300 point Rebels with minimal upgrades

By Boothy, in Star Wars: Armada Fleet Builds

It seems no matter what wargames I play I always seem to prefer more stuff, and fewer upgrades. So far it looks like I’m heading down the same path with armada.

I haven’t been able to play test this yet (I have played a couple of wave one games, but only with proxies before it was launched, and not with this list).

AF2b (Mon Mothma or Dodonna, gunnery team)

Neb-B Support (Slavation)

CR90b

CR90b

5 A-wings or 5 X-wings (A’s with Mon Mothma, X’s with Dodanna)

300 points total

Objectives:

Most Wanted

Fire Lanes

Dangerous Territory

Thoughts:

I think Dodonna vs Mon Mothma will just come down to personal preference. I like the idea of both, just need to play them and see what I prefer.

I’m undecided on the gunnery team. Theoretically it allows the AF to either standoff (doubling its firepower for 7 points as long as there are two baddies in range), or it can dive in using both broadsides regardless. Depending on how much standing off occurs I could swap it out for an intel agent, flight controllers, Mr Antillies, X17’s, or even just ditch it entirely for a stronger objective bid.

The squadron selection is fairly unimaginative at the moment. The 5 A’s with Mon Mothma make sense. I want reasonable fighter coverage since my capitals don’t have too many AA dice, and the A’s are wonderfully flexible with the speed, counter, and black battery dice. As soon as Dodonna is involved I think bombers become a must (don’t want to pass on the ability to generate crits!) I could jiggle the x’s about a fair bit (maybe dropping the gunnery team as well) to get things like:

3 X’s, 2 B’s

4 X’s, 2 Y’s

4 X’s, 1 B (Farlander)

5 X’s (including luke)

1 A, 2 X’s, 2 B’s

Thoughts on objectives:

Most Wanted – pretty straightforward really. I have four capitals, so can focus fire pretty well. I can also set my objective ship to either be the AF or a CR90 depending on what my opponent wants least. They are quite different ships, so one should hopefully be a pain for my opponent to deal with!

I was/am tempted by opening salvo as well. However the CR90’s have a shorter range than the AF and Neb-B, the ships often end up moving for positions at different times as well…….as a result my opening shots with each ship wont necessarily occur at the same time or same target. I’m not sure if this is a problem, but with a mobile fleet most wanted seemed like it would allow me more flexibility with my timings.

Fire Lanes – I love this objective, its just so flexible. I can spread the objectives right out, or cluster them close together depending on what the opponent doesn’t want. With four capitals I also have a lot of dice, and a lot of arcs to cover all those objectives. They are reasonable quick as well to help cover all the ground and shift about depending on what the opponent is up to.

Dangerous territory – four reasonably fast ships mean I can cover a lot of obstacles quickly if I’m going for objectives, or grab a few on the way into the enemy. Basically unless I’m playing a CR90 or Neb-B swarm I should have the mobility advantage in this one. Free Dodonna powered crits are quite nice as well, enemy CR90s don’t like this at all, and it forces anything bigger than a CR90 to take an engineering command the turn after they take an objective or live with whatever crit I have handed out. Anything that forces people to take engineering when they don’t want to has to be a good thing (or forces them to recover a single hull rather than recovering/repositioning multiple shields….which then allows more crits to land).