Rebel Aces, or how to achieve Space Superiority

By Darth Ruin, in Star Wars: Armada

AFII B 102
Gallant Haven
Adar
Hangars
Flight Controller

Squadrons 91
Tycho
Wedge
Luke
Keyan
Dutch
(This almost feels like an X-Wing list... )

Gallant Haven activating all five Rebel aces should unleash a torrent of blue dice like no Imperial fighter wing has ever seen.

Keyan and Dutch go in first, Dutch activating twice to de-activate two enemy squadrons. Luke and Wedge come in next to smash any remaining opposition with their 5 blue and 7 blue respectively, followed by Tycho to mop up any stragglers. Against Capitals with shields Luke activates twice, against unshielded caps Keyan activates twice to drop 4 black dice with re-rolls. The Aces drop 6 black dice against Capitals without using Adar, i.e. nearly two broadsides from a Gladiator-class.

If the aces stick near Gallant Haven, they are functionally immune to 2-dice anti-squadron firepower ( Brace + Haven = 0 damage).

If they camp out on the Contested Outpost with Haven nearby they are functionally immune to TIE firepower ( Brace + Haven vs 2 dice attacks.) Basically, Brace + Haven is obnoxious. Each of the aces can brace up to four times in combat if they discard.

I love this!

How many points is that? And what happens if your oponent just shoots your assault frigate off the table?

How many points is that? And what happens if your oponent just shoots your assault frigate off the table?

My question is why bother with a 200 point list?

Edited by Madaghmire

How many points is that? And what happens if your oponent just shoots your assault frigate off the table?

Looks like 200. I imagine not letting that happen is a key part the builds gameplan.

My question is why bother with a 200 point list?

Edited by NeverTellMeTheOdds

How many points is that? And what happens if your oponent just shoots your assault frigate off the table?

Looks like 200. I imagine not letting that happen is a key part the builds gameplan.

My question is why bother with a 200 point list?

its not a legal list though, I guess the plan is to add another 100ish points in ships?

You make an excellent point.

Nevermind - a delete button would be usefull ;)

Edited by Jochmann

The other 100 points can be 2 Corvettes with some minor upgrades.

I kinda like this idea. The real issue is that when I see a brick of aces advancing with the Frig, I'd have my ships just slag the Frig at range with firepower from SDs..

That's the reason for fielding two CRs, providing cover to the Frig.

I pushed 'like' button because your post deserves gratification, but honestly I'm terrified.

Edit:
Small note: Tycho's the only Ace who doesn't have two 'brace' tokens.

Edited by Pikciwok

How many points is that? And what happens if your oponent just shoots your assault frigate off the table?

The points are right there... it's 193. It's not a list, it's a combination.

The Assault Frigate isn't exactly squishy...

Well Swarm if anything is better than Brace, so it's functionally the same thing.

Yeah two Victories focus-firing your AF will end the game.

Unless of course you want to be an absolute jerk and park a CR-90 at the edge of the table and avoid combat entirely. Just hope your fighters can survive through the Imperial capital phase activating (and shooting) fighters first.

If I fly the Gallant Haven into the front arcs of two VSDs I deserve to lose it. It moves at speed 3, you know.

Also, killing the ship doesn't kill the fighters...

How many points is that? And what happens if your oponent just shoots your assault frigate off the table?

The points are right there... it's 193. It's not a list, it's a combination.

The Assault Frigate isn't exactly squishy...

Edited by NeverTellMeTheOdds

If I fly the Gallant Haven into the front arcs of two VSDs I deserve to lose it. It moves at speed 3, you know.

Also, killing the ship doesn't kill the fighters...

I'm a little confused by something. How are your squadrons activating twice from one squadron command. Adar just toggles their slider after the command is resolved. He doesn't allow squadrons to fire twice back to back. Only Yavaris does that.

Killing the ship doesn't kill the fighters, but the game ends. The Session lasts until either 6 turns or no more ships on one side remain. So unless you have other ships in your fleet all your enemy needs to do is survive the fighters and work to blow up the assault Frigate. With two Victories aimed at you that's going to be kind of easy, as long as the Victory driver isn't asleep at the wheel.

Which is why that lone CR-90 at the edge of combat is obnoxious. Because then your opponent has to go chase it down and your fighters can get their retaliation strikes in for as long as it takes for the capital ships to move out of their range.

Edited by Norsehound

Killing the ship doesn't kill the fighters, but the game ends. The Session lasts until either 6 turns or no more ships on one side remain. So unless you have other ships in your fleet all your enemy needs to do is survive the fighters and work to blow up the assault Frigate. With two Victories aimed at you that's going to be kind of easy, as long as the Victory driver isn't asleep at the wheel.

Which is why that lone CR-90 at the edge of combat is obnoxious. Because then your opponent has to go chase it down and your fighters can get their retaliation strikes in for as long as it takes for the capital ships to move out of their range.

This is an intriguing 200 points. A little more expensive than I'd like, but not terribly so. And quite fun looking. The remaining 100 points should be enough to make focusing down the the guppy tough.

I'm pretty sure an Imperial Space Superiority build would still wreck this list. There's no way that anything by Tycho is getting the jump on 4-5 speed TIEs. The Imps could simply drop a couple of bombers at medium range, pelt the AFII (and provoke your squadrons), and then jump, or just run Howlrunner, some Squints, and an Advanced to pummel your fighters.

They're good fighters, but we should be careful about calling this list "space Superiority" when your running it against a side that isn't deploying fighters.

How about throwing in a Neb-B with Yavaris. Let some of those named squadron attack twice.

You could run yavaris on an escort for 64 and a corvette-b for 39 which would leave you at 300 on the dot. No bid though.

I'm pretty sure an Imperial Space Superiority build would still wreck this list. There's no way that anything by Tycho is getting the jump on 4-5 speed TIEs. The Imps could simply drop a couple of bombers at medium range, pelt the AFII (and provoke your squadrons), and then jump, or just run Howlrunner, some Squints, and an Advanced to pummel your fighters.

They're good fighters, but we should be careful about calling this list "space Superiority" when your running it against a side that isn't deploying fighters.

The only Imperial Starfighter complement that could realistically hope to defeat the Rebel Aces would be dedicated Interceptor Squadrons supported by Howlrunner, Soontir and Darth Vader. The Rebels will hug Gallant Haven or Obstacles until in range to Squadron attack you, so unless you bounce them with all 100 points with two squadron commands supported by Flight Controllers they will have the advantage in the first round of combat.

In a non-Squadron Command fight, the Rebels have the edge due to Dutch's ability to deactivate and Wedge throwing 6 dice means even with Brace/Scatter Soontir's unlikely to survive a round of combat. The Rebels also have the HP advantage.

Taking TIE Bombers or Rhymer means your anti-squadron ability will be too weak to deal with Gallant Haven buffed Rebel Aces.

The strength of this combination is that any non-dedicated Starfighter list will have their fighter complement wiped out in short order, with minimal damage to the Rebel Aces, who cannot be destroyed by anti-squadron firepower as long as the Gallant Haven is around. This is why it's called Space Superiority.

I'm pretty sure an Imperial Space Superiority build would still wreck this list. There's no way that anything by Tycho is getting the jump on 4-5 speed TIEs. The Imps could simply drop a couple of bombers at medium range, pelt the AFII (and provoke your squadrons), and then jump, or just run Howlrunner, some Squints, and an Advanced to pummel your fighters.

They're good fighters, but we should be careful about calling this list "space Superiority" when your running it against a side that isn't deploying fighters.

The only Imperial Starfighter complement that could realistically hope to defeat the Rebel Aces would be dedicated Interceptor Squadrons supported by Howlrunner, Soontir and Darth Vader. The Rebels will hug Gallant Haven or Obstacles until in range to Squadron attack you, so unless you bounce them with all 100 points with two squadron commands supported by Flight Controllers they will have the advantage in the first round of combat.

In a non-Squadron Command fight, the Rebels have the edge due to Dutch's ability to deactivate and Wedge throwing 6 dice means even with Brace/Scatter Soontir's unlikely to survive a round of combat. The Rebels also have the HP advantage.

Taking TIE Bombers or Rhymer means your anti-squadron ability will be too weak to deal with Gallant Haven buffed Rebel Aces.

The strength of this combination is that any non-dedicated Starfighter list will have their fighter complement wiped out in short order, with minimal damage to the Rebel Aces, who cannot be destroyed by anti-squadron firepower as long as the Gallant Haven is around. This is why it's called Space Superiority.

But it's not actual space superiority unless you have actual space superiority. Maybe the Imperial forces just mop up your other caps while your Gallant Haven is going at speed 1 to let the BWings tag along? What if the Imperial forces let you get the first jump to a cap ship for mediocre damage values and then pounce while they're outside of Gallant Haven's protection (unless you are flying GH to within distance 2 of Imperial caps at speed 1,in which case your fighters won't matter.)

What if Imperial players go first and take out Wedge and Vander (easy enough with a dedicated squadron force.)

Certainly those are powerful squadrons, and a frightening prospect to face. I'm just saying that since your plan is to only play against Imperial players who don't field any squadrons, or who consistently mismanage their squadrons I don't think you should call it space superiority when there are squadron-based ways of dealing with it. Efficient, cheap ways. The Empire lacks versatility, but it's consequently paying much less (comparatively) to field dedicated squadrons. Any Imperial player without decent anti-squadron resources should expect to be in trouble. Any Imperial player with decent anti-squadron resources isn't in as much trouble as you paint.

When I first read this topic the ace tactic seemed quite devastating, with little to no flaws. However, spending an entire afternoon at the office thinking about SW, I think its more or less another one-trick pony, and more freightening on paper than on the board. For instance, you are not almost immune to anti-squadron fire - as an Imperial, I would be more than happy seeing you exhausting those brace tokens for that purpose, as my fighters are far more potent to those heroes. Keeping in mind that a) my fighters have speed superiority almost all over the board and b) my bombers are crappier than yours, most likely you will have to move towards my fighter screen to achive anything. You will also have to leave the range 1 of GH, and possibly the squadron command range, ro otherwise risk being in range of VSDs or anything the Imp is bringing. And looking at dogfights, the Imp might throw 5 TIEs/TIE int at you per VSD, who can get up to 5/6 blues with howlrunner and flight controllers, rerolling one die due to swarm. So all in all, I have to agree with Erlkoenig in saying that the force is more a psychological superweapon, but sure can be beaten fairly well..