SW Armada: the Hammerhead is the Rebellions Newest Tool
Today we take an in depth look at the Hammerhead Corvette and how to use it.
Earlier this week we took a quick look at some of my initial thoughts on the newly spoiled Hammerhead Corvette expansion. This expansion promises to bring some new options and strategies to Star Wars Armada. It should also interest fans of either Star Wars: Rebels or Rogue One to see such an iconic ship on the table top. Today I want to dig in a bit into what makes the Hammerhead good and how to use it. Let’s get to it.
The Scout Corvette
As is standard in Armada the Hammerhead comes into two versions. Both come with 5 hull points, two front shields and one on all other sides, are Command 1, squadron 1 and Engineering 2. Both have the same three defense tokens and move at a pretty flexibly speed 3. The Scout Corvette is the more expensive of the two at a still cheap 41 points. Now while I like the Hammerhead in general, I can’t say I really like the Scout version much. It really feels like a weaker version of the CR90a and is mostly filling the same role. Comparing the two ships shows what I mean.
For a discount of a mere three points you lose a red dice from each facing but the front and go from speed four to speed three. The change of of gaining hull for the cost of side shields is a bit of wash, and as is the switching one of the evades to a contain. This last does however make it worse at using Truobolaser Reroute Circuits. It’s upgrade slots are different, but not really for the better. Neither Weapon Teams nor Offensive Retrofits slots have many good options for a ship this small/cheap and without a high Squadron score. The only thing they are really good for is taking the new dual slot upgrades, which are highly specialised. And really that’s what it comes down. As a general purpose warship/skirmisher the CR90a is a better choice. The Scout Corvette can however do a few things the CR90a can’t. Using those tricks are why you should take it.
The Torpedo Corvette
This is the version of the Hammerhead I am actually really excited for. Unlike the Scout version it does something significantly different for the Rebel fleet. The Rebels have long been in need of a cheap good platform for Ordnance and now they have one. 36 points makes it the cheapest non-flotilla ship in the game. Its a perfect cost for a swarm ship, which is what the Torpedo Corvette wants to be. This ship is a great match for either Reeikan or Sato. While the obvious options of putting Assault Proton Torpedoes on it a solid choice its not the only option. External racks turn the ship into a cheap one hit wonder, follow up with a ram and watch your enemies crumble. Or try running the ship with Ordnance Experts and Flechette Torpedoes and you could lock down a whole enemy fighter wing. The ship really does have a lot of great options
Sato’s Sharks
To show one of the possibilities of the Torpedoe Corvette I can up with a quick Sato list.
Sato’s Sharks
Faction: Rebel Alliance
Commander: Commander Sato
Assault Objective: Precision Strike
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona
Hammerhead Torpedo Corvette (36 points)
– Task Force Antilles ( 3 points)
– Ordnance Experts ( 4 points)
– Assault Proton Torpedoes ( 5 points)
48 total ship cost
[ flagship ] Hammerhead Torpedo Corvette (36 points)
– Commander Sato ( 32 points)
– Task Force Antilles ( 3 points)
– Ordnance Experts ( 4 points)
– Assault Proton Torpedoes ( 5 points)
80 total ship cost
Hammerhead Torpedo Corvette (36 points)
– Task Force Antilles ( 3 points)
– Ordnance Experts ( 4 points)
– Assault Proton Torpedoes ( 5 points)
48 total ship cost
Hammerhead Torpedo Corvette (36 points)
– Task Force Antilles ( 3 points)
– Ordnance Experts ( 4 points)
– Assault Proton Torpedoes ( 5 points)
48 total ship cost
Hammerhead Torpedo Corvette (36 points)
– Task Force Antilles ( 3 points)
– Ordnance Experts ( 4 points)
– Assault Proton Torpedoes ( 5 points)
48 total ship cost
Hammerhead Torpedo Corvette (36 points)
– Task Force Antilles ( 3 points)
– Ordnance Experts ( 4 points)
– Assault Proton Torpedoes ( 5 points)
48 total ship cost
1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)
1 HWK-290 ( 12 points)
3 A-Wing Squadrons ( 33 points)
Points: 398/400
Fleet Tactics
As you can see this is a pretty basic Sato fleet that operates on a simple principle. Fast A-wings and the combination or the HWK-290’s Intel and Tycho should allow you freely move squadrons next to enemy ships. Then at range the six Hammerheads can start taking the enemy apart. Using concentrate firepower for an extra dice and the Ordnance Experts for rerolls give each ship a solid change of activating the Assault Proton Torpedoes. As the enemy fleet closes your own firepower increases until each ship can use APT twice a phase. Keeping your ships tightly grouped allows you to use Task Force Antilles to spread damage around and keep your ships in the fight. Overall it’s a simple fleet, with the possibility to be very brutal.
Final Thoughts
The Hammerhead expansion feels like a great addition to Armada. Its’ two versions each offer something new to the Rebel fleet. Whether it’s a highly specialised ship or a general close range brawler both have their place. In addition to the ships the new titles and upgrades will give players even more options on how to run their fleets. Overall I feel the Rebels have added a great new ship that will soon be seeing battle on tabletops across the world.
~Thanks for reading BoLS fans! Let us know what you think of the new Hammerhead down in the comments!