180 point Rebel Biulds...

By Tentacle Tickler, in Star Wars: Armada Fleet Builds

I know it's only relevant for a month, but I am curious what other admirals are brewing up.

I've tried
CR90b
Dodonna
Leia
Dodonna's Pride

NebulonB Frigate
*Redemption

Luke
Xwing x2

Honestly I'm not sure about the whole Redemption thing ... the intention is that it will help the CR90 repair ... but it's been hit or miss ... I do not engage the tie instead I escort the Frigate and keep my army as a pack with the fair amount of Squadron dice ... and when the Ties are weakened give a squadron order and go to town I find moving the fighters out to attack te Ties is a losing scenario for me the most part. Unless I get a squadron action and move several Xwing right into Howl Runner.

Honestly I'm not sure about the whole Redemption thing ... the intention is that it will help the CR90 repair ...

The Redemption is friendly unto itself. In the rules p6;

Friendly and Enemy

All ships and squadrons in the same fleet are friendly to

each other. All ships and squadrons in an opposing fleet

are enemy ships and squadrons.

• A ship or squadron is friendly to itself and can be

targeted by an effect that specifies a friendly target

unless it explicitly specifies “another” ship or squadron.

p7

A ship or squadron is always at close range and distance

1 of itself.

The Redemption is also helping itself! :)

Edited by wjgo

I've found that

Escort Frigate

Dodonna

CR-90A

Luke

3xX-wing

to be most the most effective.

Yeah, I agree with the cheese deity..

E Frig w/ GenDon

The 90a

Luke+3x's

Just a solid min/max list that can work well as long as the commander plays to the strengths and weaknesses of their list and their opponents

How about this:

Nebulon Support Refit
Dodonna

CR90 B
Dodonna's Pride
Leading Shots

Luke
3x X-Wing

I haven't had an opportunity to try it, but a friend used a cr90a, cr90b dodonnas pride, and escort frigate with dodonna. The idea was that at 180 3-4 x wings won't accomplish as much damage potential as a corvette, and without tie bombers or advanced to worry about, he wouldn't need any anti fighter his escort frigate wasn't already providing. With 3 capital ships he could consistently put pressure on the victory, and with some lucky crits kill it, but the main plan was to wipe the fighters and pick up a victory token or two to win without a casualty

How about:

Nebulon-B Escort Frigate (57)

Redemption (8)

General Dodonna (20)

CR90 Corellian Corvette B (39)

Dodonna’s Pride (6)

Luke Skywalker X-wing Squadron (20)

X-wing Squadron (13)

X-wing Squadron (13)

Keep Skywalker and X-wing with the Nebulon-B and the other X-wing next to the Corvette B. The Dodonna's Pride with 3 blue dice should give you a good shot at doing some nasty face up damage cards.

How about:

Nebulon-B Escort Frigate (57)

Redemption (8)

General Dodonna (20)

CR90 Corellian Corvette B (39)

Dodonna’s Pride (6)

Luke Skywalker X-wing Squadron (20)

X-wing Squadron (13)

X-wing Squadron (13)

Keep Skywalker and X-wing with the Nebulon-B and the other X-wing next to the Corvette B. The Dodonna's Pride with 3 blue dice should give you a good shot at doing some nasty face up damage cards.

In a core set game, you want the extra X-Wing squad - Luke needs to tear shreads off the enemey capital ship/s, so you need the other X-Wing to screen him.

Hello

After playing 10 games with armada (loving it) I loose every time. I play rebels and loose everytime to the victory 1 and 2 class destroyer. Last time the victory 1 broke my nebulon escort in half and destroyd the front of my CR90 in one turn. The guy im playing with always have the dominator and gunnery upgrade, rockets upgrade on victory 1. Its a killer close range. Looking forward to get my second core set, so I can build bigger fleet, but then 2 destroyers come. So is there any good tactic for the rebels. I have buildt a new rebel fleet 180p that I will try out.

Nebulon escort (57)

General dodona (20)

Redemption (8)

CR90 B (39)

Overload puls (8)

Dondonas pride (6)

3x xwing squadrons (13x3)

Tactic: Fly the CR90 full speed on the side to try and get behind the victory and attack from the rear. Fly the nebulon behind the xwing to help take out some tie fighteres, then try to go behind the victory to help out CR90....Do what i can to stay away from the front of the victory at close range....OOohhh the horror of 3black, 3 red and 2 blue dice and perhaps concentrate fire dial or token. Or BOTH....

Any ideas, tactics. Need to find a way to get points to win over the empire. Or is the best tactic to stay far away;)

Edited by thomarum

Hello

After playing 10 games with armada (loving it) I loose every time. I play rebels and loose everytime to the victory 1 and 2 class destroyer. Last time the victory 1 broke my nebulon escort in half and destroyd the front of my CR90 in one turn. The guy im playing with always have the dominator and gunnery upgrade, rockets upgrade on victory 1. Its a killer close range. Looking forward to get my second core set, so I can build bigger fleet, but then 2 destroyers come. So is there any good tactic for the rebels. I have buildt a new rebel fleet 180p that I will try out.

Nebulon escort (57)

General dodona (20)

Redemption (8)

CR90 B (39)

Overload puls (8)

Dondonas pride (6)

3x xwing squadrons (13x3)

Tactic: Fly the CR90 full speed on the side to try and get behind the victory and attack from the rear. Fly the nebulon behind the xwing to help take out some tie fighteres, then try to go behind the victory to help out CR90....Do what i can to stay away from the front of the victory at close range....OOohhh the horror of 3black, 3 red and 2 blue dice and perhaps concentrate fire dial or token. Or BOTH....

Any ideas, tactics. Need to find a way to get points to win over the empire. Or is the best tactic to stay far away;)

At 180 with the smaller board its harder to use the rebels strengths, and it plays into the imperials.

With your list I'd take off dodannas pride, since you can only resolve one crit per attack, and overload pulse will be more beneficial in the long run.

If your looking for a way to out gun the victory class, ask to borrow your opponents rebel ships and run 3 capitals without fighters. Its a bit of a skew list, but gives you the dice you'll need to kill the victory class.

The game does change a lot at the 300 level, so don't worry about losing a lot right now. Once wave 1 hits there will be a lot more depth and options for the rebels that will offer many different play styles.

Hello

After playing 10 games with armada (loving it) I loose every time. I play rebels and loose everytime to the victory 1 and 2 class destroyer. Last time the victory 1 broke my nebulon escort in half and destroyd the front of my CR90 in one turn. The guy im playing with always have the dominator and gunnery upgrade, rockets upgrade on victory 1. Its a killer close range. Looking forward to get my second core set, so I can build bigger fleet, but then 2 destroyers come. So is there any good tactic for the rebels. I have buildt a new rebel fleet 180p that I will try out.

Nebulon escort (57)

General dodona (20)

Redemption (8)

CR90 B (39)

Overload puls (8)

Dondonas pride (6)

3x xwing squadrons (13x3)

Tactic: Fly the CR90 full speed on the side to try and get behind the victory and attack from the rear. Fly the nebulon behind the xwing to help take out some tie fighteres, then try to go behind the victory to help out CR90....Do what i can to stay away from the front of the victory at close range....OOohhh the horror of 3black, 3 red and 2 blue dice and perhaps concentrate fire dial or token. Or BOTH....

Any ideas, tactics. Need to find a way to get points to win over the empire. Or is the best tactic to stay far away;)

At 180 with the smaller board its harder to use the rebels strengths, and it plays into the imperials.

With your list I'd take off dodannas pride, since you can only resolve one crit per attack, and overload pulse will be more beneficial in the long run.

If your looking for a way to out gun the victory class, ask to borrow your opponents rebel ships and run 3 capitals without fighters. Its a bit of a skew list, but gives you the dice you'll need to kill the victory class.

The game does change a lot at the 300 level, so don't worry about losing a lot right now. Once wave 1 hits there will be a lot more depth and options for the rebels that will offer many different play styles.

Thats great to hear. We only have one core set right now. My friend uses my imperial ships. But next week i will have my second core set:) Really look forward to play with 300p. I have played lots of x-wing M. and I just love this game. The epic feel about it and I have pre-ordered some ships from wave 1;) You can see it in my signature:).......But I will remove dodonas pride and see if I could use something els.

going to steal the escort w/big-D, Cr90a, and Luke + X-wings list until the Wave 1 preorders come in ^_^

I haven't had an opportunity to try it, but a friend used a cr90a, cr90b dodonnas pride, and escort frigate with dodonna. The idea was that at 180 3-4 x wings won't accomplish as much damage potential as a corvette, and without tie bombers or advanced to worry about, he wouldn't need any anti fighter his escort frigate wasn't already providing. With 3 capital ships he could consistently put pressure on the victory, and with some lucky crits kill it, but the main plan was to wipe the fighters and pick up a victory token or two to win without a casualty

I played my first 180 point game last night and used the following list:

2 x Escort Frigate (2 x 57)

CR90a w/ Dodonna (44 + 20)

Total: 178 points

I liked Truegreek's idea that at 180 points including an extra capital ship provides a better firepower advantage over including X-wings. And my 2 escort frigates served as decent counters to enemy fighters.

My opponent was running a decked out Vic-I. He had included the Most Wanted objective so I chose that since I had more ships and thus should benefit more from it. The Vic-I is definitely a scary ship, but with so many black dice it was fairly easy to stay out of close range. I think a Vic-II with the additional range would have been harder to deal with.

Conclusion: We beat the hell out of each other and no capital ships were destroyed though the Vic-I had 5 damage cards and only 1 shield remaining. I stupidly split up my escort frigates so his tie fighters were a nuisance, but I won the game by destroying 1 enemy tie fighter.