maybe the Charger not being built around a single card that was later changed with a sledgehammer. Lots of “what ifs” here.

Verdict: I honestly don’t know. Making them cheaper mostly benefits Anakin, who already loves them. Maybe the answer is to accept that they’re niche and move on.


Pelta-class Transport / Medical Frigate

Everyone’s favorite GAR support ship — and for good reason.

The Pelta proves that mediocre firepower and low speed can be acceptable, even good, if the cost and upgrade bar are right. Speed 2 is offset by solid Engineering, a great defense token suite, and excellent support options.

Both variants are distinct and viable. The question is mostly one of efficiency.

The Transport is extremely good for what it does. The Medical Frigate has slightly better battery reach and +1 squadron, but once the ship is actually in the fight, black dice are often better than blue. Flak is significantly worse on the Medical, which matters for a ship that wants to be near squads.

In practice, you’re often paying nine points (with Expanded Hangars) to go from 1 to 3 squadrons — and then stacking Fleet Support, Support Team, and maybe a title on top. At that point, the Medical starts to feel a bit overpriced compared to the Transport.

What if: Don’t. Touch. My. Peltas.

Verdict: Reduce the gap between the variants by 1 (maybe 2) points. Otherwise, Peltas are perfect.


Venator-class Star Destroyer

The GAR’s only large ship, now with three variants: Venator-I, Venator-II, and the ARC Imperator Refit.

Conceptually, it’s to the Acclamator what the ISD is to the Victory — bigger, tougher, better. But the comparison breaks down quickly. The Venator lacks the ISD’s brutal forward arc and struggles badly at range, never throwing more than four red dice at long range with a double arc. For a 100+ point ship, that’s almost comical.

This is not a generalist. It’s a specialist. And yes, it can take Tranquility.

The Venator-I looks appealing at first: cheaper, Fleet Command access, SPHA-T. Unfortunately, it lacks a Defensive Retrofit slot, which kills its ability to brawl — the very thing it looks like it wants to do. It’s also not a Bombard, so LTT says “no”.

The Venator-II fixes most of that. Thermals, strong squad support, or SPHA-T flexibility — it’s simply the better ship.

The Imperator Refit turns the Ven-I into a Kuat-style brawler. Effective, yes. Creative? Not at all. Ordnance Experts, Thermals, ordnance upgrades, Tranquility, done. Compare that to some of the playtest variants (double Weapons Team!) and imagine the possibilities. Overpowered? I don’t think so — but ARC clearly didn’t want to go there.

What if: Never design a ship around a single card. SPHA-T is the textbook example of why.

Verdict: Ven-I could come down a bit. If the Munificent Comms can drop 5, this can drop 3-5 points. Ven-II and Imperator are fine where they are.


Victory-class Star Destroyer (GAR)

I don’t like the Victory.

This one I hate less than the Imperial Vic-I — it has Salvo, at least — but it still suffers from the same fundamental issues. No LTT. No Ion slot. Designed to brawl with Ordnance Experts and SPHA-T… on a hull that’s slow, awkward, and expensive once fully kitted.

You can make it work. You can also take a Venator and be happier.

What if: The Victory didn’t suck to begin with.

Verdict: Leave it alone. I have no desire to see this ship spammed.


Closing Thoughts

Looking at GAR ships in isolation, a few themes stand out:

  1. Maneuverability is a problem. Speed is usually fine; yaw often isn’t.

  2. Firepower, especially at range, is underwhelming, particularly on larger platforms.

None of this is unworkable, but it demands careful planning and acceptance of constraints. GAR fleets tend to win by synergy, not raw numbers.

GAR also lacks a flotilla option, but that discussion is outside of scope in this post.

Next up: Separatists, the sixth and final part of The Ship Files. After that, we’ll zoom out, take stock of everything, and then zoom back in for my personal “most wanted” changes.

Almost there.

Sunday, August 10, 2025

Battle for Endor: Listbuilding pt. 2 - GAR Luminara All-ship

Before we move on to some lists with squadrons, I wanted to share the GAR equivalent of my MT all-ship list. Again, the goal is to play with the new toys, which is the HEIGHT of competitive list-building!

This one leverages Lumianara for a defensive boost and IF! for a bit of dice fixing. The new Imperator will dash in and smash face. Lumi will sweep. The Arq can spam CF and get a good amount of 6 dice attack pools even at long range. With no Vet Gunners, it CAN be swingy tho.

I like this list. It has good damage output, though not as much as the MT one, but it's more flexible and can defend better. Not 100% on the AG, but it's not entirely wrong. I'd probably chicken out and swap in something safer right before the event tho 😅

### 400 points ###

Name: Imperator Lux

Faction: Republic

Commander: Luminara Unduli

Version: ARC01


Assault: Advanced Gunnery

Defense: Contested Outpost

Navigation: Intel Sweep


Venator I (90)

• Luminara Unduli (25)

• Adi Galia (3)

• Local Fire Control (4)

• Intensify Firepower! (6)

• Flak Guns (3)

• External Racks (4)

• DBY-827 Heavy Turbolasers (3)

• Resolute (4)

= 142 Points


Venator Imperator Refit (100)

• Intel Officer (7)

• Ordnance Experts (4)

• Thermal Shields (5)

• External Racks (4)

• Expanded Launchers (8)

• Tranquility (7)

= 135 Points


Arquitens Light Cruiser (52)

• Clone Captain Silver (4)

• Clone Captain Zak (5)

• Clone Gunners (4)

= 65 Points


Pelta Transport Frigate (45)

• Clone Navigation Officer (4)

• Projection Experts (6)

• Munitions Resupply (3)

= 58 Points


Squadrons:

= 0 Points


Total Points: 400

Monday, July 26, 2021

Casual 600-pointer: Obi-wan vs GA Thrawn



Another casual 600-pointer (we have a 150 pts squads/2 flotilla limit in place). This time I got to try the Republic. First time with real plastic for me. 

Played a few games with a Consular swarm on Vassal with Obi as my commander. He felt pretty Ok then so I wanted to give him a try in a bigger format. And yes, he's pretty solid. Like an advanced Motti that helps small ships as much as he helps the big guys. Evade + Obi is strong. Thermal + Obi equally powerful. Wish there was a evade/Thermal/Obi-capable ship 😅 I didn't count the damage he saved but it was a LOT. Both Consulars would likely be dead without his ability.

So basically the Clams are the heavy hitters, opening up with Swivels and APT at range, using IO to put pressure on braces/push damage and Thermals to stay alive. Implacable + Projection to heal the lead Clam. Consulars as flankers and a Ven-I to support with IF! (it had TEA! in an earlier version).

The idea was solid, I think, but the execution far from flawless. Clams bumped each other bc of my inexperience/their HORRIBLE nav chart. Implacable ended up leading. The flagship got separated (and blown up). But in the end, Obi pulled through, losing only the Pelta, the flag, and all squads but Ani. The Imps lost everything but the Arq and most of their squads.

I was 1st player and we played his Dangerous Territory. 4/2 to him in tokens. Btw that's where the bumping originating - Clams swung by the debris fields to pick tokens and became poorly placed for future maneuvering. Noob mistake!

Name: Obi 600 v6
Faction: Republic
Commander: Obi Wan Kenobi

Assault: Ion Storm
Defense: Fleet In Being
Navigation: Volatile Deposits

Venator I (90)
• Obi Wan Kenobi (28)
• Expert Shield Tech (5)
• Local Fire Control (4)
• Intensify Firepower! (6)
• Flak Guns (3)
• Ordnance Pods (3)
• DBY-827 Heavy Turbolasers (3)
• Tranquility (3)
= 145 Points

Acclamator II (71)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
• Implacable (4)
= 103 Points

Acclamator II (71)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
= 99 Points

Pelta Transport Frigate (45)
• Projection Experts (6)
• Munitions Resupply (3)
= 54 Points

Consular Charger C70 (45)
• Linked Turbolaser Towers (7)
= 52 Points

Consular Charger C70 (45)
• Linked Turbolaser Towers (7)
= 52 Points

Squadrons:
• Luminara Unduli (23)
• Anakin Skywalker (19)
• Axe (17)
• 3 x V-19 Torrent Squadron (36)
= 95 Points
Total Points: 600

THE OPPOSITION

Name: Untitled Fleet
Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Surprise Attack
Defense: Contested Outpost
Navigation: Dangerous Territory

Imperial II (120)
• Grand Admiral Thrawn (32)
• Emperor Palpatine (3)
• Gunnery Team (7)
• Reactive Gunnery (4)
• Leading Shots (6)
• XI7 Turbolasers (6)
• Chimaera (4)
• Entrapment Formation! (5)
= 187 Points

ISD Cymoon 1 Refit (112)
• Minister Tua (2)
• Gunnery Team (7)
• Linked Turbolaser Towers (7)
• XI7 Turbolasers (6)
• Reactive Gunnery (4)
= 138 Points

Gozanti Cruisers (23)
• Comms Net (2)
• Boosted Comms (4)
• Suppressor (4)
= 33 Points

Gladiator I (56)
• Ordnance Experts (4)
• Demolisher (10)
= 70 Points

Arquitens Command Cruiser (59)
• Expert Shield Tech (5)
• Linked Turbolaser Towers (7)
• Hand of Justice (4)
= 75 Points

Squadrons:
• Darth Vader (21)
• Dengar (20)
• Howlrunner (16)
• Soontir Fel (18)
• 2 x TIE Interceptor Squadron (22)
= 97 Points

Total Points: 600

Setup

That's a lot of miniatures and cards for a small table. The bigger upgrade cards aren't helping 😆 Anyway. This was the first time I got to use the awesome tarot ship cards from @petersaber.


Start r3

Only maneuvering before r3. I think maybe he spent his pass token to make a single shot vs a Consular which got evaded/Obiwaned to 0. Clams are working to get around on the flank. Not a bad plan. They do not, however, maneuver very well and will end up bumping. Twice. They are also repairing too much and not CFing but whatever. 

Implacable is the one taking fire so the title is pretty worthless. Implacable is also too far away from the flagship to help. Yelp.

Start r4

Shots have been fired, squadrons have engaged, I take down Vader. Then realize my list doesn't really have the squad-pushing potential I need...

No ship losses yet. That changes now in r4... Pelta goes boom after cumulative damage becomes too much. Damn you Thrawn CF dials! Ah well, it did the job before going down. GAR avenges the Pelta by taking down Demo right after. Another bad case of cumulative damage.  

Start r5

Venator is outside Cymoon's front. And double arcing its side. That's good. Unfortunately, it's nearly dead and if I don't kill Thrawn ASAP he'll repair and fly away. So Implace goes first, blows up Thrawn, then my flag goes down.

End of game

The last ISD, the Cymoon, goes down to the combined fire from Clams and Consulars. Speed 1 is not a good speed in rounds 5-6...



Wednesday, January 27, 2021

Wave 10 Article: Republic Reinforcements (Republic)

 


Yesterday we got some news about wave 10. Not just one teaser article but two!

Please note that this is the 2nd version of this article. Just minutes after posting another player over at the Discord pointed out that Asmodee had some additional spoilers for us on their product pages. A lot of my predictions were spot on but who cares when we have more accurate info? 😅

I'm going to take a look at each faction in turn. First up is the GAR - the Grand Army (no Navy in there?) of the Republic.

https://www.fantasyflightgames.com/en/news/2021/1/25/republic-reinforcements/

https://store.us.asmodee.com/catalogue/sw-armada-venator-class-star-destroyer_3369/

https://store.us.asmodee.com/catalogue/sw-armada-pelta-class-frigate_3368/

Two new ships. The large-base Venator and the small-base Pelta. Both are good-looking models but let us be honest: we're here for the Venator. That's a ship that is going to sell really well. Expect it to be out of stock a lot 😛 It's worth mentioning that the Pelta is a new sculpt. Looks like the "wings" are closed.