Need feedback on this Rebel fleet

By vyrago, in Star Wars: Armada Fleet Builds

[ REBEL FLEET (296 points)

1 • Assault Frigate Mark II B - Mon Mothma - Advanced Projectors - Enhanced Armament - Paragon (123)

2 • Nebulon-B Escort Frigate - Raymus Antilles - Nav Team - XI7 Turbolasers - Salvation (81)

3 • Wedge Antilles X-wing Squadron (19)

4 • Dutch'' Vander Y-wing Squadron (16)

5 • Y-wing Squadron (10)

6 • Luke Skywalker X-wing Squadron (20)

7 • Tycho Celchu A-wing Squadron (16)

8 • A-wing Squadron (11)

Objectives - Precision Strike - Hyperspace Assault - Superior Positions (0)

Build or flying tips welcome!

Actually mirrors my Imperial list a lot...just with the small jouster and medium strafer.

Actually looks amazing. I can't think of any changes except on Hyperspace Assault. I use the two other objectives, but I like Ambush for my yellow...though after my tourney today I might consider Contested Outpost.

Though...if you're slow-rolling the neb and just unloading at long range, and have the guppy pop out with a ton of fighters to flank/circle-strafe that would be interesting...

I think it warrents extensive playtesting, and might be my rebel list to try next time I get a chance.

The only question is if Mon Mothma and Paragon are better than Garm/Dodonna and Gallant Haven. You do have quite a lot of fighter groups there. And of course on which ship to put Raymus Antilles is the next question. Also Nav team instead of sensors on Salvation, not sure about that.

Edited by ForceM

The only question is if Mon Mothma and Paragon are better than Garm/Dodonna and Gallant Haven. You do have quite a lot of fighter groups there. And of course on which ship to put Raymus Antilles is the next question. Also Nav team instead of sensors on Salvation, not sure about that.

I think you're think you're right. With all those possible crits being done, I think Dodonna is the best choice. To further maximize fighter usage, maybe Adar Tallon. But unfortunately Sensor Team cannot be equipped on Salvation. Maybe Engineering team, along with Antilles thats 6 engineering with a dial + token: that can shed 2 damage cards or restore up to 3 shields.

I think your commander is the biggest thing you have to figure out. Since both your ships only have 1 evade token each, a single accuracy will stop your boosted evade tokens. If you’re going to go with Mon Mothma, I’d consider looking at Electric Countermeasures so you have a guaranteed usage of your evade token.

Very good objectives choices for you build!

I've realized that Dodonna is the best choice for this build. With ships and bombers doing crits, Dodonna ensures your critical effects are the best. Zero_Outcome is right, with only 2 evade tokens available each turn, Mon Mothma's ability is diluted.

With the point savings on Dodonna, I've added Adar Tallon. Being able to double-activate a squadron can be a game changer, the prime candidate being Luke against a ship. Potentially Luke could roll 2 x hit+crit for 4 damage and with 2 critical effects. WIth Dodonna's ability, its possible that Luke could do up to 6 hull damage in 1 turn. (assuming you pull Structural Damage for each crit batch).

Strategy wise, the Paragon wants to somewhat speedily joust with those 4 frontal shields, then rapidly turn and strafe. Closer range against a larger, slower target would increase the likelyhood of getting 2 arcs and triggering Paragon's ability.

Salvation wants to set up last and thus be in the best position to get frontal shots against side/rear arcs. Salvation will also want to slow to avoid overshooting, and so i've replaced nav team with engineering team. Repair dial + token would give Salvation 6 engineering points to either repair 2 damage cards or restore 3 shields. I have found that Salvation has often folded under fire. My opponents have been wise enough to take down the fragile ship, and with its upgrades it constitutes a healthy chunk of points.

Between advanced projectors on Paragon and Engineering Teams on Salvation, I offer my opponent the choice of 2 hardened targets. Hopefully it either helps them last longer under fire and/or makes targeting choices more difficult for an opponent.

Actions are better spent on Squadron commands, particularly on Paragon with Tallon. Paragon's enhanced armament will speak for itself, while my bombers hopefully survive to land a few crits. In the face of an enemy fighter swarm, I would then aim to use Tallon's ability on Wedge, hopefully after a sucessfull combo move with Dutch then again later in the squadron phase against another activated squadron.

Does my strategy seem sound? have I overlooked something?

Sounds perfect, and is all stuff I'll prob use when/if I olay as Rebels haha. I'd love to play against it to see how it fairs in a psuedo-mirror match.

Who is going to be issuing the squadron commands to get the most out of your fighters?

Both Paragon and Salvation do best with CF commands (extra black dice! extra crits!), so issuing squadron commands almost seems like a waste for either of them. Without the CF command, Paragon's only adding one black dice instead of two. But without squadron commands you're not getting the most out of your aces.

I almost think Gallant Haven would be a better title, giving you a bit less firepower innately but allowing you to be much more efficient about issuing commands and making your list more effective as a whole.

Edited by Maturin

Dodonna is almost always the better choice - cheap and HIGHLY useful for almost any fleet. MM is only very useful if you have lots of evades and/or really need the ones you've got. I don't think that's the case here, so glad you came to the same conclusion.

Side note: I find a AF2+Neb fleet to be difficult to play, on account of the two ships not really moving in the same way. Takes a skilled hand to keep the fleet together and effective, without exposing the Neb.

Who is going to be issuing the squadron commands to get the most out of your fighters?

Both Paragon and Salvation do best with CF commands (extra black dice! extra crits!), so issuing squadron commands almost seems like a waste for either of them. Without the CF command, Paragon's only adding one black dice instead of two. But without squadron commands you're not getting the most out of your aces.

I almost think Gallant Haven would be a better title, giving you a bit less firepower innately but allowing you to be much more efficient about issuing commands and making your list more effective as a whole.

an excellent point. ive considered it. But at 8 points, Gallant Haven puts me at 300. Paragon has me at 297, so a possible initiative bid. Ive also considered going without a title on AF2 and with 292 im likely to have choice of 1st or 2nd player. But again...tough call. Expanded Hangar Bay and Flight Controllers is another options to fill Paragon's title card spot. hmmm....

You could drop a Y-wing...