Leia Organa Fleet - Leia Down the Law
Leia Down the Law (61/400/400)
==============================
Assault Frigate Mk.II B (72 + 37: 109)
· Leia Organa (28)
· Spinal Armament (9)
MC30c Torpedo Frigate (63 + 14: 77)
· Ordnance Experts (4)
· Assault Concussion Missiles (5)
· Mon Calamari Exodus Fleet (5)
MC30c Torpedo Frigate (63 + 14: 77)
· Ordnance Experts (4)
· Assault Concussion Missiles (5)
· Mon Calamari Exodus Fleet (5)
Hammerhead Torpedo Corvette (36 + 8: 44)
· External Racks (4)
· Garel's Honor (4)
GR-75 Combat Retrofits (24 + 8: 32)
· Slicer Tools (7)
· Quantum Storm (1)
Lieutenant Blount (14)
2 x X-wing Squadron (2 x 13)
3 x Z-95 Headhunter Squadron (3 x 7)
Most Wanted
Fleet Ambush
Dangerous Territory
A friend of mine really enjoys flying Leia and is all-in on her at the moment. He thought he'd want to fly Republic, but then he was really digging the Separatist squadrons. Ultimately, though, he just loves the Rebels, and said love affair continues! To be honest, I sort of hear that, as I'll happily fly any faction, and I've got all sorts of ideas I can't wait to try with the Republic or Separatists! But at the end of the day, I'm still pretty happy flying an Imperial fleet.
Anyway, as we're discussing, he sends me some alterations he made to his Leia list in the wake of 1.5. Then he sent me another list that he described as "more deranged." But honestly, to me, while it looked riskier, it definitely did not look deranged. So I thought about what my own "deranged Leia" list would look like. It's easy to create something that makes no sense and can't work, so whatever I built had to have a feasible purpose in mind. I decided that the "deranged" part meant it needed to be something uncommon or unseen, something which railed against conventional wisdom, and it needed to be weird enough that it *shouldn't* work for any possible reason.
To that end, I started with Mega Repair Torpedo Frigates. They start with 3 Engineering, and so Leia adds a token, giving them 5 Engineering. Terrific! Let's be obnoxious: let's tack on Mon Cal Exodus Fleet (MCEF) to bump that up to 7 Engineering. The MC30s will have to fly in formation near each other, but that's a solid 3 shields I can regenerate and 1 I can shift as needed. Given how many shields MC30s have, this can be truly obnoxious, allowing them to approach, sink ships, and then survive to run away. Plus, the notion of Navving these with Leia makes me happy. I don't think I've run into a Leia fleet with two MC30s before, which says to me that, so far, I'm off to a decently "deranged" start. I decide these are going to be the centerpiece of my fleet, given their damage potential. I outfit both of them with ACMs and Ordnance Experts so I've got a better chance of triggering the black crits for which I paid.
After that, I'm thinking I want 3 Hammerheads, but after adding them and trying to fit them in, I'm just not liking how it looks. So I settle for 1 Hammerhead with External Racks and Garel's Honor. I love the title, but never end up using it because I never only fly one Hammerhead. My next move was adding a CR90 with Jaina's Light, but now I feel like I'm moving back away from something goofy and less common. So I decide to add an Assault Frigate. Leia should be relatively safe on there while it tosses out red dice. And then I add Spinal Armaments at the end of my build. I'll explain the rationale behind that choice after explaining the rest of my choices because it only *sorta* makes sense at that point, and not before.
I want a fifth activation, but I also want squadrons. It's a cheap out, but for now, I do decide to add in a Slicer Tools flotilla. Again, I don't feel great about it. But I don't need tokens, and I'm not going to fly a naked flotilla just for the activation because I don't really dig that. I get it, but I don't dig it. I make it a combat flotilla so it'll throw two blue dice with a reroll when I dial up a Con Fire command. But more importantly, I decide this will be my Slicey Bot. I've never flown one before, and I'd very much like to! I have Quantum Storm on there because that's some serious Slicer Tools reach.
I know I want a couple of squadrons, but their job is to fend off other squadrons rather than trying to destroy enemy ships. I don't want this to be a squadron fleet. So I go with a couple of X-Wings who can Escort and support the Z-95s and Blount. I avoid a Biggs Ball just because I already know that works, and I skip the A-Wings because their expense costs me one deployment (2 instead of 3), 2 total hull, and one body. And let's be honest: a lot of us have preconceived notions about Z-95s, and it's easy to use them to lean into the notion of "deranged."
So now, most of my fleet is built, and I come back to my Assault Frigate. Why did I put Spinal Armament on a ship that NEVER sports that upgrade? Because I'm trying something. I'd have had to find points elsewhere if I were to use Enhanced Armament, because then I'd also want to take Gunnery Team. I'm thinking that since I've got Leia anyway, I can Nav to get into position and then double arc. The cardboard is decently designed for a double arc, but that's rarely the way anyone wants to use the ship because it's far stronger at distance. So honestly, this is probably a terrible idea. I have, in my head, a vision of throwing 3 red and a blue out the side and 4 red with a reroll out the front. This is very unrealistic. But it fits with my original concept, so I'm trying something. I'm happy to learn that, in this case, conventional wisdom is absolutely right. If/when I learn this lesson the hard way, I will likely use those points to replace Spinal with Linked Turbolaser Towers (because that upgrade is SO GOOD), and then I'll use the remaining two points to put Skilled First Officer on each of the two MC30s. I love having that kind of flexibility on the Gladiators in my Tarkin fleet, so I'm pretty sure (especially with Leia) that I'd be very fond of having that same flexibility on my MC30s.
My objectives aren't anything special. I've got a flotilla I can designate for Most Wanted and am happy for my ships to be throwing more dice. Fleet Ambush can definitely backfire, but I also think it could set up my MC30s for an extended attack run, given they'll theoretically have the Engineering to hit both the first and second wave of enemy ships. And it's not like I need to build a reserve of command tokens with this fleet before engagement, right? Finally, Dangerous Territory. I've got the ships to collect the tokens, and every one of my ships will be all too happy not to take damage when overlapping an asteroid or debris field. Objectives are the thing it takes me longest to really figure out when it comes to a fleet. There are some I'm confident work for me until I see just how badly they can swing the other way. So even when I'm confident in a fleet design, my objective suite is usually the very last thing to come into focus. If I decide to fly this nonsense more than once, I suspect my objective choices will change quite a few times before I find choices with which I'm very satisfied.
Comments
Post a Comment