What? Bear with me...
Assault Frigate Mark II A: (89 pts)
- Gallant Haven (8 pts)
Nebulon-B Escort Frigate: (62 pts)
- Yavaris (5 pts)
Nebulon-B Support Refit (85 pts)
- General Dodonna
- Salvation
- Ray Antilles
Squadrons (55 of 97 pts):
- Wedge Antilles
- Dutch Vander
- Keyan Farlander
Objectives:
- Opening Salvo
- Contested Outpost
- Minefields
(291 of 300 pts)
So....it's a Gallant Haven/Rebel Aces list, right? Actually, no....but hopefully your opponent will think so. It's actually a rebel jousting list, meant to eliminate the enemy through focused long range firepower. GH is your shield, Salvation your sword, and Aces/Yavaris are both (though really everything's a sword). It requires careful movement planning, and coordination between your ships, but has worked nicely in my test games so far.
Battle Plan:
Gallant Haven should advance in the lead with the aces close by, acting as the fire magnet and sheltering the fighters. It should have engineering commands dialed up for most of the game, after an initial navigate or two - it's the decoy. Gallant Haven should never issue a squadron command! Instead, Yavaris should be close enough to command the fighters, again spamming squadron orders after an initial navigate. Salvation can stand off a bit (but not too far) with concentrate fire as its specialty.
All ships should be trying to get a single enemy in their forward and forward/side arcs and beat it down until it's dead. Even a VSD spamming engineering tokens should go down in two turns, especially with your range advantage (12 red dice + salvation effects). Your enemy should be focusing their firepower on GH, which ought to be tanky enough to survive at range for a couple of turns.
Hopefully enemy squadrons will try to jump the Aces in the first turn or two. With GH + Brace tokens, your Aces can last for several turns under fire, firing back with Yavaris doubling their firepower output, and aided by AA fire from the ships. If they can tie up more points of fighters than they're worth, they've done their job. If they keep GSD's and CR90's from getting too close, then they've done their job.
However, if you win the squadron battle quickly and with Keyan intact, his 4 black re-rolling attack dice can make a significant contribution in turns 5 and 6, quite feasibly finishing off a ship by himself. So the squadron battle element is still important - it's not just a ship jousting list after all. But clearly it isn't squadron-focused. It plays more like a hybrid. (Tip: Against squadrons, have Yavaris command Dutch/Wedge. But against ships, command Dutch/Keyan).
When it comes to your opponent's reactions, he'll face a difficult choice as there is no "best" target for him to shoot. Yavaris is the most vulnerable usually, but it adds the least amount of firepower to this list overall. Salvation is usually too far back for optimal shots, and Gallant Haven can be quite a tank and can maneuver independently once the squadron fight is over.
Objectives:
You want your enemy to approach you on a predictable path, so you can set up a "kill zone" . Contested Outpost is great for this, especially when you're second player. The ability to rack up 90 points while forcing the enemy to come to you is fantastic. Fleet Ambush and Minefields could work as well, because ideally you want to engage one ship at a time. Opening Salvo....well, with three ships and second player you stand an even better chance of taking down enemy ships quickly, which is important.
Weaknesses:
Now, this isn't an instant win button by any means. First of all, it's a list that likes going second (due to the objectives) so if you're not comfortable with that, then this probably isn't the list for you.
Any fleet that can get in close, and remain outside of the Nebs' forward arcs, can absolutely devastate this list. A 3 or 4 GSD+engine tech list is probably the worst list to face. You'll have to mitigate it as best as possible by bluffing with the Aces, and by smart maneuvering with the AF and Nebs.
In addition a good portion of the late game firepower does depend on the Aces and Yavaris working together, so keeping the fighters in range of GH, and Yavaris close by, is needed. While not exposing Yavaris' flanks to enemy firepower. That can be tricky to do in the face of obstacles and enemy maneuvering, so it's important to deploy well. Practice is helpful.
If you lose the initiative bid, mobility-based objectives (Intel Sweep, etc) will be rough against lists with GSD's or CR90's. Salvation can operate semi-effectively in this role alone, as Speed 3 + Antilles adds up to a good amount of mobility, but it's not ideal as it severely depletes the firepower of your core group.
Summary: It's a hybrid list that initially plays like a jousting list but that your opponent may size up as a GH/Aces list. Which it is, sort of.
Feedback:
Is it the intent of the list too easy to see through?
Will Gallant Haven crumple to enemy firepower too easily? Should I add ECM, at the cost of giving up the initiative bid? Would Mon Mothma be a better commander....but what should I give up to get her?
If you playtest it, please contribute and let us know how it worked (or didn't)! Thanks for reading...
Edited by Maturin