What's a good Rebel Learning army?

By Squark, in Star Wars: Armada Fleet Builds

So, I've played a few demo games, and having picked up one of each of the rebel ships, this is the list I thought I'd use tonight to try and learn some things about the Rebel Fleet. The basic strategy is to use the frigates in line together to approach head on slowly, while the Gallant Haven approaches from the Side for a broadside, with the X-wings serving as a screen until they get close enough to leap out and pounce on a Capital ship (Obviously, B-wings would do better here, but I haven't gotten my hands on a pack of Rebel Fighters yet).

Couple of questions, though-

1) Should I transfer Raymus to the other, title-less Frigate to make sure there isn't an obvious target, or is keeping the Salvation at full potential more important?

2) What objectives suit this squad? For that matter, how do you suggest learning to play with objectives?

(300 of 300 pts)
Flagship: (124 pts)

  • Assault Frigate Mark II A(81 pts)
  • Garm Bel Iblis (25 pts)
  • Gallant Haven (8 pts)
  • Enhanced Armament (10 pts)


Fleet Ship 1: (69 pts)

  • Nebulon-B Support Refit(51 pts)
  • Salvation (7 pts)
  • Ray Antilles (7 pts)
  • Nav Team (4 pts)


Fleet Ship 2: (55 pts)

  • Nebulon-B Support Refit(51 pts)
  • Nav Team (4 pts)


Squadrons (52 of 100 pts):

  • 4x X-Wing Squadron (52 pts)

Edited by Squark

I think it is better to be straight forward over clever and might just use a commander and a single Upgrade on ships, don't let upgrades be the focus. Try to work all the Rebel ships into the game (best if each type A and B) also play with with Luke, People really love him as a hero then add 1 of each type of sqaud. Don't worry about points if your trying to teach to play getting to a better understanding of how the game works is more important, Also think about all the cool movie scenes and play thoses out, Like the openning of ep4.

Also always and I mean ALWAYS let the newbee win, make the game enjoyable.

Edited by Cubanboy

Ah, sorry, poor explanation- I'm trying to learn strategy and tactics, and was asking for help designing a list that would encourage this. I've found the demo game from the core set usually works for teaching, although I think I'm still new so it's hard for me to throw the game as the empire (I want to show off the Empire's strong points while still losing, but it's a bit of a challenge for a new rebel player to kill the VSD)

imo, the easiest ship to learn Armada with is the fattie (Afmkii)

the fattie is fairly chunky, but more importantly it has two very wide "strong" arcs (the Neb has one, the thin front, the corv has one in the front and okay sides, the VSD is all front) that stress long range firepower (GSD has strong arcs everywhere except the butt, but they're all close range)

this lets you be very flexible in their utilization, since they're fairly forgiving (insofar as Armada is forgiving) when it comes to positioning.

but if you don't have another, I'll just make suggestions on the list

1. imo, Raymus + Garm is redundant, an while Garm's flexibility is solid he just doesn't have much impact with nebs. General-D will serve you just fine, especially since your red dice start eating into hull.

2. Rebel aces synergize stupidly with haven, because haven kicks in after brace

if a Rebel ace takes 1 damage, haven cancels it

if a Rebel ace takes 2 damage, brace halves it to 1; haven cancels it

if a Rebel ace takes 3-4 damage, brace reduces it to 2; haven cancels 1 (1 damage total)

it's pretty silly :D Imo, the huge returns from brace + haven makes it worth taking even Luke even if you never use his ability (makes more sense to take Wedge first, though, because the ships are built to handle other ships)

3. personally not a huge fan of nav teams, but I see the synergy with Raymus (always start game with a nav command on Salvation, it really sets you up for future long range front arc and banks a very useful nav token). If you need points for aces after dropping Garm --> D, I'd recommend cutting the nav team out of the generic neb

Edited by ficklegreendice

Updated Version of the list, using Corvettes instead.

(296 of 300 pts)
Flagship: (134 pts)

  • Assault Frigate Mark II B(72 pts)
  • Mon Mothma (30 pts)
  • Gallant Haven (8 pts)
  • Intel Officer (7 pts)
  • Enhanced Armament (10 pts)
  • Electronic Counter Measures (7 pts)


Fleet Ship 1: (54 pts)

  • CR90 Corvette A(44 pts)
  • Ray Antilles (7 pts)
  • Tantive IV (3 pts)


Fleet Ship 2: (49 pts)

  • CR90 Corvette A(44 pts)
  • Leia Organa (3 pts)
  • Jaina's Light (2 pts)


Squadrons (59 of 99 pts):

  • 3x X-Wing Squadron (39 pts)
  • 1x Luke Skywalker X-Wing Squadron (20 pts)


Objectives:

  • Opening Salvo
  • Fire Lanes
  • Superior Positions

I like the inclusion of Mon Mothma in your updated fleet - in my experience, she's much better at helping your fleet survive. I like your choice of missions, too, which make great use of the Corvette's mobility. I think this could be a strong list - it has significantly less "punch" than, say, a double Frigate list, but I reckon it has some surprises in store for your opponent. :)

The one change I would suggest, though, would be to give the Frigate Gunnery Team. With Enhanced Armament, you've got five dice on the side arcs, but only two dice at the front or rear. Gunnery Team gives you five dice twice each turn (assuming you have two targets in range), and makes it that much scarier. Given that you've only got four squadrons, I think you could switch out Gallant Haven for Gunnery Team - I feel you're bound to get far more use out of the second than the first.