Nebulon B-2 Frigate

By horsepire, in Star Wars: Armada

Since this forum seems to be the place for custom ship builds, I figured I'd start a thread on the Nebulon B-2 Frigate. I have one on the way from Shapeways (thanks Mel!) that should be arriving soon, and I will want to give it a whirl. I don't have any ability at making custom cards/bases, but I figured I could start by working up a stat line.

The base Neb B (escort) is 57 points, speed 3, hull 5, 3/1/1/2 shields, 2 brace/1 evade, and 3R / 1R1BU / 2R and 2BU anti-squadron. It can take turbolaser and support team upgrades.

The Nebulon B-2 is slightly faster, better protected, and armed with a concussion missile launcher.

Base stats:

Speed: 3

Turns: same as Neb B

Hull: 5

Shields: 3/2/2/1*

Command: 2

Squadron: 3

Engineering: 3

Defense tokens: 1 brace, 1 evade, 1 redirect

Notes: Very similar to the Neb-B, as it's a very similar ship. The redirect is a way to represent the better protection without drastically changing shield or hull values. I upped the side shielding, but note the *. *I think one way of representing the B-2, instead of upping the shields on those long side arcs, would be to simply change the arcs and yellow dots themselves. The front of the B-2 is a larger target than the Neb-B, especially with the wings out there, and the spar would be harder to hit as a result. Also, the wings mount several of the weapons systems, so maybe you could give the B-2 an arc more like the VSD. I actually wish FFG had handled arcs and weapons more like Battlefleet Gothic used to (standard sized arcs, but each battery had fire arcs denoted, e.g., L/F/R). This is a tricky thing - feedback would be welcome!

Weapons:

Front: 3R1BU*

Sides: 2R1BU

Back: 1R

Anti-squadron: 1BL1BU

Notes: Again, the asterisk. I like the idea of making this a very front arc heavy ship with a wide front arc. That seems to really well represent the shape and design of the ship. If we could find a way to work that, I'd change the front armament to something like 4R2BU and the sides down to 1 or 2 dice.

Now, the anti-squadron. This thing has a concussion missile launcher. Hence the black die. But black die are worse against fighters than blue die, no? So I would propose a special rule or upgrade card. Call it "anti-squadron missile battery." The rule would be something like, any black critical does 1 damage against a squadron.

Upgrades:

I don't have much experience here and the icons still really confuse me. But, in addition to the aforementioned missile upgrade, I feel like this ship ought to be able to take more upgrades than the standard Neb-B. Feedback welcome!

And...go!

PS - I'll post pics of my B-2 once it gets here :)

Ha! I was in the middle of making a custom card for it...

...and now that I read your proposal, I might very well change it :D

Although I hadn't yet settled for definitive values, my initial version looked quite similar to yours ( highlighted differences):

Base stats:
Speed: 3
Turns: as Nebulon B, but with a single click of the third joint at speed 3 (like an AF2) .
Hull: 5
Shields: 3/2/2/1
Command: 2
Squadron: 2
Engineering: 3
Defense tokens: 2 brace , 1 evade

Weapons:
Front: RRRB
Sides: RBU
Back: RR
Anti-squadron: BU

My firepower increase was very modest; I'm not sure I would comfortable upping its front firepower to almost Victory-class level. Definitely not if we give it a wider front arc. Perhaps it would be reasonable to also add one blue dice, though.

It would be trivial to alter the shape of the base arcs. But to be honest, I kinda like the fact that the Neb-B is clumsy in that way and needs to be carefully maneuvered to point in the right direction. It gives it character... well-rounded units are boring!

I was thinking a similar modest upgrade. How about 2 red, 2 blue for the front?

I was thinking a similar modest upgrade. How about 2 red, 2 blue for the front?

That could work, perhaps with a (slightly, not Victory-like) wider front arc. And a single black die added to each broadside, then?

As a great man once said... I get excitable as to choice.

These look brilliant. I'll test them out once I get mine in from Mel.

One thing though - I want to run mine out for the glory of the Empire! Can you change the icons around? :P

D'oh! :lol:

There really aren't that many good pictures of B2s floating around on the net... I'm gonna have to get creative. Watch this space ^_^

I'm also waiting on a Nebulon-B2 from Mel. Was going to try doing ship card variants after that came in!

I concur with you on adjusting the arcs. I think to connect this design back to the Nebulon I'd leave the side-shields at 1 and maybe then give the ship a redirect. The ship then needs to spend effort to keep the sides protected but it's better at doing this than the Nebulon-B (by simple construction of the base AND that redirect).

I'm hesitant about putting two AA dice on custom ships because I don't want it to become some kind of standard among us customizers... even Star Destroyers bristling with guns only have ONE blue anti-fighter die. That said, the B2 feels OK to use two dice because of how anti-fighter it is focused. Blue and black matches the Raider, so there is some precedent. (And from experience in TIE Fighter, this is one of the hardest ships to approach). I'd push the attack version up to two blues though, to at least match the Rebel escort version.

On the other hand if you really want to represent the concussion missile launcher for taking on fighters... push a blue die up to a red. From experience in the flight simulators the concussion missiles launched from capitals were obnoxiously long-ranged, persistent, and usually dead on when you're not paying attention. I have seen them wipe out entire bomber flights on their way to their targets. It would be one thing no other ship in the game could do...

For your upgrades I believe I'd think more conservatively than you do. I think I'd start with the Nebulon-B and just trade the support team for the gunnery team (because Empire). Missiles is unwarranted... the ship might have a concussion missile launcher but it was not known for having a strong missile battery like the Gladiator.

Lastly I don't think I'd go with black dice on the arcs. Again, that concussion missile launcher isn't as significant as you'd think it would be against capital ships.

Sorry, I'm dictating you're design aren't it? That's my feedback, thanks for taking the initiative to create a profile for this ship.

Ask and ye shall receive...

Norse, that's some thoughtful feedback, and some very good reasoning (even if I might have somewhat different preferences).

My thoughts were mostly as follows:

1) I don't feel bound by the exact stats given in the TIE Fighter games. The number of lasers and launchers given for most designs was extremely low (and inconsistent with other sources), presumably due to engine limitations and to shift the focus of the game to starfighters.

2) Though the side shields are stronger and the front arc is wider, maneuverability has decreased and the rear is more vulnerable. It's certainly more durable than it was, but it still has a weak spot. And the lack of redirect still hurts it, so keeping it pointed straight towards the enemy is still a top priority.

3) Ordnance upgrade cards, at least thus far, simply aren't very good if you don't have a lot of black dice to start with. ACMs are essentially useless on this ship, and the other two simply increase your missile armament from negligible to moderately useful. But you've convinced me to remove the slot from the command version.

4) I concur about the proliferation of two-dice anti-squadron attacks. I tried to keep it under control in most of my customs, and was hesitant here. I also toyed with the idea of using red dice, but I'm a little concerned about the range. Maybe I'll downgrade the Attack version to a single red die as you suggest.

---

EDIT: I've gone ahead and dropped the Ordnance slot from the Command version, and changed the anti-squad of the Attack version to one red. No cost changes, they feel cheap enough as it is.

Edited by DiabloAzul

A little detail, the original design for the B2 had a hangar bay.

ModFrigate-XWA-3dRender.jpg

And my model does too. That should give it one more squadron point than the original Nebulon B

I'll just assume the model represents the Command version :D

In the meantime...
Title%20-%20Osprey.jpg
Title%20-%20Harpy.jpg

Edited by DiabloAzul

Sorry to bail on this thread, guys! I left for a long road trip Friday and hadn't had a chance to come back to this in the meantime.

I love what you're doing, Diablo. Norse, your idea of using the one red anti-squadron die to represent the concussion missile launcher is BRILLIANT.

Shapeways shipped my model today, so hopefully I'll have some pictures for you guys by the end of the week, and maybe I can spend part of this weekend running some custom ships.

Nice! I should be getting mine soon, too (along with a fixed Interdictor) :D

I'll just assume the model represents the Command version :D

In the meantime...

Title%20-%20Osprey.jpg

Title%20-%20Harpy.jpg

Harpy.... Such a derby and a "whaley" name.... Harpy should get a whale paint job

Hmm, the Attack Version just seems so much better...

if angled, at long rage you have 5 red dice (concentrate fire command) which is a scary amount.

At medium, its 4 red dice and 3 blue, kinda making the assault frigate obsolete if it's significantly cheaper.

Maybe up the points a bit? Idk, maybe I am just being too conservative.

Maybe. On the other hand, the AF2B has an extra red die, better upgrades, +2 squadron value, and far better survivability for just 8 more points. I feel the only upside to the B2 is those missiles... but with poor maneuverability (and no Engine Techs slot) it will have a hard time using them effectively.

Still, I don't think increasing the cost by a couple points would hurt it too much.

These are brilliant! FFG should make this! I would love to have a fleet of Men's lead by this

I don't feel that an ship should get red anti squadron currently.

How about something along the lines of giving all fighters in range a bonus red die? Let a Command Frigate have a command ability. Sure, it makes it an immediate target, but also sets up a balancing act of protecting your asset, as well as just where do you put it. Too far back, the bonus is wasted, too far forward, the ship is cannon fodder. Just a thought.

I have very limited play of the game so far, but I was wondering if it wouldn't make sense to make a Command Ship function like one. Perhaps give all fighters in range a bonus attack die. Or a bonus crit attack to other capital vessels?

The range limit forces one to put it out and risk the asset, or the bonus is lost, but bonus also make the ship a prime target to take out.

I'd like to see a fleet theme for the game that matches the films. That the rebellion had to make due largely with fighters and small ships against sheer raw power. Scenarios or something, perhaps.

This would also make an Interdictor make sense. Mission objective for Imperials: Destory all Rebel ships. Mission objective for rebels: Take out the Interdictor and survivors Hyper out.

I get you want balance, but then again, not everything in "war" is fair. Might be nice to have some "unwinable" fights that are more about a mission success than just destroying everything on the playfeild?

That all sounds pretty cool, but it's a little outside the scope of my project. Those seem more like Admiral abilities than ship upgrades - except the bonus die for fighters, which is exactly what the Flight Controllers card does.

Don't the standard objectives provide the means to have more depth than just "kill everything"?

awsome what side is this for