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Unleashing the Beast: The First GAR List






Back in August, FFG made a handful of the upcoming Republic/Clone Wars cards public knowledge. This was something that I had been looking for as I am eager to get list building with these new ships/cards, and share those lists with you all.


As a playtester, I was aware of these items for some time and I am hugely excited to play as the Republic. As I stated HERE, they feel designed for my playstyle. However, when making the previous list, I couldn’t share some of the card pairings and concepts that I hoped to. Well, that challenge is (partly) gone now, so without further ado.

The No Longer Early List 2.0



The Carrier

Much like my last list, an ACC1 is an auto-include to push squadrons. Double offensive retrofit slots allows for fun card combinations. FFG recently shared Hyperspace Rings and I will touch on this card more in the future (spoilers: It’s fun!) however at this stage I am going to stick with my previous carrier setup, plus a new title Nevoota Bee.


Here are my thoughts on the ACC1 as a carrier from back in August:

With two offensive retrofit slots and a natural squadron value of 3, the Acclamator-1 makes for a neat carrier platform. Able to follow it’s fighters into the fray and throw black dice at anything that gets too close, the ACC-1 will likely have a place in all of my Republic lists for a while (until we get a Venator…. Oh boy I can’t wait for that!)




Acclamator I-class Assault Ship

66


  • Nevoota Bee
    • 5
  • Flight Controllers
    • 6
  • Expanded Hangar Bay
    • 5
  • Boosted Comms
    • 4
  • Clone Navigation Officer
    • 4



‘The Bash Brothers’ (just got better!)

Much like my last list, after the carrier, our ship grouping is rounded out by two Acclamators each looking to duke it out with my opponent’s ships.

In the previous list, these two, non-carrier, Acclamators were Acclamator 1’s but with the ACC2 now spoiled, switching to that platform just makes sense.


At 71 points (a 5 point increase), the added ‘cost’ is well worth it, for two reasons:


The blue dice providing MUCH needed accuracy potential.


An all important defensive retrofit slot.





This leaves the two ACC2’s, equipped in the following manner:




Acclamator II

71


  • Bail Organa
    • 28
  • Clone Gunners
    • 4
  • Swivel Mount Batteries
    • 8
  • Clone Navigation Officer
    • 4
  • APT
    • 5


Acclamator II

71


  • Clone Gunners
    • 4
  • Swivel Mount Batteries
    • 8
  • Clone Navigation Officer
    • 4
  • APT
    • 5


Design Thoughts:


Swivel Mount Batteries (SMB) + APT = Long range nastiness

With SMB allowing for a Sato-like long range ordinance threat, APT is a must. The prospect of throwing 3 red dice, 2 black dice (via a Con dial) and a guaranteed accuracy via Clone Gunners, that’s gnarly!



Clone Gunners + CNO

Clone Navigation Officer will be very helpful here. With each of my Bash Brothers needing con-fire tokens to fuel Clone Gunners, and Nevoota Bee wanting to activate as many squadrons as possible (5 with a token + Expanded Hangar Bays), CNO is such a valuable officer choice.


Now, when I can get Munitions Resupply in play, maybe via a flotilla or Pelta, I’ll have to readdress my reliance on CNO and explore whether that is a better token solution.


So, considering the above three ships, the goal for our trio of Acclamators is to follow our squadron wing into the fray. If we can use CNO early in the game to spread con-fire tokens to our ships, dial up crucial squadron commands at the right time, and, with Bail allowing each ship to make crucial navigational adjustments, we could be in for a good time!


The Squadron Wing





Class

Cost


  • V-19 Torrent Squadron
    • 12
  • V-19 Torrent Squadron
    • 12
  • V-19 Torrent Squadron
    • 12
  • V-19 Torrent Squadron
    • 12
  • V-19 Torrent Squadron
    • 12
  • V-19 Torrent Squadron
    • 12
  • V-19 Torrent Squadron
    • 12
  • V-19 Torrent Squadron
    • 12



I STILL want the Republic Y-Wing FFG!


Last time around, our squadron wing included a mix of both V-19 Torrent fighters and Delta-7 squadrons. However, I needed points to spare in order to pay for the more expensive ACC2 variant and other cards (SMB, etc.), thus, we’re now flying a simple 8-pack of V-19 Torrents.





Final Thoughts


I am really excited for the ACC2. I think the ACC1’s mix of red dice and black dice is certainly sub-optimal. It’s like having a tuxedo and flip flops in your closet, they just don’t quite mix and the situation you’re in will be more suitable for one, than the other. The ACC2 solves this and seems to be the more obvious choice for a ship-of-the-line that’s looking to win shootouts.


Again, this list likely gets whooped by many of the lists that are “competitive” in terms of the meta. Nevertheless, I cannot wait to play with new toys!



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