300 pt rebels - So long VSD, we hardly knew ya

By willismaximus, in Star Wars: Armada Fleet Builds

So, this is to flesh out an idea I dropped in the main forum. Here's the fleet:

MXQhhV1.jpg

Strategy: 9 pts under. Take hyperspace assault, either superior positions or minefields, and either most wanted or opening salvo.

This fleet will work best against a VSD heavy fleet. The strategy is the same no matter the objective. The a-wings are just there to keep squadrons off your AFs. Keep them close to Gallant Haven if possible. Both ships try to stay out at range. One AF has x17 lasers to help negate that damned redirect the VSD's and gladiators love so much. Intel officer shuts down a defence token of your choosing (unless he wants to spend it, discarding it. All the better.) The x17's job is to punch through the shields of a side or rear hull, while the other AF follows up with its XX9 lasers on bare hull, dealing two faceup dmg cards on a crit. The frigates have the range and agility to dictate the range of the battle. If he has gladiators though, those things need to die first. You should be able to stay out of range of the VSDs if present while you do so.

As for fighters, notice the AF A has two anti-squad dice. Coupled with gunnery team, you can shoot at you primary ship target and any fighters in that same arc as well. Between that and the awings, most TIEs will get shredded.

Weaknesses: I can see gladiators being a problem, as they have the speed and agility to get in close range and vomit black dice all over the AF's face. Also, mass TIEs could overwhelm the the anti-squadron armaments, and there is only so much 3 A-wing squads can do. And of course, getting unfavorable objectives is always bad (hence the 9 pt underbid.)

I built something very similar yesterday. I think there are plenty of options for the turbo laser upgrades that only testing will decide.

You could easily fit a third assault frigate in, if you drop some upgrades:

Rebels - 296

Assault Frigate Mark II A - 101

- General Dodonna

Assault Frigate Mark II A - 81

Assault Frigate Mark II A - 81

A-Wing Squadron - 11

A-Wing Squadron - 11

A-Wing Squadron - 11

The strategy of a greater ship count with no upgrades vs fewer ships with upgrades will need top be played out to get the balance right.

Can't wait to get the toys on the table!

Weaknesses: I can see gladiators being a problem, as they have the speed and agility to get in close range and vomit black dice all over the AF's face. Also, mass TIEs could overwhelm the the anti-squadron armaments, and there is only so much 3 A-wing squads can do. And of course, getting unfavorable objectives is always bad (hence the 9 pt underbid.)

I think you'll be fine on the anti-squad armament as long as you are willing to "spend" the A-wings.Even in the nightmare scenario where your opponent spends a full quarter of his points on bombers, the game makes sure the bombers cluster around their ships for the squad commands or yours for the attack run. 3 A-Wings buy you three turns of stopping the fighter hoard where you want it if you take advantage of its speed and positioning capability; they'll die but they stop the swarm. I'm still trying to figure out a way to beat out the Demolisher with engine techs and expanded launchers. That thing is brutal and can reliably put 6 dice (4 black) on any ship it wants.

I see that the list is geared towards gunning down Victories, but what is it supposed to do against other Imperial lists or a Rebel versus Rebel match up?

I see that the list is geared towards gunning down Victories, but what is it supposed to do against other Imperial lists or a Rebel versus Rebel match up?

I dunno, fly casual.

No fleet is going to be equally effective vs everything. I pretty well acknowledged that already. In general it should handle any opposing capital ship on at least equal terms. I just highlighted the victories because they are such a pain to kill. I also never uttered the words 'meta' or 'competitive.' I mainly came up with this to provide a rebel option that focuses on ships.

This is all theory-crafting though, of course. If I could ever find time to actually play this **** game again I'll be sure to report my conclusions. Or if someone else wants to give it a shot, that works too :)

how would you expand this to move up to 400 points?