Showing posts with label Separatist. Show all posts
Showing posts with label Separatist. Show all posts

Tuesday, February 10, 2026

The Ship Files, Part 6: Confederacy of Independent Systems (CIS)

Welcome back to The Ship Files!

This is the sixth — and final — faction deep dive. After Empire, Rebels, and the Republic, we end with the Separatists. And I’ll admit it up front: I have less to complain about here.

Part of that is personal taste. I love the Clone Wars factions in general, but if I had to pick a favorite, it’d probably be the Clankers. Their ships look fantastic, they play differently, and many of them feel like they were designed with a clearer identity than some of the older Rebel and Imperial hulls.

It also helps that, even though Armada was cancelled before the Clone Wars factions were fully fleshed out, CIS arguably landed in a better place than GAR. There are gaps, sure — but fewer outright design casualties.

Alright. Let’s get into it.


CC-ROC-class Cruiser (CIS Flotilla)

Having a flotilla option at all is a big win for CIS (sorry, GAR). Unfortunately, this one still feels a bit underwhelming compared to its Imperial cousin.

Even after the drop to 24 points, the CC-ROC just doesn’t quite match the Empire’s Gozanti at 23, and it’s almost entirely down to the upgrade bar. Yes, you can do clever things:

  • Flight Controllers for squad play

  • Ordnance Experts in a TF fleet

  • Ion crit shenanigans with Kraken

  • Naked with Mar Tuuk for a surprising number of dice

But none of those make it essential. It’s an option, not a cornerstone.

What if: Nothing, really. This ship fits the faction just fine. It doesn’t dominate, it doesn’t vanish, and it doesn’t warp list building.

Verdict: It’s fine. Now give GAR a flotilla.


Hardcell-class Transport / Battle Refit

On paper, this should be an amazing ship.

Small base. Evade–Redirect–Brace. Five hull. A Defensive Retrofit. That’s already better than a Gladiator defensively. Add solid battery armament — especially on the Battle Refit — and you’d expect greatness.

So why does it feel… awkward?

A lot of it comes down to geometry and pressure. The ship is extremely forward-focused, but the front arc isn’t huge, so you’re constantly maneuvering to stay relevant — and the Hardcell isn’t actually that maneuverable. Side arcs are weak. Rear arc is nothing. You must move forward, do your thing, then disengage — because you cannot re-engage like a Recusant, and you cannot fight while retreating.

Then there are the side shields. One shield per side puts immense pressure on your defense tokens. The Transport can mitigate this with Auxiliary Shields Team, but the Battle Refit has to rely on its Defensive Retrofit — and that’s a problem. ECM isn’t great on a Command 1 ship that tries to remain inexpensive; it can’t take Thermals, and most other defensive upgrades are either too costly or ineffective on a small hull.

Command 1 itself is a double-edged sword. It’s responsive, yes — but once the ship gets more than lightly upgraded, that lack of command storage becomes a real drawback.

The Battle Refit was also clearly designed around Linked Turbolaser Towers. Losing LTT without meaningful compensation hit it hard. TRC is an option, but now you’re stacking even more pressure onto already stressed defense tokens.

The Transport comes out looking better. Double Officer, Support Team, Fleet Support, better squad value — it has a clearer identity than the post-nerf Battle Refit.

What if: The LTT change was a sledgehammer, and ships designed around it paid the price. Also: the game desperately needs affordable Defensive Retrofit options for small ships.

Verdict: Transport is fine. I wouldn’t object to 46, but it’s not necessary. The Battle Refit still feels expensive post-LTT — but how much more can it drop before spam becomes an issue? Especially now that the Munificent Comms sits at 65?


Munificent-class Star Frigate / Comms Frigate / Command Frigate (ARC)


 

Hello there, you magnificent slab of plastic.

The Munificent is one of the best-designed CIS ships both aesthetically and mechanically. Red dice everywhere. Red flak. Bombard, so LTT still works. Slow, yes — but if you’re willing to pay, you can make it move. The Star Frigate can take Thermals, the Comms can function as a carrier, and the ARC Command Frigate adds another interesting axis entirely.

The Comms Frigate is the weak link defensively — even at 65, it’s squishy — but it’s cheap enough now to justify the risk. 65 + LTT is 82 points; that’s not nothing, but it’s playable.

The ARC Command Frigate is not overpowered. Yes, you can make it a strong carrier — even fit Bomber Command Center — but you pay dearly for it. No Support Team slot, no PDIC, speed 2, and a massive upgrade tax just to make it do its job.

Example:

Munificent-class Command Frigate [ARC] (74)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Thermal Shields (5)
• Linked Turbolaser Towers (7)
• Bomber Command Center (8)
• Sa Nalaor (5)
= 110 points

That’s an eye-watering 110 points (plus an officer) for a semi-hardened medium base crawling along at speed 2.

What if: Defensive Retrofits weren’t so mandatory for slow medium and large ships. But that’s a structural issue, not a ship-specific one.

Verdict: Comms at 65 is cheap but fragile — fine. Star and Command Frigates are also fine.


Pinnace-class Patrol Craft


Covered in detail in my Legacy Wave 1 article, so I’ll keep this short.

It’s a great addition to the game and to CIS specifically. Flexible, useful, interesting. That said, its existence further erodes the value of the Hardcell — especially the Battle Refit — because if I want a small combat ship, I’d usually rather take a Pinnace with D-Caps.


Providence-class Carrier / Dreadnought


The Providence is a ship that took time to unlock.

Early on, it was often dismissed as clunky or overpriced. That changed — and the price drops helped. The Carrier came down a little, the Dreadnought a lot, and suddenly both versions made sense.

Both are excellent carriers (the Dreadnought arguably the better one), and both are credible gunships. The Dreadnought’s upgrade bar is especially strong. The Carrier remains extremely popular because it’s one of the tankiest ships in the game, thanks to Defensive Retrofit (Venator-I cries silently in the corner) and access to Intensify Firepower!

What if: The Dreadnought didn’t have to take Invincible, and the Carrier didn’t want to. But again, that’s more about underlying rules than ship balance.

Verdict: Both variants are viable and in a good place. The Carrier is still the default pick.


Quarren Prototype Gunship (ARC)

This is an ARC design lifted straight from the MC30 Torpedo Frigate — and it shows.

It’s unique, so you only get one. Like the MC30, it really wants a defensive title… which it doesn’t have. As a result, it often ends up as a throwaway Boarding Troopers platform. D-Caps work nicely with the Ion slot, but that competes with PDIC, and without an Ordnance slot, the close-range punch is noticeably worse than the MC30 it’s based on.

The temptation is to overload it with upgrades. That’s a trap.

What if: Nothing, but once again ARC’s self-imposed “reuse existing cardboard” rule severely limited design space.

Verdict: A nice addition to CIS fleets.


Recusant-class Destroyer (aka Patriot Fist)

I love this ship.

It’s insanely powerful and hilariously fragile if misplayed. It has the wildest arcs in the game and can turn better at high speed than any other large hull. It also has one title — Patriot Fist — that is leagues better than the others for its cost.

Let’s be honest: Patriot Fist is not a 6-point title. It’s a 10-point title. The drawback is rarely relevant, and when it is, you can simply choose not to use it. That’s not a real drawback.

The Support Destroyer suffers by comparison. It wanted LTT more than almost any other ship — red flak, red dice — and didn’t get Bombard. Post-nerf, it lost its identity and didn’t get a price cut to compensate. Fewer reds, no Ordnance, and weak rerolls make it feel sad next to the Light Destroyer.

What if: Patriot Fist were priced correctly.

Verdict: The Support Destroyer is currently overshadowed. It was always slightly too expensive; post-LTT nerf it’s worse. Still good — just not competitive with its sibling.


Closing Thoughts

CIS is, overall, in a good place.

The faction has strong visual identity, clear roles, and fewer outright design failures than some others. Where it struggles, it’s often due to broader systemic issues — Defensive Retrofit dependence, sledgehammer errata, or self-imposed design constraints — rather than individual ships being badly conceived.

That wraps up Part 6, and with it, the faction breakdowns of The Ship Files.

Next: we zoom out. Overview and a final zoom-in on my most wanted changes.

Almost there.

Thursday, January 29, 2026

Fleet Dossier: Trench Insatiable Hyenas

The idea here is to revisit a fleet I played against at Scottish Not-A-Regional—but updated with the new Insatiable [Legacy] title. We talked about Insatiable in a recent post, and this is exactly the kind of shell where I think it shines.

The ceiling is straightforward and disgusting: between Trench and San Hill, you can push four Hyenas with Insatiable in a single window. That’s potentially all your shields stripped. But if that sequence lets you delete a key ship, you happily pay the price.

Running the list is both simple and not.

Simple, because the core plan is: concentrate Hyenas into one problem at a time, while Patriot Fist shapes the fight—finishing wounded ships, bullying small fry, and generally making sure the opponent can’t just ignore the ship part of your fleet.

Not simple, because CIS squad lists like this live and die on token management, aura ranges, and activation timing. Also: generic Hyenas and Vultures are absurdly efficient and absurdly fragile. They reward reps and punish sloppy positioning. But Fleet Dossier isn’t the place for a tactics clinic, so let’s get to the list.


Trench Insatiable Hyenas (391)

Name: Trench Insatiable Hyenas
Faction: Separatist
Commander: Admiral Trench

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Recusant-class Support Destroyer (90)
• Admiral Trench (32)
• Rune Haako (4)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Patriot Fist (6)
= 147 Points

Hardcell-class Transport (47)
• Tikkes (2)
• Auxiliary Shields Team (3)
• Bomber Command Center (8)
• Foreman’s Labor (5)
= 65 Points

C-ROC Gozanti-class Cruisers {CIS} (24)
• San Hill (3)
= 27 Points

C-ROC Gozanti-class Cruisers {CIS} (24)
• Insatiable [Legacy] (3)
= 27 Points

Squadrons (125)
• Jango Fett - Slave I (22)
• Wat Tambor - Belbullab-22 (18)
• DBS-404 - Hyena (17)
• 4 x Hyena (44)
• 3 x Vulture (24)
= 125 Points

Total Points: 391


9 points is a lot — what to do with it?

A 9-point bid is… chunky. This list does benefit from some initiative control, but if you’re not playing the full “bid chess” game, you might as well go to 400 and buy more power.

Those 9 points can go in three directions:

1) More squadrons (up to 134).
You’re at 125, so you have room. You could push from 10 squads (5 drops) to 12 squads (6 drops) if you’re willing to go more generic. I’d keep Jango regardless—he’s doing real work against enemy aces. DBS-404 also feels “right” if you’re leaning into Insatiable.

If you want one neat upgrade: swapping a Vulture into DIS-T81 gives you a long-range control piece. Just don’t pretend it magically solves the anti-squad problem by itself.

2) Upgrade polish.
Patriot Fist can absolutely roll cold; it doesn’t have built-in dice fixing. Dual Turbolaser Turrets are a cheap consistency nudge. TRC is stronger but starts asking uncomfortable questions about points density on a ship that is still, at heart, a carrier Recusant.

3) Move Trench.
Putting Trench on the Hardcell spreads your points and reduces the “shoot the Recusant and the fleet falls apart” pressure. If you do that, Expert Shield Tech is a clean add—Trench likes being able to leverage that extra bit of shield discipline.


My casual 400-point version

If I were running this at 400 into friends / casual online games, I’d do this:

Name: Trench Insatiable Hyenas 400
Faction: Separatist
Commander: Admiral Trench

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Hardcell-class Transport (47)
• Admiral Trench (32)
• Tikkes (2)
• Expert Shield Tech (5)
• Auxiliary Shields Team (3)
• Bomber Command Center (8)
• Foreman’s Labor (5)
= 102 Points

Recusant-class Support Destroyer (90)
• Rune Haako (4)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Dual Turbolaser Turrets (4)
• Patriot Fist (6)
= 119 Points

C-ROC Gozanti-class Cruisers {CIS} (24)
• San Hill (3)
= 27 Points

C-ROC Gozanti-class Cruisers {CIS} (24)
• Insatiable [Legacy] (3)
= 27 Points

Squadrons (125)
• Jango Fett - Slave I (22)
• Wat Tambor - Belbullab-22 (18)
• DBS-404 - Hyena (17)
• 4 x Hyena (44)
• 3 x Vulture (24)
= 125 Points

Total Points: 400


600-point version

This is a Sector Fleet build, so it’s 25% squadrons max (150). Locally, you might also enforce something like 1 ace per 150 to keep it grounded—feel free to ignore that if your group doesn’t care.

We’re also not chasing “competitive” at 600. That format isn’t really where bid/initiative theory lives. But we can still build efficiently and keep the archetype intact.

Name: Trench Insatiable Hyenas 600
Faction: Separatist
Gamemode: Sector Fleet
Commander: Admiral Trench

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Hardcell-class Transport (47)
• Admiral Trench (32)
• Tikkes (2)
• Expert Shield Tech (5)
• Auxiliary Shields Team (3)
• Bomber Command Center (8)
• Foreman’s Labor (5)
= 102 Points

Recusant-class Support Destroyer (90)
• Rune Haako (4)
• Flight Controllers (6)
• Boosted Comms (4)
• Expanded Hangar Bay (5)
• Turbolaser Reroute Circuits (7)
• Patriot Fist (6)
= 122 Points

Munificent-class Star Frigate (73)
• Veteran Captain (2)
• Projection Experts (6)
• Thermal Shields (5)
• Linked Turbolaser Towers (7)
• Point Defense Ion Cannons (6)
• Sa Nalaor (5)
= 104 Points

Pinnace-class Corvette [Legacy] (43)
• Shu Mai (4)
• Heavy Ion Emplacements (9)
• Heavy Fire Zone (2)
• Koklivex [Legacy] (3)
• Disposable Capacitors (3)
= 64 Points

C-ROC Gozanti-class Cruisers {CIS} (24)
• TI-99 (4)
= 28 Points

C-ROC Gozanti-class Cruisers {CIS} (24)
• San Hill (3)
• Insatiable [Legacy] (3)
= 30 Points

Squadrons (150)
• Jango Fett - Slave I (22)
• Wat Tambor - Belbullab-22 (18)
• DIS-T81 - Droid Tri-Fighter (17)
• DBS-404 - Hyena (17)
• 4 x Hyena (44)
• 4 x Vulture (32)
= 150 Points

Total Points: 600

Added: a Star Frigate, a Pinnace, plus the Tri-fighter ace and another generic Vulture.
Patriot Fist gets TRC. You could go LTT if you think flak matters more, but between red flak coverage and the LTT nerf, I’m not excited about paying for it here.

The Star Frigate is slow but reasonably tanky with Thermals + PDIC + Sa Nalaor. And honestly, any shot into that ship is a shot not going into something more important, so I’ll take it. Projection Experts helps the whole fleet, but I was specifically thinking about how this list wants to “buy time” for Insatiable turns.

Koklivex doing Heavy Ions + Heavy Fire Zone (two blue dice on a 43-point ship!) is probably too many eggs in one tiny basket… but come on. That combo is just cool.

San Hill moving onto Insatiable also frees room for TI-99, and we land at 600 on the dot. Works for me.


My take: Is the 391/400 competitively viable?

Yes, with caveats. The core engine is real: Trench + San Hill + big Hyena package + BCC is absolutely capable of deleting ships, and Insatiable adds a nasty “burst” lever.

The caveats:

  • You’re very squad-centric and your squads are fragile, so you’re punished hard by strong opposing anti-squad plans and by mistakes.

  • Your ship plan is basically “support the squad plan,” and if you lose the carrier posture too early, the list can feel like it collapses.

  • Your objectives are aggressive and can pay off big, but also invite counterplay if the opponent knows how to deny your scoring while still trading efficiently.

So: viable, but it’s a list that rewards reps more than it rewards clever listbuilding.

And the 600 version? Looks extremely fun, and it does what a good sector-fleet “scaled archetype” should do: keep the core identity, add staying power, add side threats, and not pretend it’s a totally different list.

And that’s Trench Insatiable Hyenas—a list that’s brutally simple in concept, but rewards you hard for getting the timing and positioning right.

What would you do with the flex points at 400: tighten the ships, add more bodies, or keep a smaller bid? And if you’ve put Insatiable [Legacy] on the table already, I’d love to hear what you paired it with—and whether it overperformed, underperformed, or landed exactly where you expected.

Got a fleet concept you want to see in a future Fleet Dossier? Drop it in the comments.

Saturday, August 9, 2025

Battle for Endor: Listbuilding pt. 1 - CIS Mar Tuuk All-ship


I've signed up for the Battle of Endor (Online Armada on TTS) and figured I need to craft a list or three... 

Haven't been playing a lot of competitive Armada these past few years, so my list-building skills are a bit rusty, but surely, I should be able to put something together!

Endor is an ARC01 event, so one of my criteria is to try out some of the new stuff. That's a sound approach to competitive listbuilding, right? RIGHT!???

Since the Quarren Gunship looks pretty interesting, I wanted to include it. And why not use the Command Frigate as well?

I came up with the MT all ship list. It's... not perfect. It has no defense against squadrons except to get in your face and smash. Except that's easier said than done against, say, a rogue ball and supporting fast ships. On the other hand, it has plenty of firepower, four threat vectors, the ability to fight at all ranges, and just enough dice fixing to fix the worst red dice have to offer. And if one ship dies, it doesn't give up too many points.

MT could potentially go on another ship, but overall, the cigar is the right spot for him. Tikkes would be fine on the flag as well, but TRC+CF tokens are very useful on this version of PF. Speaking of PF, that's a lot of long-range pew pew for only 100 points, especially when aided by IF! Same with the Quarren... super slick at 70 points but a lot of firepower.

What do you think? Is the list viable? Potentially fun to fly? Or am I completely off target here? Drop a comment and let me know!

Next time I'll take a look at a Republic list using the new Veneator, so stay tuned for part 2.

### 400 points ###

Name: Marty McTuuk

Faction: Separatists

Commander: Mar Tuuk

Version: ARC01


Assault: Opening Salvo

Defense: Hyperspace Assault

Navigation: Solar Corona


Providence Carrier (102)

• Mar Tuuk (28)

• Thermal Shields (5)

• Intensify Firepower! (6)

= 141 Points


Recusant Light Destroyer (85)

• Tikkes (2)

• Turbolaser Reroute Circuits (7)

• Patriot Fist (6)

= 100 Points


Munificent Command Frigate (74)

• Thermal Shields (5)

• Linked Turbolaser Towers (7)

• Munitions Resupply (3)

= 89 Points


Quarren Gunship (63)

• Ordnance Experts (4)

• Disposable Capacitors (3)

= 70 Points


Squadrons:

= 0 Points


Total Points: 400

Saturday, June 26, 2021

Casual 600-pointer: Mar Tuuk vs Mr. Red Fish

 


Had a nice casual 600-pointer yesterday. Been too long since I played a battle of any size bigger than RitR 😅 

600-pointers* are my fav for casual games. It feels a lot like 400 (including how objectives affect the game) but with room for more of everything. You can have a good selection of ships of all sizes and still have a decent squad complement. You can also afford some suboptimal picks and not feel that too keenly. 400 points is a good choice for tourneys - a compromise between the feeling of a full fleet and time limitations.

* We have a 150 points in squads/2 flotilla limit in place.

I knew I wanted to run a CW faction because now I have the models but haven't played them before IRL only on Vassal. I tried making a Republic fleet but with only 1 squad pack I couldn't quite get the fleet I wanted so I gave up and ran with Seppies. Having only 4 Vultures meant I was going ship-heavy 😆

Simple fleet really: put as much plastic on the table as possible, keep it simple, roll a bunch of dice. IF! + Linked takes care of dice fixing, Mar Tuuk adds in dice (his drawback is really very small for ships with decent dice pools). 

BTs on the Recusants was a last-minute addition to give them some close-up punch. That worked REALLY well. The red flak/LTT also kept enemy squads hiding for most of the game so was decent. But Light Destroyer with Swivel would probably have been even better. 5 red + 2 black at long range. I'll try those next time.

TI-99 and RHD don't really mesh too well but I had to try something to keep the Vultures around long enough for flak to matter. Muni is there to keep the flag alive if it brawls. Same with BoB. In this game that didn't happen (you don't run your flag to brawl into the Ackbar death zone) but IMO it's a solid little trio.

Any hope of staying at range evaporated as my opponent turned out to be Ackbar with H1 (goodbye braces and useless Thermals) and 2 GT potatoes. We were both as 600. Rolled for initiative and my opponent picked 2nd. I went for Opening Salvo. No guts, no glory!

I wanted to kill Ackbar as quickly as possible. Failing that, get an activation advantage. Both of those didn't work. About the only thing that DID work was preventing a circling conga and having the rebel fleet spend its objective tokens piecemeal while I got more mileage out of my (red) bonus dice).

It was quite bloody, ending with the rebels being table 1st activation turn 5, for the loss of 1 Rec, 1 Muni, 1 Battle Refit, 3 Vultures, and a Rec at half points.

Mar Tuuk is a pretty solid commander. Call him simple or unimaginative but he gets his red dice more easily than Romodi. And once you're shooting into unshielded hull zones that's maybe better than extra dice. His drawback only comes into play once the enemy ship is nearly dead and if you've got more than 3 dice chances are that you can toss 1 die without trouble and still get the kill.

After the match, we discussed the fleets and the games: 

We agreed that taking out Intel Officer from the AFs to make room for X-wings was a mistake. Same with counting on H1 being safe the entire game and not needing def retros. HFZ/Draven on JL was a specific response to my consistent use of Counter squadrons and not some crazy stunt. It didn't do much here but against my usual fleets it melts my poor TIE Ints 😢

As for the game it was halfway lost at setup with rebels going in two directions and almost crashing and me blocking in an exposed Ackbar. Still, with all the dice being thrown - stuff was regularity doing 7-8 or more damage per shot with blocked braces - things could have gone differently.

Very fun game!

Thursday, January 28, 2021

Wave 10 Article: Heart of the Swarm (Separatists)

 


This article looks at the two teased Separatist expansions: Invivisble Hand (Providence-class) and Recusant-class. Both are meaty large-base ships with the Providences being the bigger of the two classes.

We have one FFG article plus some additional info "leaked" on Asmodee's product pages:





Both miniatures look great. The Recusant is a bit weird-looking but in a cool way. I'm going to need 2 of each, I think. Yeah, 3 Venators and 2 of each of these babies.