Rebel 297 points - Rogue Squadron (Initiative Bid)

By MoffZen, in Star Wars: Armada Fleet Builds

Hello fellows !

Following the very interesting points on this thread (https://community.fantasyflightgames.com/topic/183274-so-as-a-rebel-i-kinda-hate-the-fighter-game/ ), I wanted to dip my feet into something different, going for a squadron light fleet.

At the same time, the idea would be to go for an Initiative bid (is 3 points enough ? What is the current bid ?) with a relatively all comers fleet. I just called it Rogue Squadron while it's squadron light just because of what the squadron selection remind me of :P

Without much wait, here's the fleet, C&C is very appreciated !

Admiral : Dodonna

1) CR90B

-- Dodonna's Pride

-- Engine Techs

-- Dodonna

2) Nebulon-B Escort

-- Engineering team

3) AFMK2 B

-- Gallant Haven

-- Adar Tallon

-- Expanded Hangar

4) Luke Skywalker

5) Wedge Antilles

6) X-Wing

7) X-Wing

Total : 295

Objectives : Precision Strike, Fleet Ambush, Dangerous Territory

I'm not sure Dodonna will stick on the Corvette but it is nimble enough that I can get away fast with him without losing too much firepower from the rest of the fleet should the heat become too much to handle ! The idea behind the objectives is that if I don't get the Initiative, I have 2 objectives that synchronize well with Dodonna, Luke and the amount of Bombers in the fleet (Ambush, Surgical Strike) as well as an objective that will allow me to retreat in a hurry while damaging the hull of the enemy.

Also hesitating with Minefields, but the idea was to have an annoying block of asteroids to go towards while grabbing points in case the enemy ships prove too much to handle :)

One thing I'm really unsure about is if 3 points is enough as an Initiative bid within the current meta. If not, I wanted to slap a Veteran Captain on the Pride so I could get a tad more out of it while still being able to get away !

C&C welcome ! :)

Edited by MoffZen

Objectives : Surgical Strike, Fleet Ambush, Dangerous Territory

Your typo just makes me long for new objectives all the more...

I'm sorry, I'm translating the objectives from French, so please enlighten me about which name I mistyped ^^

Surgical strike = precision strike? Probably if I remember properly.

You probably want a larger bid if you want "gauronteed" initiative. That said I build for max points and if I go first great if not my objectives suit me just fine.

I'd pull dodonna of the corvette, to squishy. And I would switch the engineering team with the Yavaris title.

I'm planning in trying a similar list of:

Rebels, 298

Obj: Advanced gunnery, hyperspace assault, dangerous terrain

Assault frigate B w/ Expanded armaments, advanced projectors, gunnery team, dodonna - 115

Neb-B E w/ Yavaris, vet captain - 65

Neb-B S w/ Salvation, XI-7 Turbolasers - 63

Squadrons -55

Luke 20

Wedge 19

Dutch 16

I've largely got my tactics and ship maneuvers for imperials down pretty good, still working on the extra complexity rebel speed (faster ships, slower squadrons).

Thanks for the correct name ;)

The idea with Dodonna in the Corvette is that I've found the other ships tend to get focused quite strongly, at least with Engine Tech I can get away when needed ;) But I'll probably switch him to the Neb or to the Assault Frigate.

The Yavaris is a good point, unfortunately I don't have the card title :/ I was thinking of removing enhanced armaments for Gallant Haven to protect the X-Wings against nasty interception, what would you think about that ? (And in that case, switch Dodonna to the Frigate to draw the bombing wings to it rather than to the Corvette) ?

EDIT : I removed Enhanced Armament and replaced it with Gallant Haven, giving me an extra 2 points for the bid as well as more protections for the X-Wings and the Aces. Because the X-Wings act both as a Bomber Wing and a Fighter Screen, if the enemy throws an interception force at the X-Wing I want to keep them alive (especially the Aces), then unleash a well placed squadron command with Adar Tallon to unleash the Rogues :D

How does the list look now ?

Edited by MoffZen

If you really want to bid for initiative, then you'll want to be at least 295 or less, at least, that's how it tends to work out in my meta.

If you really want to bid for initiative, then you'll want to be at least 295 or less, at least, that's how it tends to work out in my meta.

Its very meta dependent... Here, I'm winning initiative on 298s regularly.

I see ! Well I've lowered it to 295 points by replacing enhanced Armament with Gallant Haven, let's see how it goes :)

Just a quick question regarding deployment when you have the initiative. I've done some simulations where the opponent would place his Victory SD right in front of my Assault Frigate and they did not go well, due to the Fattie not being small or nimble enough to avoid the front arc of a Victory 2 for more than 2 turns.

Which got me thinking about deploying the small and nimble ships first (due to the fact that they really have the ability to evade), then finish up with the big beasts, is it an interesting way to deploy ?

There's lots of interesting tricks to be playing with deployment - so long as you keep in mind that Squadrons have to go down around a ship...

I even put an Assault Frigate down at 90 degrees to advance the other day.

Interesting, the maximum I've went for is 45° angle :P But I guess that makes sense to stay out of a racing VSDII at speed 2 while circling around.

I'll probably have to be more careful during the deployment phase and plan things better !

I would ditch Adar Tallon.

For sure put Leading Shots on Dodonna's Pride.

And maybe advanced projectors on your AFII

I would ditch Adar Tallon.

For sure put Leading Shots on Dodonna's Pride.

And maybe advanced projectors on your AFII

Whyyyyyyyyyys we askses, precious... Whyyyyssss...?

Leading shots is a good upgrade yep ! I just don't have the card with the expansion ;)

But I'm not dropping Adar Tallon :P I want him to double activate the Rebel Aces !

I'll look into Advanced Projectors ;)

Leading shots is a good upgrade yep ! I just don't have the card with the expansion ;)

But I'm not dropping Adar Tallon :P I want him to double activate the Rebel Aces !

I'll look into Advanced Projectors ;)

I was wondering if that was why. Maybe its because I roll like crap but Leading shots is a must for my DP.

The advanced projects i just suggested to fill in the 10 points from Adar.

Or maybe you put Engine techs on our Neb.

if you Must have Adar maybe ditch your expanded Hanger, if you were to ever get the LS card.

Other then Leading shots I like the build. I may have to try it.

Edited by KAGE13

Yeah, Leading Shots is really a no brainer upgrade for the Pride. It's a really well thought out move from FFG to separate the useful cards from the starter set into expansions, because currently both the Neb and the Vette work OK with their available cards but work so much better if you go with the expansion :P

Right now I'm questionning the AFMK2 as a fighter base. I might even prefer to use a Neb B as a carrier. The AFMK2 is very slow and bulky for my liking, and I'm not sure it's really worth it as a firebase (but I could be wrong about that !). It feels like its best use is when fighting against multiple ships rather than dueling like the Victory does (because the fire arcs of the AFMK2 really aren't that great let's face it :P ).

EDIT : Removed the protoype list, I'll be posting another !

Edited by MoffZen

Admiral : Dodonna



1) CR90B


-- Dodonna's Pride



2) Nebulon-B Escort


-- Adar Tallon



3) AFMK2 A


-- Veteran Captain


-- Electronic Countermeasures


-- Sensor Team



4) Luke Skywalker


5) Wedge Antilles


6) X-Wing


7) X-Wing



Total : 293



Objectives : Precision Strike, Fleet Ambush, Dangerous Territory



Alright, I think I've got this fleet more optimized ! I was spending way too many points in squadron support upgrades for the amount of squadrons I had :D


So, this is more ship oriented than squadron oriented, but I feel it makes more sense to have it this way with only having 4 squadrons (including 2 Elite).



In this build, the Assault Frigate is the tank/damage dealer. With Sensor Team allowing to change the blank red dice into accuracies if I need it in order to focus fire, as well as having the Electronic Countermeasures to choose to use a defense token that will likely get targeted by an accuracy, this ship should take a punishment and deal some. Veteran Captain to capitalize on a break, or just be flexible should I completely miss the orders.


The Neb Frigate is mainly there to coordinate "Rogue Squadron" throughout the whole game. Staying far and pumping shots, with the anti-fighter barrage when needed (coupled with the 2 blue dice anti-fighter barrage from the Frigate, this should help compensate the low fighter number). Adar is obviously there to get a squadron (preferably the aces) going twice per turn. The Corvette will be there to be an annoyance early game and distract opponents. In any case, I feel it's going to spend most of its turn using Nav Commands just to dodge fire arcs, tee hee !



I'm keeping these objectives but I doubt I'll get to use them much due to such a low fleet cost !



C&C welcome :D


Edited by MoffZen

Hello!

So Why no yavaris with Adar? Pretty good combo with either Luke or wedge. I've seen Luke take out a small ship and wedge destroy enemy squadrons, especially if they are activated. You could put Adar on frigate?

Have you tried advanced projectors? It's cheaper than ecm.... the only draw back is that an accuracy will still negate it. So I can see value in ecm..still on frigate, h9 lasers I find more efficient than sensor team. If you could get those 3 points I think it would be worth it. I used it in a past tournament and man, did it really help make sure I was able to block a brace or What ever needed to be blocked.

Leading shots are great. Sorry if I'm rubbing it in your face that you into have the card yet Lol

I love the rouge squadron feel. When 400 points hit I want to try a battle of yavin 4 type list if...you know they had ship support...and the deathstar wasn't fully operational.

I want to have Luke blow up ships and wedge blow up squadrons and just have a mess of x wings....no y wings... I don't like them yet....Oh and throw in Han solo when the falcon comes out!

Hey man ! For Yavaris, same reason than Leading shots, I only bought the X-packs that didn't include starter kit ships so far :D If I had, I would definitely put the title on ;)

For the H9 Turbolasers, I could swap sensor team with them for sure. Still 4 points under for the initiative bid and they're probably going to work better than sensor team because I won't have to spend a dice to change it to accuracy (man, the difference in firepower is huge now that I think about it).

Hehe and thanks for the comment about Rogue Squadron ^^ I wanted a minimal number of fighters (because I usually spam them and I wanted to focus on capital ships this time :P ), so I thought, might as well make a very elite group of X-Wings with Luke and Wedge, they're still relativly versatile !

I have a game tonight, I'll report on how it went ;)

Oh man.well once you get those expansions your going to have a lot of fun lol

H9s are always on my frigate if I take salvation... since I only have one copy of xi7....I will probably keep it on even if I don't use salvation, depends on list. being able to always have a way to get an accuracy at mid range Is huge. Especially with concentrate fire and solid red dice rolls.

Rouge squadron will be the bees knees.

Can't wait for report!

Edited by LukesandLadders06

So, I did play two games today, and the first one ended up as a defeat for the Rebels and the second one as a win for the Rebels ! :D

First one, I got outbid to 291 points by a VSD2 with Chiraneau, Expanded Hangar, flight controllers, GSD2 Demolisher, Vader, Soontir, Howlrunner and Mauler Mithel. He picked Fleet Ambush and although no ships were destroyed, he went through my fighters like there was no tomorrow, losing the 4 squadrons and killing Vader and Mauler. He picked his VSD to be ambushed and deployed his GSD far at speed 3 not too far. Conclusion : Fleet Ambush isn't necessarily the best scenario for this list, I thought I would have been able to take down the VSD with combined firepower from the 3 ships and the squadrons, instead I didn't and he wrecked my squadrons :/ Highlight of the game, the Assault Frigate passing in the middle of the 2 front arcs of the ships after taking one Victory front arc to the face and surviving to fight another day :D

Second one, this time I had the initiative, and he had Dangerous Territory in his objectives. We managed to isolate the GSD and focus on it with the Neb and the AFMK2, while the Corvette took the attention of the VSD and the Pride managed to place 3 face up cards (that he repaired :/) in 2 turns (go Pride !). Overall, we each got 3 objectives (could have gotten 4 but a failed deployment speed from my part prevented me to do so), so we had to win the fighter game which we did by 20 points.

Conclusion : Playing for the objective is much, much more important than playing for the kill. I'm a bit disappointed by the firepower of the Rebel ships so far to be honest, I was expecting a bit more from the AFMK2... Points for points, the Imperial ships are definitely superior in terms of firepower (that's no surprise) and I'm starting to wonder if the Rebels aren't better off spamming squadrons and squadron orders. After all, even on the AFMK2 A, choosing a Squadron Command over a Concentrate Fire Command yields much more in terms of dice (against ships, activating 2 X-Wings give 2 extra red dice versus 1 extra dice).

Alright, so after a bit of thinking based on yesterday's battles, I had the idea to rework this list a bit more ! 4 X-Wings is very potent but they are a bit frail and two aces don't necessarily add that much more firepower. Having the Gallant Haven would have probably increased their survivability and I feel that Wedge is a better support for a full X-Wing formation than appears at first glance. The more I think about X-Wings, the more I feel that they should be used against ships only mid to late game, while early on they should work on fighter superiority. And Wedge is awesome for that, with the ability to wrench back the control of the fighter game if the X-Wings get jumped on, while I feel Luke works better for early to mid game bombing runs along with several Y-Wings.

So, here's an updated list that I'd love to try !

Admiral : Dodonna

1) CR90A

-- Leia

2) Nebulon-B Support

-- Veteran Captain

-- Engineering Team

-- Enhanced Armaments

3) AFMK2 B

-- Gallant Haven

-- Adar Tallon

-- Electronic Countermeasures

-- Expanded Hangar

4) Wedge Antilles

5) X-Wing

6) X-Wing

7) X-Wing

Total : 296

Objectives : Precision Strike, Contested Outpost, Minefield

The strategy is to keep the 4 Squadrons next to Gallant Haven until I feel the time is right to activate them (Turn 2 or 3 most likely). The Nebulon is there as a fire support role and also as a way to double activate a member of Rogue Squadron (the 4 X-Wings :P ) thanks to either a token that was stored, with Veteran Captain or with Leia. Engineering team is there because it's bound to take flakk due to the exposed side arc, and that basically gives a Engineering value 4 with a Command or 3 with a Token thanks to Veteran Captain should it is needed. Obviously, the Gallant Haven is there more to protect Rogue Squadron by staying relatively far away from the battle, relying on squadron superiority early game while weakening the enemy ships, then finishing it with the squadrons once the fighters have been dealt with.

In terms of Objectives, Precision Strike synchronizes well with Dodonna, the amount of firepower in this list and the Bomber X-Wings. Contested outpost is meant to play holding the station defensively for the first few turns, then flying away with a well timed Leia Nav maneuver and stored Nav tokens to bump the speed of all the ships to 3 after the Imperials have rushed to the station (and trying to score a big kill early on with combined firepower from a fleet kept together). Superior positions will be to negate the advantage of the iniative early on by allowing me to dictate the engagement better.

C&C welcome !

Edited by MoffZen

I'm eyeballing a similar build except I'm going to run 2 Y Wings along with Wedge and a vanilla X Wing. And some other upgrade differences. I'm still working out the minutia.

I don't have objectives picked... Most games I play with my pal is a random draw.