nebulon b worth getting just for upgrades?

By Dragoonsonic, in Star Wars: Armada

If you are going squadron heavy, the Yarvis is worth getting as well.

Otherwise, Nebulon B's lack a real role in the rebel fleet. Jousting is not the way to win. Yes, a Nebulon B gets one turn at long range where it is better at jousting. 3 Red dice doesn't kill anything. The next turn a Victory will eat it. If you are going for firepower it is much better to just use the assault frigate, or the CR-90

I disagree. Nebulon roll is not a jouster, it is an ass-biter. Put your fleet on a side and the Nebulon with 1-2 fighter on the other side. When opponent turn toward the rest of the fleet (because they will, else they turn their back to most of your fleet), Nebulon come take some bites of the rear of the opponent fleet.

Why not just take 2 CR-90s A's with Enhanced armament? The do a better job of it, and are more maneuverable so are more likely to actually get there.

2 CR-90 with Enhanced Armament worth 108 points instead of just 57. This is 1/3 of your fleet instead of 1/6. So it totally worth it for your opponenent to turn an upgraded VSD toward your CR-90 to protect the rear of the fleet, while turning the same VSD for a 57 Nebulon, the opponent is giving up ~50 points avantage in the main fight.

If you are going squadron heavy, the Yarvis is worth getting as well.

Otherwise, Nebulon B's lack a real role in the rebel fleet. Jousting is not the way to win. Yes, a Nebulon B gets one turn at long range where it is better at jousting. 3 Red dice doesn't kill anything. The next turn a Victory will eat it. If you are going for firepower it is much better to just use the assault frigate, or the CR-90

I disagree. Nebulon roll is not a jouster, it is an ass-biter. Put your fleet on a side and the Nebulon with 1-2 fighter on the other side. When opponent turn toward the rest of the fleet (because they will, else they turn their back to most of your fleet), Nebulon come take some bites of the rear of the opponent fleet.

Why not just take 2 CR-90s A's with Enhanced armament? The do a better job of it, and are more maneuverable so are more likely to actually get there.

2 CR-90 with Enhanced Armament worth 108 points instead of just 57. This is 1/3 of your fleet instead of 1/6. So it totally worth it for your opponenent to turn an upgraded VSD toward your CR-90 to protect the rear of the fleet, while turning the same VSD for a 57 Nebulon, the opponent is giving up ~50 points avantage in the main fight.

CR-90's make better flankers than Nebulons. Nebulons have one very distinct skill. They can go toe to toe with A Star Destroyer at long range and manage some great squadron commands along the way.

They also have amazing titles.

But they're still a hard ship to use.

No matter what you do if You're engaging a Star Destroyer head on as Rebels you're losing. None of your ships can match its firepower so you always want to be flanking. Nobkdy said thise CR-90s were next to eachother.

CR-90's make better flankers than Nebulons. Nebulons have one very distinct skill. They can go toe to toe with A Star Destroyer at long range and manage some great squadron commands along the way.

They also have amazing titles.

But they're still a hard ship to use.

Au contraire, mon frere! No single Rebel ship (AF excluded) can take on a Star Destroyer head on, true. But if you do that you're doing it wrong. The Rebels can certainly concentrate the firepower of multiple ships to kill a Star Destroyer head on quite easily, especially at 300 and 400 points. Depends on your list of course, but to take an extreme example, my 300 point Neb-B list (4 Nebs and a corvette) gives you 14 red dice in a joust. If you add command dial bonuses, you get 19 red dice. Yes you won't always be able to use all your dice, but it's enough to put a big hurt on any VSD, let alone a Gladiator.

It will depend on your ability to position and fight your ships correctly....which is the heart and soul of this game. :)

No matter what you do if You're engaging a Star Destroyer head on as Rebels you're losing. None of your ships can match its firepower so you always want to be flanking. Nobkdy said thise CR-90s were next to eachother.

CR-90's make better flankers than Nebulons. Nebulons have one very distinct skill. They can go toe to toe with A Star Destroyer at long range and manage some great squadron commands along the way.

They also have amazing titles.

But they're still a hard ship to use.

Au contraire, mon frere! No single Rebel ship (AF excluded) can take on a Star Destroyer head on, true. But if you do that you're doing it wrong. The Rebels can certainly concentrate the firepower of multiple ships to kill a Star Destroyer head on quite easily, especially at 300 and 400 points. Depends on your list of course, but to take an extreme example, my 300 point Neb-B list (4 Nebs and a corvette) gives you 14 red dice in a joust. If you add command dial bonuses, you get 19 red dice. Yes you won't always be able to use all your dice, but it's enough to put a big hurt on any VSD, let alone a Gladiator.

It will depend on your ability to position and fight your ships correctly....which is the heart and soul of this game. :)

No matter what you do if You're engaging a Star Destroyer head on as Rebels you're losing. None of your ships can match its firepower so you always want to be flanking. Nobkdy said thise CR-90s were next to eachother.

CR-90's make better flankers than Nebulons. Nebulons have one very distinct skill. They can go toe to toe with A Star Destroyer at long range and manage some great squadron commands along the way.

They also have amazing titles.

But they're still a hard ship to use.

Au contraire, mon frere! No single Rebel ship (AF excluded) can take on a Star Destroyer head on, true. But if you do that you're doing it wrong. The Rebels can certainly concentrate the firepower of multiple ships to kill a Star Destroyer head on quite easily, especially at 300 and 400 points. Depends on your list of course, but to take an extreme example, my 300 point Neb-B list (4 Nebs and a corvette) gives you 14 red dice in a joust. If you add command dial bonuses, you get 19 red dice. Yes you won't always be able to use all your dice, but it's enough to put a big hurt on any VSD, let alone a Gladiator.

It will depend on your ability to position and fight your ships correctly....which is the heart and soul of this game. :)

Good luck lining that all up and getting your ships out again after that strike. They're agile, but not that agile.

Lining that up should be fairly easy. Getting out again....well, I don't intend to get out. It will get REALLY hairy then, but I should get a second salvo off if the VSD's stick together, which may kill the second one. If they don't stick together, then I've got a little time to maneuver.

As I've noted, it's a real glass hammer list....but I think it's viable if played correctly. I'm not saying it's auto-win, or for everyone....but I just wanted to point out that the Rebs CAN actually joust, and do it with a good chance of success.*

*in theoryland, of course. Will update with actual results when Wave 1 comes....

I said they could joust...

But I don't think that's a solid rebel Strategy. I think they need to flank. Badly. They have the agility to do it. They should be doing it. Every Rebel Ship is a flanker in one way or another. The CR-90 is fast. The Guppy circles, keeping it's strong arc on others weaker arcs and ideally the the Nebulon comes in from the side and blitzes over.

I said they could joust...

But I don't think that's a solid rebel Strategy. I think they need to flank. Badly. They have the agility to do it. They should be doing it. Every Rebel Ship is a flanker in one way or another. The CR-90 is fast. The Guppy circles, keeping it's strong arc on others weaker arcs and ideally the the Nebulon comes in from the side and blitzes over.

Ah, apologies. I got mixed up in the quotation thread...

Agreed that flanking is a strong tactic. I'm afraid I'm just not good enough of an admiral to pull it off. :)

Salvation titled neb b with x-17's has a pretty decent shot at 6 hits in a single volley. This forces the opposing vsd to either brace to reduce damage or take hull hits. A second neb b with only x-17's will ensure a lot of shots hit the same section unless the vic turns toward them.

Use fighters to add damage to the open section. VSD 2 would require a lot more dancing than the 1, but I think the neb b can prove dangerous from mid-long range.

Salvation titled neb b with x-17's has a pretty decent shot at 6 hits in a single volley. This forces the opposing vsd to either brace to reduce damage or take hull hits. A second neb b with only x-17's will ensure a lot of shots hit the same section unless the vic turns toward them.

Use fighters to add damage to the open section. VSD 2 would require a lot more dancing than the 1, but I think the neb b can prove dangerous from mid-long range.

With salvation, there is a %5 chance of getting 6 damage. (3/8)^3 or (27/512) Not very good odds. Still an increase in damage.

I wouldn't bank on salvation without the x17 and some manner of securing re-rolls (cf token...raymus? vet captain?)

once you get those, though, it seems to get pretty silly :)

Salvation titled neb b with x-17's has a pretty decent shot at 6 hits in a single volley. This forces the opposing vsd to either brace to reduce damage or take hull hits. A second neb b with only x-17's will ensure a lot of shots hit the same section unless the vic turns toward them.

Use fighters to add damage to the open section. VSD 2 would require a lot more dancing than the 1, but I think the neb b can prove dangerous from mid-long range.

With salvation, there is a %5 chance of getting 6 damage. (3/8)^3 or (27/512) Not very good odds. Still an increase in damage.

Much higher to get 3-4. 6 is just icing on the cake, or maybe my dice like me...

If you are going squadron heavy, the Yarvis is worth getting as well.

Otherwise, Nebulon B's lack a real role in the rebel fleet. Jousting is not the way to win. Yes, a Nebulon B gets one turn at long range where it is better at jousting. 3 Red dice doesn't kill anything. The next turn a Victory will eat it. If you are going for firepower it is much better to just use the assault frigate, or the CR-90

I disagree. Nebulon roll is not a jouster, it is an ass-biter. Put your fleet on a side and the Nebulon with 1-2 fighter on the other side. When opponent turn toward the rest of the fleet (because they will, else they turn their back to most of your fleet), Nebulon come take some bites of the rear of the opponent fleet.