Hi, guys! I came up with a list that I think is pretty solid, but I'm looking to make it solid-er. ![]()
Nebulon-B Support Refit - Leia Organa - Engineering Team - Redemption (67)
Assault Frigate Mark II A - Mon Mothma - Raymus Antilles - Gunnery Team - Electronic Countermeasures (132)
Assault Frigate Mark II A - Gunnery Team - Enhanced Armament (98)
Total: 297 points
The idea with this fleet is to (generally) fly the Neb between and behind the two Frigates, leading with the flagship.
From turn 3, the flagship will constantly perform a repair action.Thanks to Redemption and Raymus, this gives it a total of 8 engineering to spend per turn. That's 4 shields, 2 hull and a shield, or combinations of repairing and redirecting shields from the non-combat side. ECM allows the flagship to ignore one accuracy dice per turn (always handy). This guy can take HEAPS of punishment while dishing out his fair share.
Gunnery Team allows both Frigates to make the most of their best arc if it faces two ships (or a ship and squadrons). Enhanced armament makes the second Frigate the heavy hitter, taking Concentrate Fire actions that Leia can change to repairs as needed.
Mon Mothma significantly increases the survival of not only the Neb, but both Frigates as well. I don't think either of the other Rebel leaders do as much good for this fleet as Monny.
So! That's my fleet. At 297 it's not likely to get an initiative bid, but I think a three ship list works pretty well for going first.
I've played it a few times now (all on Contested Outpost with me as second player), and it's worked quite well against a 2xFrigate/Corvette build (with only the flagship surviving as the lone Corvette fled), and a Frigate/Neb/bomber list (losing only the second frigate while wiping out both ships). In both cases I held the outpost for all of the turns played, and the flagship came out unscathed (he repaired all damage in the first game, and my opponent didn't shoot it in the second).
It failed against three SDs (1 blue, 2 blacks). I didn't try to hold the outpost beyond turn 1, and tried to kill a single SD while running away from the other two. This didn't work as my opponent ably trapped the flagship, and he died in turn 3. I put significant damage on two of the SDs but couldn't do enough to kill either, and I lost my other Frigate in the final turn (I brought him back into the fight without sufficient repair orders). In this game I'd switched out Leia (who I didn't use in game 2) for Paragon, but that extra black dice didn't do much at all.
So! I'm wondering what you guys think about this list, and how you think it might be improved.
Cheers! ![]()