AF + Neb x2

By PiebeatsCake, in Star Wars: Armada Fleet Builds

Hey guys, was wondering how people felt about this list.

Assault frigate mk. 2 A - Garm Bel Iblis, Electronic countermeasures

Nebulon escort - Yavaris

Nebulon support - Salvation

4x A wing

2x Y wing

advanced gunnery

hyperspace assault

dangerous territory

297 pts.

My big considerations are whether I might want points for raymus somewhere, if Garm is the right commander here, and if superior positions might be better.

I would stick with Garm, as the others dont give you any bigger benefits. With him, you'll always have a squadron token handy. I personally like superior postitions, as you'll always be able to get those rear shots with your squadrons. However, hyperspace assault has never been a big favorite of mine. You want to keep away from other imperial ships, definitely not closer, even with Yavaris and your squadrons.

I would stick with Garm, as the others dont give you any bigger benefits. With him, you'll always have a squadron token handy. I personally like superior postitions, as you'll always be able to get those rear shots with your squadrons. However, hyperspace assault has never been a big favorite of mine. You want to keep away from other imperial ships, definitely not closer, even with Yavaris and your squadrons.

Hyper Assault lets him (potentially) drop a nebulon on the stern/flank of a big/slow ship. So why not? You thinking of Ambush?

Solid-ish list. Not a ton of bells and whistles, but I feel Neb-Bs require a pair to function well, and it's hard to do AF and 2x Neb-Bs in 300 pts. Not sure if I like the Y's, but with the A's and decent AA fire from your ships you can clean up squads a little bit and hope to land a Y bomb or two.

Sorry for poor english.

A bit earlier I've played a couple games with such fleet, but I have used other fighter group - 2 x A-wings, 2 x B-wings and Wedge. Also, I've used XI7 turbolasers on Salvation (Nebulon-B Support Freight, also flagship with Garm), Gallant Haven title on Assault frigate mk IIB and Yavaris Title on Nebulon-B Escort Frigate. According to results of game vs fighter-heavy VV build without Rhymer, I've made conclusion, that the used fighter group is a bit too fraigle and next time this build will be tested with 3 x X-wings and 2 x B-wings.

I think, default tactic would be next:

Assault column of MKII with group of interceptors and Yavaris with group of B-wings may charge onto one of your opponent's big ship with Yavaris on long range (with, probable, MkII as a cover on medium range) on 3rd turn and double squadron command on 4th turn.

Salvation may be (and must be) used as glass cannon only from long range either focusing column's charge target or disturbing opponent with another source of a large damage.

Depends on how much you want to run squadrons. A List I prefer is: A-wing's to run in and slow swarms when they get to range of any of my ships (mainly there to stop rhymer blobs) While the rest focus one ship at a time and usually 2 turn kill most things, including VSD's. If I can get all front arcs from Neb's on and (hopefully) 2 arcs or at least the side arc of AF2 in. Drawing top 4 cards and looking for a double damage is huge, especially when you get to do it twice with the AF2 and potentially any extras from the Neb's.

Assault Frigate MK2 B, X99 Turbolasers, Paragon
Neb B Support (cheaper one) with Dodonna
Neb B support with X17 Turbolasers and Salvation.
Neb B support with X17 Turbolasers
2 x A-wing.

Garm works poorly with Hyper Assault, the ship in hyper doesn't get the token bonus turn 1... Unless your trying to sucker your opponent into choosing it.

I built a very similar list for 400 points, and it feels a lot better. 300 is a rough squeeze.

Edited by Madaghmire

I feel this too: 400 will really expand the game, especially with wave 2 options.

I feel this too: 400 will really expand the game, especially with wave 2 options.

I just hope we won't have to play on a 9'*3' table :P

I feel this too: 400 will really expand the game, especially with wave 2 options.

I just hope we won't have to play on a 9'*3' table :P

Hehe, na. 3x6 is even a bit large for 300. 400 should fit perfect.

My only issue is 2 hours is too long for rounds at 300...hope they get feedback and keep 400pt games to 120, minutes instead of upping the time. It seems these long round times turn people off to armada tourneys :/

Tried this out the other night:

AF-A (Dodonna, Raymus Antiles, Advanced Projectors, Enhanced Armament, Paragon)

Neb-B (Salvation, X17 Turbolasers)

Neb-B (Yavaris)

X-Wing

X-Wing

X-Wing

The AF was built to tank hits - I used a lot of Engineering Commands with Raymus to generate 3 shields per turn. The Neb-Bs worked as a pair with the X-Wings sticking close to Yavaris.

On the other side was a VSD (Screed), Demilisher and about 9-10 Ties with Howlrunner.

The AF did well and regenerated any lost damagefor the first few turns. I made a mistake though and it got caught, but managed to stand up to two sequential rounds of point blank shooting from the VSD (he got initiative at the right time - Grrr!) and a round from Demilisher. Embarasingly, the Ties eneded up finishing it off.

In turn though, it mauled the VSD and allowed Salvation to finish it off.

The real star for me though was Yavaris that pumped out Squadron commands and neutralised the Ties all by itself by assisting the x-wings once they got stuck in.

Lessons Learned:

As a build it was pretty solid had I not been too eager with the AF. I think I'd drop Paragon though as the AF lost more than it gained by getting close enough to gain the black dice.

Lessons Learned:

As a build it was pretty solid had I not been too eager with the AF. I think I'd drop Paragon though as the AF lost more than it gained by getting close enough to gain the black dice.

you can add black dice from paragon in at any range, not just close

Lessons Learned:

As a build it was pretty solid had I not been too eager with the AF. I think I'd drop Paragon though as the AF lost more than it gained by getting close enough to gain the black dice.

you can add black dice from paragon in at any range, not just close

Do you mean that you can gain the black dice as a result of an attack from any range, or that you can use the black dice at any range?

I had taken it to be the former - meaning even if you gained it as a result of an attack from a red dice, you needed to be within black dice range to use it.

As a follow on, I had played it that the black dice was gained from Paragon itself attacking a ship that it had already attacked (using a second hull zone), but it could be read that *any* other attack on a given ship would give the extra dice to Paragon if it also attacks.

Sorry, this should probably be the Rules forum

Paragon adds a die to the pool. It can be any color. The color restrictions on the range ruler are for using dice in you pool during the gather dice step.

In short: adding allows you to ignore the range restriction. Paragon can add blacks at red-range. This is identical to the red mission that adds any-color you choose iirc.

Conc Fire also should allow you to add a second black.

The only hard part is lining up double arc shots at longer range. I bet with wave 2 Paragon will be more popular with all those large bases.