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The Obligatory Rapid Reinforcements AMM

So I was surprised when out of the blue this week we got new Star Wars Armada content, in the form of an official print and play expansion called rapid reinforcements I. With this new content, all factions get one new ship and 3 of the 4 get a new squadron. I am sure most people have already seen the squads and ships so let's just get to my thoughts. First up the Empire.


The empire gets a Venator very similar to the Venator II but with fewer squadrons and dropping out an offensive retrofit for a second ordnance slot. Seams like it is meant to represent the shift in Imperial doctrine from squadron to big ship firepower. It is unique meaning you can only have one in each Imperial fleet again I think this probably provides some balance as Motti triple Vens does not seem like a super fun thing to deal with with the native salvo and all that, but also has a thematic angle with the ship being phased out by the empire.





So is it good and what is the role of this ship? Well, its fairly versatile you could use it as a small ship hunter.


Venator II (100)

• Ordnance Experts (4)

• Electronic Countermeasures (7)

• External Racks (4)

• Assault Proton Torpedoes (4)

• H9 Turbolasers (8)

= 127 Points


Or you could make it a big ship killer.


Venator II (100)

• Ordnance Experts (4)

• Electronic Countermeasures (7)

• External Racks (4)

• Expanded Launchers (13)

• XI7 Turbolasers (6)

= 134 Points


Another but a bit more strange option is you could completely gear it toward ruining a squadron's day.


Venator II (100)

• Ordnance Experts (4)

• Electronic Countermeasures (7)

• Flechette Torpedoes (3)

• Ordnance Pods (3)

= 117 Points


Another option is a Salvo boat this is the only Empire ship that can take salvo after all though it can not take flak guns so no extended range.


Venator II (100)

• Emperor Palpatine (3)

• Local Fire Control (4)

• Electronic Countermeasures (7)

• External Racks (4)

• DBY-827 Heavy Turbolasers (3)

= 121 Points


A lot of people have compared this to a Kuat and I think that is fair. It is not quite as durable as a Kuat, but does have access to a turbolaser slot that the Kuat lacks. I think that will be the main factor when picking this or a Kuat how valuable is the turbolaser slot to you?


It should also be noted this is a Star Destroyer so it is another platform for Seventh Fleet and that is for sure not a bad thing for the Empire and maybe we will start to see that title a bit more often.





The squadron the Empire got was Darth Vader in a Tie Defender. In short, he is amazing he is Maarke Steel with rouge and higher damage ceilings, particularly against ace squadrons. Rouge makes him unable to synergize with Sloan and that might push imperial bombers back into a more competitive place I know I am really excited to try that, but no matter where you put Darth Vader he will do work for you, but now it's all about what Darth Vader do you take?


Venator II (100)

• Admiral Ozzel (20)

• Ruthless Strategists (4)

• Electronic Countermeasures (7)

• Ordnance Pods (3)

• External Racks (4)

= 138 Points


Raider I (44)

• Ordnance Experts (4)

• External Racks (4)

= 52 Points


Arquitens Command Cruiser (59)

• Linked Turbolaser Towers (7)

= 66 Points


Gozanti Cruisers (23)

= 23 Points


Squadrons:

• 4 x TIE Bomber Squadron (36)

• Colonel Jendon (20)

• Darth Vader (TIE Defender) (25)

• Maarek Stele (21)

• Mauler Mithel (15)

= 117 Points


Total Points: 396





Quasar Fire II (61)

• Ruthless Strategists (4)

• Flight Controllers (6)

• Boosted Comms (4)

• Pursuant (2)

= 77 Points


Arquitens Light Cruiser (54)

• General Romodi (20)

• Linked Turbolaser Towers (7)

= 81 Points


Arquitens Light Cruiser (54)

• Linked Turbolaser Towers (7)

= 61 Points


Gozanti Cruisers (23)

• Bomber Command Center (8)

= 31 Points


Gozanti Cruisers (23)

• Admiral Chiraneau (10)

= 33 Points


Squadrons:

• Darth Vader (TIE Defender) (25)

• Colonel Jendon (20)

• Maarek Stele (21)

• Mauler Mithel (15)

• 4 x TIE Bomber Squadron (36)

= 117 Points


Total Points: 400


Next up is the rebellion and they got one of the most unique ships in the game not only is it unique but it's got 2 officers 2 weapon teams 2 offensive retrofit and 2 support teams and comes in at 95 points. This lets you do a lot of really weird things it also has a max speed of 2 and its yaw is not great it also drops the contain for an evade.





If you are spamming navigate you can take engine techs and nav teams with Raymus to fix that navigation problem then slap on vet gunners for bad rolls and call it a day the double arc from even a bare bone providence is not something you want to be taking.


Providence Carrier (95)

• Ray Antilles (7)

• Veteran Gunners (5)

• Nav Team (4)

• Engine Techs (8)

= 119 Points


Another thing people seem excited about is the ET FCT combo that lets you use FCT twice to really push squads out there making this effectively the rebel's squall. You probably want to tack on expanded hanger bays and I think adding in boarding troopers can add some extra threat to its ship-to-ship firepower.


Providence Carrier (95)

• Lando Calrissian (4)

• Ray Antilles (7)

• Flight Controllers (6)

• Expanded Hangar Bay (5)

• Boarding Troopers (3)

• Fighter Coordination Team (3)

• Engine Techs (8)

= 131 Points


I think another thing to think about it it can take two boarding teams and I dont think that should be something that is overlooked. To dump both on the same turn you need a token and a dial but I think Shirv and boarding troopers would be just devastating prior to a double arc.


Providence Carrier (95)

• Weapons Liaison (3)

• Ray Antilles (7)

• Boarding Troopers (3)

• Shriv Suurgav (6)

• Nav Team (4)

• Engine Techs (8)

= 126 Points


I also dont think the Ackbar potential should be overlooked you can put both Gunnery teams and Caitken and Shollan. If they dont close on you your evade will get a lot of damage mitigation done if they do you start hitting them harder and harder.


Providence Carrier (95)

• Gunnery Team (7)

• Caitken and Shollan (6)

= 108 Points


You could also build a kind of weird support ship.


Providence Carrier (95)

• Ray Antilles (7)

• Veteran Gunners (5)

• Phylon Q7 Tractor Beams (6)

• Cham Syndulla (5)

• Projection Experts (6)

• Auxiliary Shields Team (3)

= 127 Points


This ship also provides the rebels a cheaper double salvo ship than the Starhawk though it is unable to take DBYs


Providence Carrier (95)

• Veteran Gunners (5)

• Local Fire Control (4)

• Flak Guns (3)

= 107 Points


Put in short I think there are a lot of really cool options for the Providence and while most think agate is stapled to it I think while she is a very good commander for this ship she is not the only option.





For the squadron rebels get Hera this time in an X-wing and when activated she gives other escort squadrons adept 1 and that will probably bring X-wings back into the game in a way they have not been before. While that means Biggs balls I think X-wings will also appear in other scenarios. Hera is good and she breathes new life into an iconic rebel squadron.


Providence Carrier (95)

• Commander Sato (27)

• Lando Calrissian (4)

• Ray Antilles (7)

• Ordnance Experts (4)

• Nav Team (4)

• Engine Techs (8)

= 149 Points


Assault Frigate Mk2 A (81)

• Walex Blissex (5)

• Ordnance Experts (4)

• Reactive Gunnery (4)

• DBY-827 Heavy Turbolasers (3)

• Paragon (5)

= 102 Points


GR-75 Medium Transports (18)

• Expanded Hangar Bay (5)

= 23 Points


GR-75 Medium Transports (18)

• Expanded Hangar Bay (5)

= 23 Points


Squadrons:

• Hera Syndulla (X-wing) (23)

• Jan Ors (19)

• Biggs Darklighter (19)

• 3 x X-wing Squadron (39)

= 100 Points


Total Points: 397





Providence Carrier (95)

• Garm Bel Iblis (25)

• Weapons Liaison (3)

• Shriv Suurgav (6)

• Boarding Troopers (3)

• Nav Team (4)

• Engine Techs (8)

= 144 Points


Pelta Assault Ship (56)

• Ahsoka Tano (2)

• Intensify Firepower! (6)

= 64 Points


Nebulon-B Support Refit (51)

• Spinal Armament (9)

• Salvation (7)

= 67 Points


MC30c Torpedo Frigate (63)

• Ordnance Experts (4)

• External Racks (4)

• H9 Turbolasers (8)

• Foresight (8)

= 87 Points


GR-75 Medium Transports (18)

• Comms Net (2)

= 20 Points


Squadrons:

• 2 x Z-95 Headhunter Squadron (14)

= 14 Points


Total Points: 396


Next up is the republic victory. It drops its turbolaser for second ordnance and gains a support team slot it also drops one of its redirects for a salvo. I think its a fine ship and because its a star destroyer it can take spah-t this ship is going to really be filling one of two rolls. Brawler or ARC-170 pusher.





For the Brawler I think you have two trains of thought Spaht or Expanded launchers and for the GAR the victory is a double arc ship first lets look at sphat.


Victory I (75)

• Clone Captain Zak (5)

• Engine Techs (8)

• Ordnance Experts (4)

• SPHA-T (7)

• Assault Proton Torpedoes (4)

• External Racks (4)

= 107 Points


Okay so with this once you have the close-range double arc you hit out the side with Spha-t and Captian Zak for 7 total dice then dump ex-racks out the front for 8 dice for a 107 point ship that is some crazy output APT or ACM for even more damage.


Victory I (75)

• Clone Captain Zak (5)

• Engine Techs (8)

• Ordnance Experts (4)

• Expanded Launchers (13)

• External Racks (4)

= 109 Points


For 2 more points, you get expanded launchers this gives you 8 out the front and with exracks out the side and Zak you get 6 so not quite as many dice but you do have a higher ceiling because of dice type, and you are not needing to invest points in other places to get con fire tokens to ready spha-t so I think both are viable its just a mater of what you want or can do in your list.


It can also take FCT for pushing arcs and even build the victory to support them while still being a treat to ships.


Victory I (75)

• Fighter Coordination Team (3)

• Ruthless Strategists (4)

• Ordnance Pods (3)

• External Racks (4)

= 89 Points


These are the places where the victory will shine there is some overlap with the Clam but the Clam II is the better flagship option as it is far more durable, and the Clam I is a far cheaper squadron pusher its only FCT that makes the vic appealing in that role. So I think the republic victory is in a good spot able to hit much harder in a brawler role than the Clam, but more expensive than both Clams and more fragile than the Clam II. As a bit of a side note I really like Adi Gallia on the Vic to help utilize all its shields so her or Zak are both great picks for an officer slot.





The republic gets Anakin Skywalker in a delta-7 his y-wing counterpart is all about killing ships and this one is all about killing squads. When he damages a squadron he can splash 1 damage to two squadrons at distance 1 of the attacked squadron (including itself) this can get pretty nuts and can melt scatter aces really fast. He makes Anakin y-wing a less auto-include but you are probably going to see one form of Anakin or another in most GAR lists.


Venator I (90)

• Bail Organa (28)

• Clone Captain Zak (5)

• Ordnance Experts (4)

• Intensify Firepower! (6)

• Expanded Hangar Bay (5)

• Assault Concussion Missiles (5)

• Tranquility (3)

= 146 Points


Victory I (75)

• Adi GAllia (3)

• Engine Techs (8)

• Ordnance Experts (4)

• SPHA-T (7)

• External Racks (4)

• Assault Concussion Missiles (5)

= 106 Points


Pelta Transport Frigate (45)

• Munitions Resupply (3)

= 48 Points


Pelta Transport Frigate (45)

• Munitions Resupply (3)

= 48 Points


Squadrons:

• 4 x V-19 Torrent Squadron (48)

= 48 Points


Total Points: 396





Venator II (100)

• Luminara Unduli (25)

• Local Fire Control (4)

• Reinforced Blast Doors (5)

• External Racks (4)

• DBY-827 Heavy Turbolasers (3)

• Tranquility (3)

= 144 Points


Venator I (90)

• Adi GAllia (3)

• Local Fire Control (4)

• Intensify Firepower! (6)

• External Racks (4)

• DBY-827 Heavy Turbolasers (3)

= 110 Points


Pelta Transport Frigate (45)

• Projection Experts (6)

• Munitions Resupply (3)

• Reactive Gunnery (4)

• TB-73 (5)

= 63 Points


Squadrons:

• Anakin Skywalker (Delta-7) (24)

• Axe (17)

• Kickback (16)

• Ahsoka Tano (23)

= 80 Points


Total Points: 397





Lastly, the CIS got a Gozanti Flotilla that is the same in every way but the upgrade slots and point cost it got an Officer, weapons team, and Ion cannon slot and got a point hike to 27 points. So with blue dice, it can do some silly things with both TF and Mar Tuk. If a ship has 2 raid tokens this 27 point ship can throw 3 black and 1 blue with a con fire command. With Mar Tuk it can become a kind of weird corvette. Kraken also makes this interesting giving it the ability to easily get off blue crits like HIE. This ship is also a godsend for Admiral Trench as he can now have a decent number of ships in his lists. Here are a few builds I think you will see as common among CIS Gozanti.



Gozanti Cruisers (27)

• High-Capacity Ion Turbines (8)

= 35 Points


This is simple I think it will be most seen with TF as it makes the one TF super shot just a bit more super. But more dice is never a bad thing.


Gozanti Cruisers (27)

• Weapons Battery Techs (5)

• Heavy Ion Emplacements (9)

= 41 Points


This is the all-purpose blue crit ship pretty expensive for a Goanti Kraken makes it more manageable by not having to take WBT.


Gozanti Cruisers (27)

• Ruthless Strategists (4)

= 31 Points


It's a cheap ruthless platform and that can really swing the squad game into your favor factor in general grievous as a commander and you got something really interesting.


Gozanti Cruisers (27)

• Tikkes (2)

• Flight Controllers (6)

= 35 Points


Something like this makes a mean pocket carrier 3 flight-controlled squadrons for only 35 points.


Recusant Light Destroyer (85)

• Admiral Trench (36)

• Ordnance Experts (4)

• External Racks (4)

• Linked Turbolaser Towers (7)

• Patriot Fist (6)

= 142 Points


Hardcell Transport (47)

• Bomber Command Center (8)

= 55 Points


Gozanti Cruisers (27)

• Tikkes (2)

• Flight Controllers (6)

• Heavy Ion Emplacements (9)

= 44 Points


Gozanti Cruisers (27)

• Rune Haako (4)

• Flight Controllers (6)

• Heavy Ion Emplacements (9)

= 46 Points


Squadrons:

• General Grievous (22)

• Phlac-Arphocc Prototypes (19)

• DIS-T81 (17)

• Droid Tri-fighter Squadron (11)

• 4 x Hyena Droid Bomber Squadron (44)

= 113 Points


Total Points: 400





Munificent Star Frigate (73)

• Kraken (30)

• Wat Tambor (5)

• Medical Team (1)

• Thermal Shields (5)

• Point Defense Ion Cannons (4)

• Linked Turbolaser Towers (7)

• Tide of Progress XII (2)

= 127 Points


Munificent Comms Frigate (70)

• Reserve Hangar Deck (3)

• Linked Turbolaser Towers (7)

= 80 Points


Munificent Comms Frigate (70)

• Reserve Hangar Deck (3)

• Linked Turbolaser Towers (7)

= 80 Points


Gozanti Cruisers (27)

• Ion Cannon Batteries (5)

= 32 Points


Gozanti Cruisers (27)

• Ion Cannon Batteries (5)

= 32 Points


Squadrons:

• 6 x Vulture Droid Fighter Squadron (48)

= 48 Points


Total Points: 399


What are you most excited about in the Rapid reinforcements? What do you think of the new content we got? Until next time have a great week!


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