How is my build : Crossfire Rebels

By JP_JP, in Star Wars: Armada Fleet Builds

Here is another one of the build I made yesterday. Haven't tried it yet.

Flagship : Assault Frigate Mark II A (81)

- Mon Mothma (30)

- Paragon (5)

- Raymus Antilles (7)

- Electronic Countermeasures (7)

Nebulon-B Support Refit (51)

- Salvation (7)

- Leia Organa (3)

- X17 Turbolasers (6)

CR90 Corvette B (39)

- Dodonna's Pride (6)

CR90 Corvette B (39)

- Jaina's Light (2)

- Intel's Officer (7)

- Overload Pulse (8)

Objectives : Advanced Gunnery, Fire Lanes, Intel Sweep

Total Points : 298

Main strategy is to use the Corvettes to flank the ennemy forces while the Paragon takes the blunt of the assault, the Salvation sniping from behind. Jaina's Light will almost always shoot first to use Overload Pulse ; Intel's Officer is there to prevent the use of Evade tokens from Gladiators. Dodonna's Pride can finish off a 1-point target even if they still have shields on the flanking side.

With Raymus, I can always boost my Commands with a token, mostly used for Repairs for a total of 6 Engineering points. I can also use it with a Navigate Command (+ token from Raymus) and go from speed 1 to speed 3 and slip between 2 ennemy ships, hammering with my strong flank cannons and then circling around their backs if need be.

The main weakness to this build is probably Major Rhymer's bomber squad... they could probably take out my Corvettes before I can use them effectively. Since I have no Anti-Starfighter, it could be deadly. Should I remove Dodona's Pride and put Wedge, Tycho and another A-Wing ?

What do you guys think ?

Thanks!

Edited by JP_JP

I played something like recently in a tournament and got wrecked. It may not seem this way but having 0 fighters is going to be a huge issue.

I've made some changes... I dropped the CR90 Dodona's Pride and removed Leia Organa to save 48 points...
I added Tycho and 3 A-Wings.... not sure if I should add Wedge or some X-Wings...

Ideas ?

If you're planning on using the ships as the primary offense, I wouldn't worry too much about fighters for anything but a CAP screen, and that means focusing more on A-wings than bombers to me. I might go a couple generic X-wings to support the A's for two reasons, Escort will allow your A's to survive longer, while four Blue dice will help kill Impy fighters quicker.

0 Fighters would mean that my Tie bombers and Ryhmer would chew you up and eat your Alive. Even with the 3 Awings. My tie fighter squadrn would tie you up and still have my bombers close in with Ryhmer.

I keep seeing people not take any squadrons or the absolute minimum and get wrecked everytime. Squadrons are there for a reason.

Although in saying that the A-Wings are a good choice for speed and tycho is amazing.

0 Fighters would mean that my Tie bombers and Ryhmer would chew you up and eat your Alive. Even with the 3 Awings. My tie fighter squadrn would tie you up and still have my bombers close in with Ryhmer.

I keep seeing people not take any squadrons or the absolute minimum and get wrecked everytime. Squadrons are there for a reason.

Although in saying that the A-Wings are a good choice for speed and tycho is amazing.

And this is all well and good until something like Lancer Frigates or their equivalent show up.

And this is all well and good until something like Lancer Frigates or their equivalent show up.

The new Raider expansion pack has Blue-Black has Anti-Fighter.

I've been thinking... I don't want to change my build too much, even if the combo Chiraneau/Rhymer is a real threat.

Final build is :

Assault Frigate Mark II A (81)

- Mon Mothma (30)

- Paragon (5)

- Raymus Antilles (7)

- Electronic Countermeasures (7)

Nebulon-B Support Refit (51)

- Salvation (7)

CR90 Corvette B (39)

- Jaina's Light (2)

- Intel's Officer (7)

- Overload Pulse (8)

Tycho Celchu (16)

3x X-Wing Squadron (39)

Total points 299

Tycho is supposed to stay with the CR90 and cover her if Imperial Squadrons come near her... While the X-Wings act as cover screen for the 2 other capital ships. With Raymus on the Assault Frigate, it will easily survive a while, only the Nebulon-B is in real danger of dying, fortunately it will stay at max range all game.

The key to this build is Overload Pulse on the CR90... if she dies, then both Frigates won't have enough firepower to cut through the Imperial Shields + Armor.

We'll see how it does.

Hey JP_JP, I like the original list, and while I'm not a fan of focusing so many points on upgrades, I am a fan of ignoring squadrons. I don't know what the heck is happening in these games where "TIE Bombers and Rhymer would chew you up and eat you alive" because you have no squadrons. Rhymer and some TIE Bombers gives you another ship, basically, that moves at speed 3 and has blue range. Sadly, to be of any use, it needs to float around a big ship with enough command to make the Voltron-blob of Rhymer and Company actually move and shoot as effectively as a ship. So the next time some player with a Rhymer and 91 points of squadrons squares off against you, just remember that he's spent those points on what amounts to a ship that can't move and shoot unless another ship commands it to.

You'll get more shooting dice out of 3 CR90B and you'll even be able to move and shoot with them on their own!

I dig the list and had a lot of success with one using two MkII and three CR90 in nine games over the weekend.

Just some ideas around....

Gladiator I-class is 56 points ; with 2 fire arcs can dish out a total of 2 Red 6 Black.

4 B-Wing Squadrons is 56 points also ; with a total of 4 Blue 4 Black.

I don't think the Gladiator could soak the 20 damage needed to kill all the B-Wings....

But frankly I think it is pretty balanced... I'll have to play a lot more games to give a definitive answer, but I don't think Starfighters would rule a game... anyway they are capped at 1/3 of the game points.

Thanks DrunkTarkin for the vote of confidence... it gives me somethings to think about :)

Hey JP_JP, I like the original list, and while I'm not a fan of focusing so many points on upgrades, I am a fan of ignoring squadrons. I don't know what the heck is happening in these games where "TIE Bombers and Rhymer would chew you up and eat you alive" because you have no squadrons. Rhymer and some TIE Bombers gives you another ship, basically, that moves at speed 3 and has blue range. Sadly, to be of any use, it needs to float around a big ship with enough command to make the Voltron-blob of Rhymer and Company actually move and shoot as effectively as a ship. So the next time some player with a Rhymer and 91 points of squadrons squares off against you, just remember that he's spent those points on what amounts to a ship that can't move and shoot unless another ship commands it to.

You'll get more shooting dice out of 3 CR90B and you'll even be able to move and shoot with them on their own!

I dig the list and had a lot of success with one using two MkII and three CR90 in nine games over the weekend.

See, and I am the opposite. I have found better success in clearing out opposing squads first so that I can worry about bringing them to bare against my opponent. They don't do a ton, but they are a ton of cheap shots. Plus, more dice isn't always good when your opponent braces to get rid of half the dice. Can't brace against one hit...

But Mothma sure can evade it.