Rolling Thunder- Rebel fighter heavy build

By Zero_Outcome, in Star Wars: Armada Fleet Builds

So here’s a build I’ve been playing around with and I’ve had some pretty good success at games with it so far:

Total Points: (300)

Assault Frigate Mark II B (72)

Garm Bel Ibils (25)

Defense Liaison (3)

Flight Controllers (6)

Expanded Hanger Bay (5)

Electronic Countermeasures (7)

Enhanced Armament (10)

Gallant Haven (8)

Nebulon-B Escort Frigate (57)

Adar Tallon (10)

Yavaris (5)

Luke Skywalker (20)

Wedge Antilles (19)

“Dutch” Vander (16)

Y-wing Squadron (10)

Tycho Celchu (16)

A-wing Squadron (11)

Objectives:

Precision Strike

Hyperspace Assault

Superior Positions

The idea is to keep the X-wings and Y-wings with the Gallant Haven and for the A-wings to start close to the Yavaris. The Gallant Haven makes those squadrons absolute space superiority in close range while the Yavaris serves as either support or harassment depending on the objective or fleet build. The trick with the Gallant Haven seems to be the timing of when to send your squadrons beyond its projection to deal bombing damage to an enemy ship.

The Gallant Haven seems to work as an okay counter if your opponent is running the Demolisher Gladiator. If it gets close, the ship can take one or two hits but unleash the fighters to deal some heavy bombing damage.

Does anyone have any critiques for this build besides that I’ve sunk a lot of points into the Gallant Haven?

Edited by Zero_Outcome

I would drop

Y-wing Squadron (10)

Tycho Celchu (16)

A-wing Squadron (11)

and

Defense Liaison (3)

Garm Bel Ibils (25)

and replace them with 3 standard Xwings or Bwings and Dodonna as your admiral.

If you're using Adar Tallon and the Yavaris, you've got to have Tallon on a ship other than the Yavaris. Otherwise their abilities collide and you don't get the most out of either.

basically, putting Adar on the non-Yavaris ship lets you activate and move +attack with the squadron in question. Then after the squadron has been moved you can activate him once more with yavaris, generating 2 attacks.

Edited by ficklegreendice

I would drop

Y-wing Squadron (10)

Tycho Celchu (16)

A-wing Squadron (11)

and

Defense Liaison (3)

Garm Bel Ibils (25)

and replace them with 3 standard Xwings or Bwings and Dodonna as your admiral.

Just out of curiosity, what's your reasoning behind this?

With Garm and Defense Liaison, I can just span Squadron commands and if I really need the Repair or Navigate commands I can just use a token provided by Garm.

Is the squadron replacement just for more firepower? I've tried B-wings before but I've found them just too slow for me. I'm sure your suggestion makes sense I just want to know the driving strategy behind it.

Edited by Zero_Outcome

I would drop

Y-wing Squadron (10)

Tycho Celchu (16)

A-wing Squadron (11)

and

Defense Liaison (3)

Garm Bel Ibils (25)

and replace them with 3 standard Xwings or Bwings and Dodonna as your admiral.

Just out of curiosity, what's your reasoning behind this?

With Garm and Defense Liaison, I can just span Squadron commands and if I really need the Repair or Navigate commands I can just use a token provided by Garm.

Is the squadron replacement just for more firepower? I've tried B-wings before but I've found them just too slow for me. I'm sure your suggestion makes sense I just want to know the driving strategy behind it.

First I just dont think Garm is worth it. You can slow roll up your ships at speed 1 and get 2 tokens before even engaging. With Dodonna and Luke alone you can wreak havoc on ships. Against a Vic I have I have rolled up and got 1 hit and 1 crit and selected Projector Misaligned with Dodonna (picking the best of 4 crits) and effectively did 5 damage (3 from loss of shields) with one ship. Any rebel squadron that doesnt have at least 2 Bwings is missing out and you simply fly your ships at speed 1-2 and put the bwings in front with the other fighters and they will have no problem hitting ships. They are outrageously good. In any Rebel build my squadrons do at least half the total damage to enemy ships.

I run this to great effect.

(297 of 300 pts)

Flagship: (103 pts)

  • Assault Frigate Mark II B(72 pts)
  • General Dodonna (20 pts)
  • Paragon (5 pts)
  • XI7 Turbolasers (6 pts)

Fleet Ship 1: (94 pts)

  • Assault Frigate Mark II B(72 pts)
  • Adar Tallon (10 pts)
  • XI7 Turbolasers (6 pts)
  • Flight Controllers (6 pts)

Squadrons (99 of 100 pts):

  • 4x X-Wing Squadron (52 pts)
  • 2x B-Wing Squadron (28 pts)
  • 1x Luke Skywalker X-Wing Squadron (20 pts)

Or this....

(297 of 300 pts)

Flagship: (106 pts)

  • Assault Frigate Mark II B(72 pts)
  • General Dodonna (20 pts)
  • Paragon (5 pts)
  • Veteran Captain (3 pts)
  • XI7 Turbolasers (6 pts)

Fleet Ship 1: (94 pts)

  • Assault Frigate Mark II B(72 pts)
  • Adar Tallon (10 pts)
  • XI7 Turbolasers (6 pts)
  • Flight Controllers (6 pts)

Squadrons (97 of 100 pts):

  • 3x B-Wing Squadron (42 pts)
  • 1x Luke Skywalker X-Wing Squadron (20 pts)
  • 1x Wedge Antilles X-Wing Squadron (19 pts)
  • 1x Dutch Vander Y-Wing Squadron (16 pts)

Objectives:

  • Precision Strike
  • Fleet Ambush
  • Minefields
Edited by Overdawg

The point of Garm is you can run up and engage without turtling to get those tokens. Now is that the strategy you want here and is it worth the points? I don't know. Telling someone to just go speed 1 to get the tokens Garm would provide isn't really taking into account what you can be doing instead.

Garm's pretty nifty on the whale

I've only run him on double whale set-ups, but I've enjoyed the flexibility offered too much to swap him out for another commander and I really don't want to waste rounds generating tokens when I got **** to kill.

the only time Garm's not great on a whale is if you can afford Raymus on one of them instead. The officer slot is a very useful one (re: adar, intel op), though, so the choice isn't exactly easy.

Dodonna's money with bombers (so many chances for crits) and basically all the other ships where I don't see Garm's ability being worth it

really depends on the focus of the build, imo. If squadron focused, I'd roll Dodonna every time. If Whale focused, Garm's the first pick.

Edited by ficklegreendice

The point of Garm is you can run up and engage without turtling to get those tokens. Now is that the strategy you want here and is it worth the points? I don't know. Telling someone to just go speed 1 to get the tokens Garm would provide isn't really taking into account what you can be doing instead.

Not disagreeing with you in general but when I fight Imps the last thing I want to do is run into the guns of Vics and Glads.