Neb-Bs: Best Rebel Ship?!

By Killionaire, in Star Wars: Armada

The failure is still in the Shield design and not the Tokens, having Redirect helps a single issue with the side shields being so weak, but does nothing to attacks on the front or rear. And, as much as we want to get a front and side shot off in a single volley, that can lead to more exposure of those glass shields on the side versus return fire.

The reality of the NebB is, the ship needs to be facing opponents for maximum offensive and defensive effectiveness. And we just need to learn how to best take advantage of it's strengths, of which there are many, and fly it like the ship it is instead of the one we want it to be.

seems like the ship some want it to be is the corv :P

TBF, if going for pure anti-ship I wouldn't recommend any Neb over the Corv unless it was raymus salvation (**** is ridic). They're the most efficient points per dice and right scary at medium range (both variants) getting off double arc shots with less care than the Neb. Lack of brace means you have to be more careful, but they're fast little buggers and very adaptable which mean they maneuver with far more ease than a Neb would (even if the neb is no slouch)

On the other side of the spectrum, we have the Afmk2. If there's any complaint I have after flying 2 of those for a long time now, it'd be the damage output. Whales are amazing fun because of a very decent nav chart and spacious side arcs let you be very maneuverable and effective even on the run. Problem is, if you can only secure one arc they're kinda unimpressive (a corv from the front and a neb from the side, plus a blue die) and the concentration of dice makes it very unattractive to run straight at an enemy.

Paragon is, ofc, another story (still dependent on getting 2 arcs, though) and when Akbar comes out...oh boy. Still, they play wildly differently than the nebs as they really don't benefit much at all from moving slowly directly towards the enemy (nebs do because of their facing and cheaper costs)

also, while the AF is chunkier and has the sexy countermeasures, it's also a far more expensive target and has a larger base to boot. It'll take hits, for sure, but it'll die to concentrated fire just the same.

The Afmk2 makes for a great dedicated carrier given access to flight controllers and hangars. The only thing it lacks is the Neb's offensively bonkers Yavaris title (exchanging it instead for the defensively bonkers Haven) and the anti-squadron dice, which are instead transferred to the A variant, which gives up a Squadron for that extra die (plus the blue on the front back, making it seem more a dedicated destroyer than a carrier, if that's the proper term).

The Nebs are a happy little compromise that make a porcupine floatilla at close range and a very solid set of long range gun platforms

Edited by ficklegreendice

Hey guys ! New player here with only a handful of games under the belt (with starter set gear so far, can't wait to get Wave 1 stuff).

Loving the Nebulon B so far, mainly ran it as the Escort Variant because I didn't fing good builds to run it as a Support Craft with the standard set (Redemption looks mean as a support ship, but it's actually going to have to have a good ship that you want to keep alive). With its firing arcs, it's really easy to get both the front and the side into the hull zone you want to target. The side arc is so wide that you can throw that extra red dice just by tilting slightly. Sure, the side exposed but it'll work well just to add that extra firepower when needed :)

You're not going to find a bigger fan of the NebB than me, but I really can't ever recommend Enhanced Armaments on her. Purposely showing your side to the enemy for a single Red die isn't a good thing, and always hiding that side means not getting the side shot off and wasting that Upgrade. I would rather spend those points on an Upgrade I'm trying to use and not trying to hide.

Sorry Moffzen,I thought you were talking about adding EA to a NebB. Still, other than at long range when you can still shoot and then run away without exposing the side shot I wouldn't recommend angling for a side shot too often.

Edited by coastcityo

Oh yeah, definitely not planning on running EA on any Neb and you're right to pin it out there because it's definitely not a good build :D

After today's two games, I really feel that the Neb B has value as a bait for the enemy. Speed 1 early game for an approach off slight to the side of the target bait to bait his red dices and making him arc into a chase, then boost with a nav token + nav order to speed 2/3 depending on whether the main damage is red of blue dices. While the main damage elements of the list take advantage of the position you drew the enemy ship in while the Neb keeps pumping a couple shots from the rear and flying in a straight line.

My (very limited) experience with Nebs really place them as a support/utility role in my opinion. I did try a front arc damage dealing in my last game and I ended up getting it one shotted by a volley from the Dominator's front arc in a Victory I configuration (massive fail from me -_-).

How do Nebs fit into your fleets' strategy ?

I run a double double NebB and CR90 list with fighter support. My NebB's are the "big guns" in my fleet, with CR90s working as support and flanker/harassers, and hopefully my fighters then are capable of adding in the extra punch needed to carry the day.

I've been running a Gallant Haven + Yavaris + Salvation list. I don't flank....I let them come to me, and I pew pew them down as they approach. I usually lose Yavaris (everyone hates double tapping Keyan/Wedge/Dutch) but I usually take out a VSD and GSD or 2xVSD in return.

A Rhymer list did take my entire fleet out though the other night *shudder*....bad deployment on my part, I think. But I haven't faced a Demolisher yet...