300 point Nebulon B spam (with a side of CR90)

By Maturin, in Star Wars: Armada Fleet Builds

I love Nebulons - there's something about their shape that makes them the distinctive Star Wars ship for me. I'm a bit sad they don't seem to be getting much love in general, so I thought I might put together a list that makes them work - as an all-comers list.

Neb-B Support Refit + Dodonna (71)

Neb-B Support Refit + Salvation (58)

Neb-B Escort Frigate + XX-9 Turbolasers (62)

Neb-B Escort Frigate (57)

CR-90A Corvette + Jaina's Light + Leia (49)

Total: 297 points

Objectives: Most Wanted, Fleet Ambush, Superior Positions

The key here is teamwork - staying together to shield their fragile sides, presenting their strong front shields to the enemy, and sniping at long range for as long as possible. The CR-90A should hide behind the Nebulons and snipe from protection thanks to its title card. Salvation gives the Nebs 4 engineering points when necessary, and Leia can change a dial to engineering as needed (thanks to SpaceDingo and Dusksong for the idea!) The XX-9 ship should always fire last, to make best use of Dodonna's ability.

14 red dice at long range (before command dials), with 3 front shields on any given ship and the ability to regenerate 2 shields a turn on all of the Nebs, ought to give a goodly dose of staying power. My opponent's target selection will be difficult as there is no obvious main target.

No fighters, but a combined 7 dice anti-squadron barrage is a pretty good deterrent.

The objectives should play to my goal of separating the enemy fleet, and Concentrating All Firepower as much as possible. When choosing enemy objectives, I have enough firepower to take on anything, while having the Corvette to zip around picking up VP's if needed (while safely obscured, ideally).

The list will suffer most against ships that can close and flank rapidly - Gladiators and Corvettes I'm looking at you! Tie Bombers + Rhymer have the potential to put a round of hurt on as well, but they should only last a turn. Rebel fighters might be trouble too. Once the formation becomes disordered or separated, however, I expect my ships to be blowing up right and left.....it's a finesse/glass hammer list.

Aside from the fragility of the list, is it just too boring? I've never been one to spam anything in a list before (40k player) but I just LOVE the look of Nebulons...and hate the flying egg. Is that so wrong? :lol:

Edited by Maturin

You're still going to get mangled by fighters. You'll be losing attacks to make weak antifighter attacks. If they play smart they'll keep the fighters in the same arcs as their big ships, making you pick what to hit and Nebulons can't effectively get multiple arcs on other ships. That leaves your nebulons swarmed and outgunned. You have one heck of a first round. But you'll have a hard time following it up.

Fighters don't obstruct shots, but shots against them do get obstructed if there are intervening ships. A squadron-loving victory with a decent fighter group will be able to march down one side of your line and mow through your 1 shield hull zones. Of course, you could always just kill the victory first. That IS a heckuvalotta gun.

You're both right - a player who manages to time his fighter strike so they enter attack range just as his cap ships enter long/medium range will be the worst possible situation for this list. I figure I'll just have to kill the cap ship first, and weather a round of fighter attacks. If they're in the front arc, my shields will offset the hurt somewhat. If they're in the side arc, then I get to kill ships and fighters simultaneously.

After the ship dies, the fighters are much less of a threat since they won't activate until my ships have barraged them out of the sky space. Remember, that's 4-7 blue dice against each squadron in range each turn ...TIE's won't last long, though rebel ships have the hull to last a couple of rounds and are more of a threat. Then again, their ships are easier to crack. :)

I recognize that I'd better kill whatever ship is coming in one or two rounds also, otherwise I'm toast. I'm considering the speed 0 gambit to prolong my time at long range, but losing the evade option will hurt. Maybe I can tank it out by spamming engineering commands?