So I'm pretty sure I'm the worst Rebel Commander ever

By Cuthawolf, in Star Wars: Armada

Escort (naked) - goes on the inside of the formation as a sacrificial lamb

[b-wings go here]

Escort (Yavaris) <-- Big D - is the center of the formation

Support (Raymus, Salvation) - goes on the outside of the formation

A-wings go with the B-wing when without initiative, and wherever they're needed with it

Edited by ficklegreendice

Iv had problems gettin to grips with the corvette as well only advice i can give is a bit generic but its what im applying to my own games. 1) Get more games in to get comfortable with how the ships move and build up the level of instinct to have a rough idea where when & how your ships will get their. 2) Iv found it better to think of the corvette as more a strategic asset than a ship of the line either effecting the other players movement through ur corvettes positioning. Or grabbing/achieving objectives. Hope this helps.

You know the first step to recovery is I admit you have a problem, so looks like you're well on your way to becoming a better Commander

I have been playing with a AF2 and 2 CR90 list too. But my set-up is a little different.

I use :

AFM2B Gallant Haven, Mon Mothma, Flight Controllers, Expanded Hanger Bays and Weapons Liaison

CR90 Engine Tech

CR90 Engine Tech

Luke Skywalker

Tycho Celchu

2 A-Wings

1 X-Wing

I do not see much success with my list but I do force some draws out of it. (3 wins 3 draws 4 losses) CR90 with Engine Techs are amazing at zipping around (Speed 5 at the end of the day with a Nav Command Dial) so I mainly use them to harass the side and rear of the opponent. I agree that they are definitely not ships that can hold the line. I keep my CR90s close to each other otherwise alone they are very flimsy and do not do much. I use AF2 as a carrier ship, keeping my fighters close to it until the main engagement starts (usually a 3rd or 4th turn Squadron Command Dial).

I am having trouble keeping both CR90s alive. Almost for certain I will lose 1 of them mid-battle but the way I play is that sometimes my CR90s are deployed parallel to my edge and I use their superior speed to zip around. It all depends on your playing style but

I initiated a friend today (2nd and 3rd games for me) and in our 2nd game he played the Imperials with a list that I crafted for him. We played at 180 points on a 3x3 and this is what it looked like :

Imps

- Victory I - Tarkin, Yularen, Dominator, Enhanced Armament, Gunnery Team, ACM

3 TIE Fighters

Rebels

- Nebulon B Escort - Dodonna

- CR90 B - Dodonna's Pride, ECM, Engineering Team

- 2 X-wings

- Luke

I deployed the CR90b way too much on the flank and placed the Neb B (he had initiative) right in front of the VSD hoping to tank the shots. Big mistake, he one shotted the Neb in his front arc with a single salvo of the Vic's 3R 2Blue 3Blacks rolling 2 Accuracies and cancelling both of my Braces. Then he managed to score a crit on the Pride, which was that I couldn't resolve any critical effects ( -_- ).

_____

I am liking the potential of the Rebels though and even though I deployed the CR90b and Luke way too far on the flank (stupid mistake there), it appeared quite clear that the higher numerical advantage of the Rebels will be to draw the opponent into splitting his firepower between the several ships by alternating what he perceives as a threat. He went straight from my Neb with Dodonna which should have feinted to draw him in exposing his rear arc and keeping at red range.

Not having the initiative for the rebels seems very good as a way to force him to burn an activation before we do and always allow us to activate multiple ships after he only activated one. But in any case the Reb ships should always move in pairs, close enough to offer target confusion and force the Imperial ship to cycle targets either by greed or perceived advantage.