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Back in Black

Ever since the start of the game I have really loved black dice ships, my love for Ackbar notwithstanding. As the game has shifted to a more long-range game I have been mostly drawn back into wanting to run Ackbar lists, but I also have a tendance to play the underdog as it were. So I have really started looking into black dice builds. While the last AMM was about crits and a bit indirectly about black dice this is more about black dice in general and how to get close-range builds to work in a meta currently dominated by long-range. We are going to go faction by faction looking at potential close-range builds.





Let's start with the rebels they are a very strong long-range faction, but they do have a few tools to build fairly strong close-range builds. One commander that often gets overlooked is Mon Mothma she really only gives you a benefit when you get into close or medium range so she seems like a pretty good place to start.


Providence Carrier (95)

• Major Derlin (7)

• Kyrsta Agate (5)

• Weapons Battery Techs (5)

• Shriv Suurgav (6)

• Engine Techs (8)

• Nav Team (4)

= 130 Points


MC30c Torpedo Frigate (63)

• Mon Mothma (27)

• Ordnance Experts (4)

• External Racks (4)

• H9 Turbolasers (8)

• Foresight (8)

= 114 Points


MC30c Torpedo Frigate (63)

• Ordnance Experts (4)

• External Racks (4)

• H9 Turbolasers (8)

= 79 Points


GR-75 Medium Transports (18)

• Ahsoka Tano (2)

• Parts Resupply (3)

= 23 Points


GR-75 Medium Transports (18)

• Hondo Ohnaka (2)

• Munitions Resupply (3)

= 23 Points


Squadrons:

• 4 x Z-95 Headhunter Squadron (28)

= 28 Points


Total Points: 397


So first off with this list we do lack much of a long-range presence, but we do have some pretty strong staying power with Mon Mothma and our evades. The MC-30 with H9s will hunt smalls and just be a general nuisance. The providence with Agate officer and WBT can help us get multiple uses from our evade each turn and we can use Shriv to rip off defensive tech from larger ships making our H9 MC30 very deadly. You have a few Z-95s to slow down enemy squadrons, and the transports support the providence with con fire tokes for re-rolls or engineering tokens to keep it afloat. Ahsoka can also be used to change a token to a nav to leverage nav teams to make your providence deceptively maneuverable. Though you probably want a bit more long-range support I think I could see this doing very well in the right hands.


MC75 Ordnance Cruiser (100)

• Garm Bel Iblis (25)

• Intel Officer (7)

• Shriv Suurgav (6)

• Electronic Countermeasures (7)

• Expanded Launchers (13)

• External Racks (4)

= 162 Points


MC30c Torpedo Frigate (63)

• Ordnance Experts (4)

• External Racks (4)

• H9 Turbolasers (8)

= 79 Points


Pelta Command Ship (60)

• Ahsoka Tano (2)

• Intensify Firepower! (6)

= 68 Points


Nebulon-B Support Refit (51)

• Salvation (7)

= 58 Points


Squadrons:

• Shara Bey (17)

• Tycho Celchu (16)

= 33 Points


Total Points: 400


I think another option is an MC-75 ordnance its 3 reds out the side is respectable long-range support to help soften up targets, though with little to no dice fixing for the reds I like it with an IF pelta that can support at range as well. I think this makes Garm a pretty good choice for the commander. Because of the consistency of black dice IF and a con fire token from Garm when more re-rolls are needed taking Shiv, here again, to strip defensive tech seams pretty strong as it helps your close-range shots still hit hard. Your H9 mc30 will again be great at hurting smalls and add in salvation for a bit more long-range support. Finally, tycho shara for a screen and you have a pretty well-rounded list that will deliver support damage at range to soften up targets and then go for knockout punches when it gets into close range.





Let's look at a faction that I think is more or less just not going to be doing close rang stuff it is built for the long-range game and that is the CIS. Both Kraken and TF-1726 kind of want to get closer to the action but I am not really sold on using ether of them in close range type of lists and think until the CIS get a very dedicated black dice list then its just going to stay with that long range theme but lets give it a try.


Recusant Support Destroyer (90)

• TF-1726 (26)

• Flag Bridge (0)

• Linked Turbolaser Towers (7)

• Patriot Fist (6)

• Jedi Hostage (3)

= 132 Points


Recusant Light Destroyer (85)

• Ordnance Experts (4)

• B2 Rocket Troopers (7)

• External Racks (4)

• Linked Turbolaser Towers (7)

= 107 Points


Recusant Light Destroyer (85)

• Ordnance Experts (4)

• B2 Rocket Troopers (7)

• External Racks (4)

• Linked Turbolaser Towers (7)

= 107 Points


Gozanti Cruisers (27)

= 27 Points


Gozanti Cruisers (27)

= 27 Points


Squadrons:

= 0 Points


Total Points: 400


So you do need to get your two light destroyers into medium range to start dropping raid tokens and having them do a hit and run close-range double arc with TF is devestating. Pats fist is their for support and will pass out raid tokens if attacked. Gozanti and hit hard if your opponent is not careful it has strong long rang support and an incentive to get close for devastating effect, but squad less is always scary to me, but TF is probably the best commander to pull that off.


Providence Dreadnought (105)

• Kraken (30)

• Wat Tambor (5)

• Ordnance Experts (4)

• Assault Concussion Missiles (5)

• Point Defense Ion Cannons (4)

• Quad Battery Turrets (5)

• DBY-827 Heavy Turbolasers (3)

• Invincible (5)

• Thermal Shields (5)

= 171 Points


Hardcell Battle Refit (52)

• Reserve Hangar Deck (3)

• Slaved Turrets (6)

= 61 Points


Hardcell Battle Refit (52)

• Reserve Hangar Deck (3)

• Slaved Turrets (6)

= 61 Points


Gozanti Cruisers (27)

• Heavy Ion Emplacements (9)

= 36 Points


Gozanti Cruisers (27)

• Heavy Ion Emplacements (9)

= 36 Points


Squadrons:

• 4 x Vulture Droid Fighter Squadron (32)

= 32 Points


Total Points: 397


So in this one, you just want to get the providence in close range and stay there trigger ACM as much as possible HIE on a pair of Gozantis with long-range support from battle hardcells and a cheap, but respectable fighter screen. The providence is really the only close-range ship but it wants to be there. The CIS is really made for long-range engagements but it's not impossible to make a list that wants to get close.





Next up the empire, the empire has always loved close range but has some flexible long-range options as well. They don’t have any commanders that want to get into close range but have a lot of ships that want to get in there. First I have a list that I have wanted to try for a long time but just have not gotten around to it.


Gladiator II (62)

• Agent Kallus (3)

• Ordnance Experts (4)

• External Racks (4)

• Demolisher (10)

= 83 Points


Gladiator II (62)

• General Romodi (20)

• Ordnance Experts (4)

• External Racks (4)

• Insidious (3)

= 93 Points


Arquitens Light Cruiser (54)

• Linked Turbolaser Towers (7)

= 61 Points


Arquitens Light Cruiser (54)

• Linked Turbolaser Towers (7)

= 61 Points


Gozanti Assault Carriers (28)

• Munitions Resupply (3)

= 31 Points


Gozanti Assault Carriers (28)

• Munitions Resupply (3)

= 31 Points


Squadrons:

• 3 x TIE Fighter Squadron (24)

• Valen Rudor (13)

= 37 Points


Total Points: 397


It is weird, yes, but I have been wanting to try GSD IIs with Romodi for a while in theory you have a lot of red dice support from all your ships, but the GSDs want to get close to deliver a knockout punch. It is a pretty straightforward list, munition resupply is for red die re-rolls on the GSDs.


Interdictor Suppression Refit (90)

• Admiral Konstantine (23)

• Disposable Capacitors (3)

• G-8 Experimental Projector (8)

• Targeting Scrambler (5)

• Point Defense Ion Cannons (4)

• Interdictor (3)

= 136 Points


Gladiator I (56)

• Ordnance Experts (4)

• External Racks (4)

• Demolisher (10)

= 74 Points


Gladiator I (56)

• Ordnance Experts (4)

• External Racks (4)

• Insidious (3)

= 67 Points


Gozanti Cruisers (23)

• Parts Resupply (3)

• Phylon Q7 Tractor Beams (6)

= 32 Points


Gozanti Cruisers (23)

• Slicer Tools (7)

• Phylon Q7 Tractor Beams (6)

= 36 Points


Squadrons:

• Ciena Ree (17)

• Valen Rudor (13)

• 2 x TIE Interceptor Squadron (22)

= 52 Points


Total Points: 397


Again another weird one, but this list will keep ships from escaping from close range. Is it amazing probably not, but I think it's the best Konstantine list I think I have come up with and he could do with a little bit of love.





Now we come to the republic and I think if there is an underdog faction this is it and I think their ships wanting to get into close range is part of that.


Venator I (90)

• Admiral Tarkin (30)

• Clone Captain Zak (5)

• Ordnance Experts (4)

• Intensify Firepower! (6)

• External Racks (4)

• Tranquility (3)

= 142 Points


Victory I (75)

• Engine Techs (8)

• Ordnance Experts (4)

• SPHA-T (7)

• External Racks (4)

= 98 Points


Consular Armed Cruiser (37)

• External Racks (4)

= 41 Points


Consular Armed Cruiser (37)

• External Racks (4)

= 41 Points


Squadrons:

• Anakin Skywalker (Delta-7) (24)

• Kickback (16)

• Axe (17)

• Delta-7 Aethersprite Squadron (17)

= 74 Points


Total Points: 396


Both the Ven I and Victory are capable of putting a lot of pressure on defense tokens with a double arc. After that the Armed cruisers can clean up what is left. IF lets both the Ven I and Vic lay down reliable long-range firepower, and you have a strong fighter screen with amazing supporting flak. IF also makes the armed cruiser reliable damage dealers.


Venator I (90)

• Plo Koon (26)

• Flight Controllers (6)

• Intensify Firepower! (6)

• External Racks (4)

• XI7 Turbolasers (6)

• Tranquility (3)

= 141 Points


Venator I (90)

• Clone Navigation Officer (4)

• All fighters, Follow Me! (5)

• External Racks (4)

• XI7 Turbolasers (6)

= 109 Points


Pelta Transport Frigate (45)

• Hondo Ohnaka (2)

• Munitions Resupply (3)

= 50 Points


Squadrons:

• 5 x ARC-170 Starfighter Squadron (75)

• Anakin Skywalker (Delta-7) (24)

= 99 Points


Total Points: 399


This one is a bit light on squadrons for a Plo Koon list, but if you have not had the opportunity to use Plo Koon with XI7 you must bathe in the living waters beneath the mines of Mandalore this is the way. Your Ven Is will wreak things when they get into close range and having your ARC-170 speed 3 and locking down redirects things are going to hurt having Anakin Pick at the sides of a squad ball while your ARCs take most of the beating and counter 1 will wear down almost any squadball especially with Anakin splash damage.


While close range has differently fallen out of favor recently I can’t help but lean into it. How have you made close-range work for you in the current state of armada? What are some of your favorite close-range lists? How do you think close range could make a comeback? Until next time have a great week!


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