Edited by Green Knight
REBEL TWIN WHALE CARRIERS
Edited by Green Knight
I don't know but I may be crazy here.
Personally, I like your first list more. An idea for it would be to swap out General Dodonna with Garm Bel Iblis and get rid of the Paragon. Same point value but Garm gives you three tokens to start the game on each of your Frigates which gives you flexibility based on whatever your opponent brings. That way you can also maximize any of your rounds with a double of any of the commands that place upon your dials.
I dunno, as I said, I may be crazy.
![]()
+++ Whale Carriers (297pts) +++
++ Rebel Alliance (Standard) (297pts) ++
+ Assault Frigate MkII (211pts) +
Assault Frigate Mark IIB (118pts) [Electronic Countermeasures (7pts),
Expanded Hangar Bay (5pts),
Flight Controllers (6pts),
Weapons Liaison (3pts),
•Garm Bel Iblis (25pts)]
Assault Frigate Mark IIB (93pts) [Electronic Countermeasures (7pts),
Expanded Hangar Bay (5pts),
Flight Controllers (6pts),
Weapons Liaison (3pts)]
+ Squadrons (86pts) +
A-Wing Squadron (11pts)
A-Wing Squadron (11pts)
A-Wing Squadron (11pts)
A-Wing Squadron (11pts)
B-Wing Squadron (14pts)
B-Wing Squadron (14pts)
B-Wing Squadron (14pts)
This is one I've been thinking of using. It's pretty similar to your but geared more towards supporting a bomber build. The idea for ship heavy fleets is pretty straight forward but for fighter heavy fleets the goal is to hang the y wings back moving them up along with the carriers while the x wings scout ahead to engage and lock up as many enemy fighters as possible allowing the Y wings to do their work. The main things for me to keep in mind are to keep the fighters in squadron range of the carriers to allow the squadron commands to be most effective. My points cost is pretty high so I doubt I will be seeing second player very much as most of the people who I play with tend to bid for second.
(299 of 300 pts)
Flagship: (110 pts)
- Assault Frigate Mark II B(72 pts)
- General Dodonna (20 pts)
- Expanded Hangar Bay (5 pts)
- Electronic Counter Measures (7 pts)
- Flight Controllers (6 pts)
Fleet Ship 1: (90 pts)
- Assault Frigate Mark II B(72 pts)
- Expanded Hangar Bay (5 pts)
- Electronic Counter Measures (7 pts)
- Flight Controllers (6 pts)
Squadrons (99 of 100 pts):
- 3x X-Wing Squadron (39 pts)
- 6x Y-Wing Squadron (60 pts)
Objectives:
One thing I would consider about the second list int he OP is that, imo, x wings and a wings do not synergize well unless intentionally kept distant from eachother. When they are near each other or swarmed the enemy will be forced to destroy luke and wedge before being able to fire at the a wings. This not only kills off two of your most expensive fighters first, but completely stops your a wings from being able to use counter since they arent being attacked.
+++ Whale Carriers (297pts) +++
++ Rebel Alliance (Standard) (297pts) ++
+ Assault Frigate MkII (211pts) +
Assault Frigate Mark IIB (118pts) [Electronic Countermeasures (7pts),
Expanded Hangar Bay (5pts),
Flight Controllers (6pts),
Weapons Liaison (3pts),
•Garm Bel Iblis (25pts)]
Assault Frigate Mark IIB (93pts) [Electronic Countermeasures (7pts),
Expanded Hangar Bay (5pts),
Flight Controllers (6pts),
Weapons Liaison (3pts)]
+ Squadrons (86pts) +
A-Wing Squadron (11pts)
A-Wing Squadron (11pts)
A-Wing Squadron (11pts)
A-Wing Squadron (11pts)
B-Wing Squadron (14pts)
B-Wing Squadron (14pts)
B-Wing Squadron (14pts)
Garm Bel Iblis - aka the poor man's Tarkin - I've never really warmed to him. While six tokens are nice - saves the needs to save up - if find that in practice he has less utility than Dodonna (less points, offensive potential, synergy with Luke and mines and whatnot) or Mon M (more points, and not really suited to a 2-AF build). With only 7 fighters, it's possible to drop the second Exp hangars. Maybe squeeze in Farlander. This might cause my opponent to be wary of rushing in close too close.
This is one I've been thinking of using. It's pretty similar to your but geared more towards supporting a bomber build. The idea for ship heavy fleets is pretty straight forward but for fighter heavy fleets the goal is to hang the y wings back moving them up along with the carriers while the x wings scout ahead to engage and lock up as many enemy fighters as possible allowing the Y wings to do their work. The main things for me to keep in mind are to keep the fighters in squadron range of the carriers to allow the squadron commands to be most effective. My points cost is pretty high so I doubt I will be seeing second player very much as most of the people who I play with tend to bid for second.
(299 of 300 pts)
Flagship: (110 pts)
- Assault Frigate Mark II B(72 pts)
- General Dodonna (20 pts)
- Expanded Hangar Bay (5 pts)
- Electronic Counter Measures (7 pts)
- Flight Controllers (6 pts)
Fleet Ship 1: (90 pts)
- Assault Frigate Mark II B(72 pts)
- Expanded Hangar Bay (5 pts)
- Electronic Counter Measures (7 pts)
- Flight Controllers (6 pts)
Squadrons (99 of 100 pts):
- 3x X-Wing Squadron (39 pts)
- 6x Y-Wing Squadron (60 pts)
Objectives:
One thing I would consider about the second list int he OP is that, imo, x wings and a wings do not synergize well unless intentionally kept distant from eachother. When they are near each other or swarmed the enemy will be forced to destroy luke and wedge before being able to fire at the a wings. This not only kills off two of your most expensive fighters first, but completely stops your a wings from being able to use counter since they arent being attacked.
Luke/Wedge/Dutch would not clump together with the A-wings, but form a separate group in most cases.
If I dont have access to flight controllers, do you think that destroys the build? Or is there some tweaking I can do?