While tourneys are still 180, rebels and squadrons?

By swissjak, in Star Wars: Armada Fleet Builds

Has anyone messed around with 180pt rebel lists that only use ships? Like two nebs and dodonna's pride? It is a thought I am tinkering with and I'm curious how feasible it'll be.

Three corvettes with no squadrons is my favourite at the moment

I'm really torn about this. Only having two core sets (corsets, heh) I find that Imp lists flow more naturally at 180 than rebel ones do.

I've made two but I'm dubious of how well they will function.

Rebels - focus on Dodonna ability:

Neb B Escort + Dodonna (77)

Corvette B + Engineering Team + Title (50)

Luke

2x Xwings

Total = 173

Objectives: Precision strike, Hyperspace assault, Dangerous Territory

Rebels - Raw anti VSD firepower

Neb B Support + Dodonna (71)

Neb B Escort (57)

Corvette B + Title (45)

Total = 173

Objectives: Most Wanted, Intel Sweep, and I can't decide between Fire Lanes or contested outpost.

Thoughts?

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

Truegreek's post above and my response below are from another topic but relevant to your question I think.

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.

Edited by An Irishman

I'm really torn about this. Only having two core sets (corsets, heh) I find that Imp lists flow more naturally at 180 than rebel ones do.

I've made two but I'm dubious of how well they will function.

Rebels - focus on Dodonna ability:

Neb B Escort + Dodonna (77)

Corvette B + Engineering Team + Title (50)

Luke

2x Xwings

Total = 173

Objectives: Precision strike, Hyperspace assault, Dangerous Territory

Rebels - Raw anti VSD firepower

Neb B Support + Dodonna (71)

Neb B Escort (57)

Corvette B + Title (45)

Total = 173

Objectives: Most Wanted, Intel Sweep, and I can't decide between Fire Lanes or contested outpost.

Thoughts?

1st List:

With enough Tie-fighters to screen your 3 x-wing (or however many manage to survive the swarm) won't likely play a strong role in taking down the enemy Vic SD. IMHO.

2nd List:

Your second list is good, but without a second Neb B Escort beware Most Wanted as enemy squadrons will all get 1 extra die when attacking the objective ship. Especially scary when facing a swarm of Tie fighters.

Edited by An Irishman

2nd List:

Your second list is good, but without a second Neb B Escort beware Most Wanted as enemy squadrons will all get 1 extra die when attacking the objective ship. Especially scary when facing a swarm of Tie fighters.

Honestly, Most Wanted is a bluff in that list, as I feel I'd benefit more with have the Nebs roll 4 red dice at the Vic. And depending on the amount of TIEs, I could name the corvette my objective ship and have it run out of range of the squadrons.

But yeah, overall, it does feel that at 180 the rebels don't gain much by trying to participate in the squadron race.

For a Core game, Rebels fielding only capital ships is fairly feasible (depending on objectives of course), since basic Tie fighters are weak against capital ships and can get torn apart by the guns on a Neb B Escort.

Imperials, on the other hand, absolutely CANNOT play without a Tie escort. Four X-Wings (or worse: 3 X-Wings and Luke) can rip capital ships apart.

This is a list I am planning to take to a tournament on may 4th. I think it'll be good for the next 2-3 weeks or so.

I played it last night against a real opponent for the first time. Objective was Opening Salvo, vs a decked out Vic 1. The game lasted almost 3 turns. (1 turn to move forward, 1 turn to exhaust my opening salvo + concentrate fire dial, and 1 turn clean up)

I think the biggest weakness this list will have is the mirror match against rebels, especially a squadron heavy rebel build. My plan for those matchups is to hit the opposing NebB as hard as possible to neuter the squadron commands and make it easier to avoid the x-wings with bomber.

I've played about a dozen matches against myself. Nearly undefeated against various imperial builds at 180. About 50/50 vs rebels, having first turn vs rebels bumps the win percentage closer to 80%

I'm anticipating that 2 of my 3 matches at the tournament will be against imperials. The Vic is easy enough to hit hard with 3 ships, and any tie fighters can be swatted aside with 2 escort frigates.

When wave 1 hits and tie bombers arrive, this will be a bad list, but I think it'll be a good one for the next few weeks.

When wave 1 hits and tie bombers arrive, this will be a bad list, but I think it'll be a good one for the next few weeks.

And when wave 1 hits the official tourney size will be 300, which changes everything. 100 points worth of various new types of squadrons gives us a reason to field them en masse :)

If you have access to it, 4 CR-90's B and Dodana comes to 176 points. It's darn near impossible for most imperials to deal with if well played.

I won a 180 point tournament with Rebels yesterday. Initially I had planned on running the 4x CR90b build but couldn't get get hold of the last CR90 so ended up using three CR90b's and three x-wings.......and I'm delighted that the x-wings were included!

Against Imperials the x-wings probably didn't add much over the fourth CR90, however if you can kill the enemy fighters they are essentially immune to the victory.

The real strength of the x-wings was in rebel vs rebel matches. In this case they were brilliant for putting attacks precisely where I wanted them (e.g. the flank of Neb-B's). With increased ability to turn the rebel opponents would sometimes turn their hull zones with exhausted shields away from my capitals.......but they cant run from the x-wings.

In the run up to the event I played two practice games with the quad CR90b list, it works really well if you can get the star destroyer to move into your range, but can get taken appart if the victory gets to fire first (assuming a victory II with dominator).

Also, dont under estimate TIE fighters. They arent as good as x-wings against ships, but each one still has a 50:50 chance of doing damage, they have a long strike range, and they will be hitting your ships where it hurts most.

I think some of the cards in the Neb B expansion like Salvation would be needed.