Wave 1 Rebel Meta thinktank

By Killionaire, in Star Wars: Armada

I've heard there are no stupid questions (Who lives in pineapple under the sea then?) so I decided to ask:

What's so good about Leia?

I really don't dig it. Could somebody explain to me how to use her effectively?

She is great on a CR-90.

If you want an engineering command on an assault frigate, you simply select the command on her CR-90, reveal it first, and get what you wanted on the assault frigate.

She's isn't great on her own, she makes it so your other ships are a lot more flexible.

I've seen a Rebel pre-meta that mostly consists of three major types of builds: the 2 assault frigate build, the corvette heavy build, and the mixed fleet of corvettes and one of the frigates. That sound about right so far?

I think that sounds about right. Squadrons seem to be a tough nut to crack, and most of my lists seem to only contain 4-6. If I go on the "heavy" side with 6, that is usually where I include an Ace or two. My Yavaris build in the works has Wedge and Dutch and a goal to smash up fighter screens before letting loose a bunch of bomber keyword Xs and Ys on some poor soul. I really don't like where that one is at the moment yet though.

I've heard there are no stupid questions (Who lives in pineapple under the sea then?) so I decided to ask:

What's so good about Leia?

I really don't dig it. Could somebody explain to me how to use her effectively?

She is great on a CR-90.

If you want an engineering command on an assault frigate, you simply select the command on her CR-90, reveal it first, and get what you wanted on the assault frigate.

She's isn't great on her own, she makes it so your other ships are a lot more flexible.

She'll only get more valuable once wave 2 comes out and people will be running 3 command MC80's. She is basically a more flexible liason.

I like it. Although have you thought about dropping the X-Wing to A-Wings. The A-Wings are faster and more reliable doing damage to ships. That would let you upgrade the XX-9 to XI7. It also looks like you just want to leave your opponent a smoldering wreck.

I don't know about Advanced Gunnery. I know most imps would jump at the chance to use that objective. Maybe try opening salvo since you have such great long distance firepower? Or maybe most wanted and just run with your bojective ship? I'd also stay away from Fleet Ambush just because of the Corrupter and Rhymer combo. Fleet ambush just makes that first turn alpha very killer. Instead of Dangerous Territory maybe try superior positions. Unless you take some corvettes I'm not very confident that Rebels play navigation very well (Corvettes are awesome at navigation though).

Paragon is also a little hard to pull off with the arcs on the MKII. Your ship selection looks solid and most of my critique is just in the details objectives so hopefully its helpful.

I was thinking about running the following:

CR90A w/Dodonna, Jaina's Light

CR90A w/ Leia

CR90B w/Dodonna's Pride

MKIIA w/Raymus, Enhanced Armament

4x A-Wing

Objectives:

Opening Salvo (awesome when you outnumber your opponent (4 ships might be enough), and its more likely that the opening shots happen at long range so I can get use out of the evade token to lessen damage back.

Hyperspace Assault

Superior Positions (just for positioning superiority and the possibility of getting a bunch of rear shots with corvettes)

I prefer the Corvettes over the Nebs just because the arcs are way more forgiving and more likely to bring the side and front arc to bear on the same target on top of better speed and maneuverability. Salvation thought has me questioning my choices...

I don't know why I didn't default to four A-wings... I guess sometimes I can cling to the bomber keyword in a Dodonna fleet even if only a pair of X-wings may not have any impact at all over the course of a game. I think I prefer that change and stick with the A-wings flying strictly as a screen who can contribute attacks on enemy ships in the best case scenarios.

I thought about the fighter flexibility of Corrputer and Yavaris builds - both would be very deadly to walk into with a Fleet Ambush objective. I am intersted in seeing how Corrupter and Yavaris play out, they seem like they would be shoe-ins for strong lists but I can't get a sense on where squadrons are going to land in terms of importance.

The other part of your list that I absolutely love and would love to incorporate would be a CR90A with Leia and Jaina's Light. I do not like to think about 400 points when we know next to nothing of Wave 2, but *if* I was playing a 400 point Wave 1 match, that would be my first addition. Keep her near one of the space whales to always be able to correct a command, and let her hide behind it and snipe with a few dice here and there while maintaining the obstructed debuff for any return fire from that target.

I think Superior Positions is a great objective in your list with all of those Corvettes - the worry in my own would be about how often that speed-3 whale would actually get around something. I also like Hyperspace Assault - I think I like it better in a list like yours with four ships - but it remains very much in the running with my own list. I am trying to think more in terms of facing possible mirror matches lately - which is trouble for me. My brain always starts at "vs. the Empire" even though the only place where that is a guaranteed matchup is at home games.

So actually, making the adjustments you recommend, I go down to 295 points. So now I am free to try Paragon if I really wanted to, or perhaps even more importantly, remain below 300 points and put a Liaison on one of the Assault Frigates. You've certainly freed me up for some vital flexibility! I like the list a lot more now, thank you!

I actually hadn't thought of just putting Leia on on Jaina's Light. what you said makes perfect sense if I want to hide her.

As to Superior Positions I think the trick is to make sure you actually have a ship that makes your opponent not want to turn around. In my case that would be the MKII. That should free up the corvettes to go dancing behind the enemy ships.

Rebel Meta's seeming to have ships falling under the general roles:

AF2:

Super-Carrier (AF2B Gallant Haven + Hangars + Flight Controllers maybe Adar or Title)

General Combatant (AF2A or B, No upgrades or at least Enhanced Armamanets / X17 Turbolasers)

NebB

Cheapo-Artillery (Support, Yavaris, maybe X17s)

Cheapo-Flak Boat (Escort, doesn't matter what else)

Cheapo-Carrier (Escort, Hangars)

CR90

Pride (PRIDE!)

Filler (no/few upgrades)

Setup Boat (Either model, Overload Pulse)

Seems to me like keeping it light on upgrades makes sense for Rebs. You gotta rely on winning the fighter battle if forced to deal with SDs.

Rebel Meta's seeming to have ships falling under the general roles:

AF2:

Super-Carrier (AF2B Gallant Haven + Hangars + Flight Controllers maybe Adar or Title)

General Combatant (AF2A or B, No upgrades or at least Enhanced Armamanets / X17 Turbolasers)

NebB

Cheapo-Artillery (Support, Yavaris, maybe X17s)

Cheapo-Flak Boat (Escort, doesn't matter what else)

Cheapo-Carrier (Escort, Hangars)

CR90

Pride (PRIDE!)

Filler (no/few upgrades)

Setup Boat (Either model, Overload Pulse)

Seems to me like keeping it light on upgrades makes sense for Rebs. You gotta rely on winning the fighter battle if forced to deal with SDs.

AF2 A can be neat with Point Defense Reroute OR Paragon;

Neb B:

No hangars for it. Best Carrier you can get from it is Antilles + Yavaris.

Best artillery version is Salvation, not Yavaris, with X17 Turbolasers. Personally I would try XX9 Turbolasers. They just combo nicely with Salvation.

Don't forget about Redemption.

CR90:

Pride with or without leading shots.

Also there's a command ship version with Leia and maybe Tantive IV.

I've seen a Rebel pre-meta that mostly consists of three major types of builds: the 2 assault frigate build, the corvette heavy build, and the mixed fleet of corvettes and one of the frigates. That sound about right so far?

I think that sounds about right. Squadrons seem to be a tough nut to crack, and most of my lists seem to only contain 4-6. If I go on the "heavy" side with 6, that is usually where I include an Ace or two. My Yavaris build in the works has Wedge and Dutch and a goal to smash up fighter screens before letting loose a bunch of bomber keyword Xs and Ys on some poor soul. I really don't like where that one is at the moment yet though.

I look at squadrons as more of a kind of "upgrade" card, as they often clash with one another for slots in a fleet build.

I see a lot of builds that tend to focus on one of three major types of archetypes with individual fleet building strategies: aggro (lots of ships and pressure to the opponent), control (preventing or controlling the flow of the game), and combo (certain cards and ships that play off of each other).

I think Intel Officer's in each rebel ship will shred VSD's. Negating that brace is going to be amazing and ever better on Salvation Nebs

I think Intel Officer's in each rebel ship will shred VSD's. Negating that brace is going to be amazing and ever better on Salvation Nebs

Coupled with x17s, which only allows 1 dmg to be redirected, VSDs will actually have a reason to fear.

Well that's not needed. Watch, Opening Salvo, Leading Shots, Salvation, and a Intel Officer and a concentrate fire token is 8 red dice (or if second player 6 red and two blue). You should get the accuracy dice to force his use of the brace which You use Intel Officer to make him get rid of. From there, all it takes is careful planning and in a few turns he won't have redirects either.

Well that's not needed. Watch, Opening Salvo, Leading Shots, Salvation, and a Intel Officer and a concentrate fire token is 8 red dice (or if second player 6 red and two blue). You should get the accuracy dice to force his use of the brace which You use Intel Officer to make him get rid of. From there, all it takes is careful planning and in a few turns he won't have redirects either.

So you just turned that 50 point glass cannon into a 100 point glass cannon?

The combo works on Assault Frigates as well. All it really is, is the Intel Officer.

The point of that combo though is to force the use of the brace and remove it. As for the points, let's see what it would be eh.

Support Frigate is 51

Salvation is 7

Intel Officer is 7

So a grand total of 65. That's not a HUGE increase is it? Yarvis is 5 and Talon is 10 so that combo is actually a point more expensive and you have to have squadrons to go with it.

Leading Shots was a misplaceD upgrade that is not needed

Well that's not needed. Watch, Opening Salvo, Leading Shots, Salvation, and a Intel Officer and a concentrate fire token is 8 red dice (or if second player 6 red and two blue). You should get the accuracy dice to force his use of the brace which You use Intel Officer to make him get rid of. From there, all it takes is careful planning and in a few turns he won't have redirects either.

How do you get 8? I'm counting 3 + 1 Concentrate + 2 Opening Salvo.

Also leading shots is ion cannon, not turbolaser.

So what does everyone think about:

Mk. II B + Raymus Antilles + Expanded Hangar Bay + Flight Controllers

You're activating 6 squadrons every turn with the Squadron command, and if they're attacking as part of the command, they get +1 dice each.

This is what I was thinking, with a variety of y wing and x wings for fighter armament. Also putting a paragon title on the MK II B could be good. And then to begin the "slugfest" I would bring Mark II A and give it advanced armament and Paragon for Max anti-ship damage. Only problem is I have to buy the victory class just for flight controllers.

Interesting, but do you really need to fund six squadron groups to stay within that close/medium range every turn? If so, which six? A toolbox of 2 A-wings, 2 Y-Wings, and 2 X-Wings or just 3 A-Wings and 3 Y-Wings?

Interesting, but do you really need to fund six squadron groups to stay within that close/medium range every turn? If so, which six? A toolbox of 2 A-wings, 2 Y-Wings, and 2 X-Wings or just 3 A-Wings and 3 Y-Wings?

As was clarified earlier, it's 5 squadrons not 6. I'd just go 5 A-Wings to be honest.

Mass A-Wings are an interesting choice.

Speed 5 is a pretty huge benefit. 4 HP and Counter 2 means in a way, they escort themselves. Black die on the capital ship attack is almost as good as X-Wing's Red Dice + Bomber.

Could be a legitimate choice. They certainly don't hit as hard as any bomber, but they hit much harder than most fighters, while being cheap. (The jump from blue to black is .5 expected damage up to .75).

Well that's not needed. Watch, Opening Salvo, Leading Shots, Salvation, and a Intel Officer and a concentrate fire token is 8 red dice (or if second player 6 red and two blue). You should get the accuracy dice to force his use of the brace which You use Intel Officer to make him get rid of. From there, all it takes is careful planning and in a few turns he won't have redirects either.

How do you get 8? I'm counting 3 + 1 Concentrate + 2 Opening Salvo.

Regardless, it is still 3 dice, Opening Salvo which can net you black dice that you can boost with concentrate fire

Interesting, but do you really need to fund six squadron groups to stay within that close/medium range every turn? If so, which six? A toolbox of 2 A-wings, 2 Y-Wings, and 2 X-Wings or just 3 A-Wings and 3 Y-Wings?

I originally was thinking Dutch, Wedge, 2 y-wings, and 2 x wings. Dutch and Wedge are good at beating down squadrons together.

Mass A-Wings are an interesting choice.

Speed 5 is a pretty huge benefit. 4 HP and Counter 2 means in a way, they escort themselves. Black die on the capital ship attack is almost as good as X-Wing's Red Dice + Bomber.

Could be a legitimate choice. They certainly don't hit as hard as any bomber, but they hit much harder than most fighters, while being cheap. (The jump from blue to black is .5 expected damage up to .75).

Thats a good idea but how many fighter packs is that going to take? :o

Wave 1, 5 packs (9 A-Wings)

Wave 2, 7 packs (13 A-Wings)

Wave 1, 5 packs (9 A-Wings)

Wave 2, 7 packs (13 A-Wings)

13 A-Wings is 143, which is more than the limit.

Honestly, 5-6 squadrons will do you. Mix in X-Wings for some extra flavour if you need more squadrons. (I personally don't rate the B's or Y's)

So I actually have a general question. Should I be looking at buying a second Assault Frigate? I only have 1 right now and 2 escorts and 2 corvettes. It seems that the good Rebel idea is a pair of Assault Frigates and and Escort with good squadrons.

This is literally the first time I have tried to figure out a good build for any minis game...

Mass A-Wings are an interesting choice.

Speed 5 is a pretty huge benefit. 4 HP and Counter 2 means in a way, they escort themselves. Black die on the capital ship attack is almost as good as X-Wing's Red Dice + Bomber.

Could be a legitimate choice. They certainly don't hit as hard as any bomber, but they hit much harder than most fighters, while being cheap. (The jump from blue to black is .5 expected damage up to .75).

Just FYI, the A-Wing black die will actually more consistently do damage than the X-Wing. It's really just a matter of how much you value crits when you use the A-wing or the X-Wing against ships.

Mass A-Wings are an interesting choice.

Speed 5 is a pretty huge benefit. 4 HP and Counter 2 means in a way, they escort themselves. Black die on the capital ship attack is almost as good as X-Wing's Red Dice + Bomber.

Could be a legitimate choice. They certainly don't hit as hard as any bomber, but they hit much harder than most fighters, while being cheap. (The jump from blue to black is .5 expected damage up to .75).

Just FYI, the A-Wing black die will actually more consistently do damage than the X-Wing. It's really just a matter of how much you value crits when you use the A-wing or the X-Wing against ships.

And the chance for two normal damage on one die face. But basically the same - more consistent damage with the A. More potential damage (and effect) per shot with X.