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Star Wars Armada: Building My First Separatist Fleet

4 Minute Read
May 14 2021
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Let’s take a look at a Separatist fleet idea for Star Wars Armada.

Star Wars Armada is firmly in the Clone Wars Era now and I’m loving it. With Two waves out, it’s finally time to start messing around with list building. I’ve made a lot of Rebel and Imperial lists in my day, but the Clone Wars factions are a new beast. Let’s take a look at one idea I came up with.

The List – A Hard Sell

Faction: Separatist Alliance
Commander: Mar Tuuk

[ flagship ] Hardcell-class Battle Refit (52 points)
–  Mar Tuuk  ( 28  points)
–  Foremans Labor  ( 5  points)
–  Reinforced Blast Doors  ( 5  points)
–  Slaved Turrets  ( 6  points)
96 total ship cost

Hardcell-class Battle Refit (52 points)
–  Slaved Turrets  ( 6  points)
58 total ship cost

Hardcell-class Battle Refit (52 points)
–  Slaved Turrets  ( 6  points)
58 total ship cost

Hardcell-class Battle Refit (52 points)
–  Slaved Turrets  ( 6  points)
58 total ship cost

Hardcell-class Battle Refit (52 points)
–  Slaved Turrets  ( 6  points)
58 total ship cost

Hardcell-class Battle Refit (52 points)
–  Slaved Turrets  ( 6  points)
58 total ship cost

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Points: 386/400

The Idea

So the basis of this list is built around the Mar Tuuk. This is a card that I really like. Mar Tuuk isn’t a tricky card, but adds some great straightforward extra firepower to your list. Straight up giving your ships more dice is pretty much always a bonus, and I’m a big believer in superior firepower. Now Mar Tuuk does have a potential downside, in that they can cause you to lose dice. However, I feel that outcome is pretty unlikely. The fact is it’s pretty rare that an enemy ship has absolutely no shields. Smart players tend to be able to focus down a hull zone. Moreover, even if the ship has no shields, you cancel the die after rolling, so you can just cancel out a blank die. The number of times where the enemy has absolutely no shields and you roll all hits is going to be fairly low. 

So of course with a card that gives ships extra dice – my first thought is to try to get the utmost out of it by running a lot of ships. This brings me to the Hardcell. The Battle refit has a very nice 3 red dice frontal attack and is nice and cheap. this lets you get a lot of use out of Mar Tuuk. Next, I’ve gone with my old idea from the CR90 swarm. Let’s give them Slaved Turrets, this gives them another extra die, but limits them to one attack. On the Hardcell, with their weak side attacks, this isn’t a real loss, basically just moving the side die to the front. Between Slave Turrets, Mar Tuuk, and a Confire command your cheap Hardcell goes up to a 6 Red dice frontal attack. That’s on par with what an upgrade ISD 2 is throwing out at long range.

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Cramming 6 into a fleet lets you throw out 36 red dice a turn, which is pretty substantial.  Hardcells also have decent speed and protection, so they can take a hit or two. Mar Tuuk (who has an upgraded flagship with a bit more durability) is thus giving you up to an extra 6 red dice a turn. Now I do realize that to some degree the Slave Turrets might not be the best choice here as they are costing you a lot of extra die with Mar Tuuk ( who could give you up to 12 extra red dice a turn without them).

I feel like it’s probably worth it still, but you could conceivably swap the Slave Turrets out for Spinal Mounts (and drop blast doors on the flagship).  This would give you the same frontal attack, while allowing you to get up to two extra dice from side attacks (bringing you up to 48 Red dice a turn). This gets pretty much the most you can get out of Mar Tuuk (28 pts for 12 dice a turn is a steallll). The fleet has its weaknesses (no squadrons) but seems like it could be fun.

Let us know what you think of the fleet, down in the comments! 

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Author: Abe Apfel
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