Opinions of the Nebulon B

By ficklegreendice, in Star Wars: Armada

Hey guys,

I'm sitting here itching to play Armada but I'm not getting another game in till sunday <_<

as such, I've been playing on Fab's Fleet generator instead of being productive :P and I've found I really want to get a "Salvation" Nebulon running with good ole Raymus. It seems like it'd pack quite the punch!

Problem is, my limited Armada experience doesn't give me much to gauge the Neb's performance with. So far, all it's been flown off the board once (went speed 3 out the gate and never issued a navigation command :D) and then went head on against a victory, managing to slip by thanks to remembering that navigation commands existed. It was surprisingly durable, but I remember being a little sad that it was so piddly on the sides and rear (a problem that will continue with the Salvation)

How have you guys been enjoying the Neb?

Never fly the nebulon at high speed unless you're planning to get out of a VSD's front arc.

I use my Nebs at first as long range snipers, keeping them at spd 1. Their front arc is narrow, but with 3 red dice, they equal a VSD's front arc firepower at long range. Use that to your advantage to trade fire with VSD 1s, however, prepare a turn ahead to speed up and try to dash past that front arc into its sides once you get into medium range. But, don't be afraid to slug it out once a target has been weakened. You have a decent engineering value on the nebs that will allow you to repair and still turn around to fight before the VSD turns.

Use two of them at long range and you'll outshoot a single VSD, while the other ships try chasing your CR90.

Make sure you use whatever upgrades you put on them, because with their weaknesses, you need to use any advantage you can get.

The 2 blue squadron attack dice are deceptive on the Escort frigate because it's difficult to use offensively since you shoot before you move. Keep your X-Wings close and bait the tie fighters in to engage your X-Wings, or if they don't take the bait, use a squadron command to move in 2 X-Wings to engage, then move in on them, Then next turn unleash the anti-squadron fire. It can be worth it to burn a turn on just fighter shooting since clearing those allows your numerically smaller X-Wings to start contributing to ship to ship fights.

Hey guys,

I'm sitting here itching to play Armada but I'm not getting another game in till sunday <_<

as such, I've been playing on Fab's Fleet generator instead of being productive :P and I've found I really want to get a "Salvation" Nebulon running with good ole Raymus. It seems like it'd pack quite the punch!

Problem is, my limited Armada experience doesn't give me much to gauge the Neb's performance with. So far, all it's been flown off the board once (went speed 3 out the gate and never issued a navigation command :D) and then went head on against a victory, managing to slip by thanks to remembering that navigation commands existed. It was surprisingly durable, but I remember being a little sad that it was so piddly on the sides and rear (a problem that will continue with the Salvation)

How have you guys been enjoying the Neb?

With enchanced armament if you angle it (which isnt hard) you can fire 5 red 1 blue dice but you must watch out becouse than you expose your 1 shield side.

If you want Salvation, try XX9 turbolasers or X17 turbolasers.

Nebulons are great multi-purpose second violin ships: you can build them as an anti-starfighter ship (Escort Frigate), auxiliary carrier (Escort Frigate, Yavaris), long range artillery gunship (especially Salvation) or technical support ship (Redemption).

Point your prow to them Star Destroyers and don't get too close.

I'm not sure how I feel about the Nebulons. I think they're really too fragile to be doing a lot of fighting... their side arcs are REALLY exposed, and the only good capital combat for them is basically while their front arc is facing the enemy. Those wide side arcs are really only good for anti-fighter attacks. Once the assault frigates come in I don't think we'll see a lot of people using Nebulons excpet in supporting roles.

So, my thoughts:

Support frigate - outfit with some good cannons and maybe some fleet support options. Stick them on the flanks, aim at the enemy, maybe flanking the MC cruisers eventually and assault frigates when they get in. Useful only as long-range attackers at slow speed.

Escort Frigate - Configure to coordinate and command fighters, or maybe as your dedicated anti-fighter platform. Stick this at the center-back of your formation, in reserve, with rapid-response fighters to cover for your capital ships. If enemy bombers/fighters advance on your proper capitals, jump them with a fighter command and use an anti-fighter barrage to clean up any skips. Rinse and repeat.

In either case, once your side arcs become exposed to the enemy your frigates are not going to last for long. No shield redirecting means you can't use the more powerful front and back shields without spending some engineering tokens to move them. And shield 1 is almost nothing.

I hope an equivalent mod to X-Wing's "Shield Upgrade" eventually comes out, to help keep the Neb relevant.

did you just say second violin? lol

I hope an equivalent mod to X-Wing's "Shield Upgrade" eventually comes out, to help keep the Neb relevant.

It doesnt have defense upgrade slot sadly

I've mainly used it as an escort frigate with Yavaris and Raymus for a 3 squad command most turns - once you get those Xs close to a cap ship to make use of the Yavaris two attacks, they can really do some damage (especially with Luke). Followed up by a couple of ships firing, I took out a VSD using this tactic and boy did that feel good :)

Using this combo, I've usually gone with 6 squadrons, plus 2 other cap ships (been trying different builds but not settled on one yet).