300 pt rebel, squadron based. That's no moon, that's . . . wait, it's a moon.

By willismaximus, in Star Wars: Armada Fleet Builds

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So, the idea here is to invest in squadron potential. Both ships have abilities that aid and protect the fighters until you are ready to unleash them on your opponent. Gallant haven makes your nearby squadrons basically immune to most anti-squadron weaponry on ships. The AF is meant to protect your squadrons until it is able to punch a hole into the defender's shields with X-17 lasers. ECM helps protect it while it does so. Once you see a ship's bare hull, thats when the fighter commands start coming out. Awings are for anti-fighter duty. Bwings go for the ship. Xwings help awings if they need it, otherwise help the bwings. Adar allows one squadron to activate again during the normal squadron phase. Neb B is going to stay near the AF. Yavaris is more to help protect from your opponent's fighters, allowing your squads to shoot twice if they dont move when using squad command. Not much it can do to help bombers without getting too close to opponents ships.

9 pts under. If opponent chooses most wanted, pick the juiciest ship, go balls out on it, then retreat. If fleet ambush, do the same (divide and conquer, or get ahead on pts and run). Superior positions, send those squadrons to the butts of your opponent and watch the victory tokens pile up.

Possible changes: Trade neb b for another AF B, but no upgrades. Comes to 293 pts. Unsure of the neb's impact on the match.

The game ends when your ships are destroyed. As such with only a couple of games at 180 points I have to ask will you keep two small ships going for the 6 turns?

Assault Frigate has some definite survivability and it's a medium ship.

Edited by Toqtamish

i like it.... looks a lot like my build but someone out there pointed out that for the gallent haven to work fighters need to be at range one, and that is close

Edited by Kimbo81

i like it.... looks a lot like my build but someone out there pointed out that for the gallent haven to work fighters need to be at range one, and that is close

Youre right, that's why I said it's just to give them cover until they are ready to unleash. Fighters can always fly back to the af once they do their job.

i like it.... looks a lot like my build but someone out there pointed out that for the gallent haven to work fighters need to be at range one, and that is close

Youre right, that's why I said it's just to give them cover until they are ready to unleash. Fighters can always fly back to the af once they do their job.

Indeed, imagine you've had a few squads of fighters finish off a tough dogfight, well they can then just limp back to range 1 of the Haven and hide there the rest of the game if necessary, denying victory points.

sounds like a lot of rounds to get that done.... but time will tell