Rebel Corvette Swarm

By orangesmurf321, in Star Wars: Armada Fleet Builds

[ REBEL FLEET (299 points)

1 • CR90a Corellian Corvette - Mon Mothma (74)

2 • CR90a Corellian Corvette (44)

3 • CR90 Corellian Corvette B (39)

4 • CR90 Corellian Corvette B - Overload Pulse (47)

5 • CR90 Corellian Corvette B - Overload Pulse (47)

6 • CR90 Corellian Corvette B - Leia Organa - Dodonna's Pride (48)

http://armada.fabpsb.net/permalink.php?sq=r1c4r1r2r2r2i1r2o3f1 ]

r1c4r1r2r2r2i1r2o3f1

basically the point is the swarm around the board, while using the overload pulses to start force exhausting and removing their defenses.

I've got 6 Corvettes. I need to get around to trying something like this.

What role does Leia serve in an all-corvette fleet?

What role does Leia serve in an all-corvette fleet?

I agree...what role does Leia serve? I would drop her and instead add Jaina's Light to the flagship.

guess i didnt even think of that thank you

guess i didnt even think of that thank you

Most welcome. :-) I run a 5 corvette wolf pack. I refuse to call it a swarm because of the tactics I use. Plus wolf pack sounds more intimidating than swarm. Lol

I prefer referring to it as a school of corvettes

I prefer referring to it as a school of corvettes

I've schooled a few with my corvettes... LOL

i have yet to be able to run the list but i am excited to do so.

made a little change dropping Leia

[ REBEL FLEET (300 points)

1 • CR90a Corellian Corvette - Mon Mothma (74)

2 • CR90a Corellian Corvette (44)

3 • CR90 Corellian Corvette B (39)

4 • CR90 Corellian Corvette B - Overload Pulse (47)

5 • CR90 Corellian Corvette B - Overload Pulse (47)

6 • CR90 Corellian Corvette B - Leading Shot - Dodonna's Pride (49)

dropping Leia and adding Leading Shot where leia was i can fish a little bit better. but it does make my list exactly at 300 points

Edited by orangesmurf321

For more food for thought, here is what I run:

1) Corv-A + Mon Mothma + Jaina's Light + Nav Team

2) Corv-A + Nav Team

3) Corv-B + Dodonna's Pride + Nav Team

4) Corv-B + Overload Pulse + Nav Team

5) Corv-B + Nav Team

6) Tycho

7) A-Wing

Totals to 298 points.

its interesting but i dont see fighters being all that big of a deal to the point that with all the runnign the list does will they be able to keep up. i know the interceptors will but for bombers and those that can do some real damage they will be completely out paced. i could be wrong as i just started the game. but thats just how i see it. plus with being able to shot with a second shot at fighters. the only real concern i see is maybe a giant swarm of tie fighters.

I have the a-wings primarily as a counter to a build that has Major Rhymer in it. Otherwise they occupy a TIE swarm, or if against a fighterless, I have two black dice to use in my attack on a ship

Something else I try to do is to be the first player. That has allowed me more than once to 'shoot and scoot' a corvette that was being threatened with a pummeling out of harms way.

Out of curiosity, how do you use your CR90B ? I really love the idea of a brawling Corvette with Dodonna's Pride, but I seem to always end up in black dices range with it :P

Out of curiosity, how do you use your CR909B ? I really love the idea of a brawling Corvette with Dodonna's Pride, but I seem to always end up in black dices range with it :P

I run my fleet as a tightly knit wolf pack. Which is why I run with nav teams - the nav token combined with a nav command - gives me 2 extra clicks on the maneuver tool, and has helped me from bumping ships against each other. I deploy with Bs in the lead with the As following close behind. Depending on which side of the map the other player weights his deployment toward, I run the pack up that side edge in order to get in behind a ship to unload on it. Running the edge I have found makes my opponent cautious because they don't want to fly a ship off the map trying to pursue/intercept. My goal is always to get in behind even if it means not fully engaging until round 4 or 5.

Interesting point to hold back multiple Corvettes until later turns when it's safer to engage :)

I was probably too aggressive with the B (running with Dodonna's Pride), trying to take advantage of the title to deal damage cards (face up) early on and disable the ships, but perhaps I should hold back until Turn 3 (it's still likely to have shields anyways).

It's not that I'm holding them back. I'm aggressively moving them into an advantageous position for both maximum damage and survival. My problem is that I stay too aggressive in rounds 5 and 6, and tend to lose a corvette or two by trying to bag another ship, instead of withdrawing to preserve my fleet.