Reb squad

By dvryan, in Star Wars: Armada Fleet Builds

So, how's this? My friend and I aren't playing with objectives.

Flagship: (102 pts)

  • Assault Frigate Mark II B(72 pts)
  • General Dodonna (20 pts)
  • Point-Defense Reroute (5 pts)
  • XX-9 Turbolasers (5 pts)


Fleet Ship 1: (69 pts)

  • Nebulon-B Escort Frigate(57 pts)
  • Salvation (7 pts)
  • XX-9 Turbolasers (5 pts)


Fleet Ship 2: (50 pts)

  • CR90 Corvette A(44 pts)
  • Dodonna's Pride (6 pts)


Squadrons (77 of 100 pts):

  • 1x Luke Skywalker X-Wing Squadron (20 pts)
  • 1x Wedge Antilles X-Wing Squadron (19 pts)
  • 1x Tycho Celchu A-Wing Squadron (16 pts)
  • 2x A-Wing Squadron (22 pts)

Do you have one of each expansion?

In any case you are not gonna get much mileage from the point defense reroute on a one blue AA ship. Goes from avg .5 dmg to a fighter to .75 at close range... I rarely see it, but might be useful on a two blue AA ship (avg 1.5 dmg per fighter), situationally dependent. So pull that.

Dodonna pride works considerably better with the CR90B over the A, whereas te other titles do better with the A. So the downgrade saves you another 5.

You could then switch the XX9 on the Assault Frigate for Expanded armaments, and add a gunnery team... Should bring you to 300 flat.

Those are some basic tweaks. Anything further would require more info about your upgrade availability (from expansions) and your goals & tactics.

Thanks for the tips. Yes, I have one of everything released to date (ships/core set) and two each of the Reb/Imp fighter packs.

I'm afraid you are spending too many points on the Rebel Aces, while you might get more mileage by dropping one or 2 to add more squadrons in :) Aces are fun to play, but they are mostly regular squadrons with perhaps an extra damage ability and just a tad more survivability. Bear in mind that the defense tokens can be negated by Accuracy dice rolls which is very likely to happen in the anti squadron game ;)

Indomitable is right with the Point Defense reroute. You're much better off throwing that on a AFMK2 A with 2 Blue Dice. Enhanced Armaments works also better than XX-9 in my humble opinion. They seem an interesting build with Dodonna, but in fact like Ackbar said "It's a trap !". In terms of mechanics, you're paying for stuff that gives you a critical effect, without enhancing your chance of getting a critical ;) XX-9 with Admiral Screed on the other hand work superbly due to having Screed's ability that helps you get criticals :)

With Dodonna, you want to maximize your chances to get a critical effect (meaning sufficient damage to go through the shields and at least nick the hull) because he already provides a buff to critical effects (and a cool one at that !). By throwing one more dice with enhanced armaments you get that extra opportunity to deal that one more damage which might just be enough :)

I'd switch the XX-9 on the Salvation to XI7 Turbolasers. Now, with a Concetrate Fire Command, you have 3 chances out of 8 to deal double damage (while still inflicting a critical if you go through), but you have that many more chances to melt through a specific hullzone due to redirects only allowing the redirection of 1 damage. That way, you get a better chance of trigerring your critical effects ;)

For the Salvation, I'd switch to a Support Frigate. You want it to maximize your shooting capabilities over throwing squadron commands (which is the strength of the escort frigate). Like Indomitable, Dodonna's Pride works best on CR90B with more blue dice. You can think to add leading shots on it but it's not mandatory. Don't forget to spam concetrate fire with the Pride !

Also, after playing with the Pride a few times, the trap is to always go for the damage card and throwing away a nice damage roll. You have to remember that it might be more tactically interesting to inflict 2 to 3 damage on the shields and/or force the opponent's to use a defense token than it is to do a face up damage on the hull ;) Options, options, options !

You have to remember that it might be more tactically interesting to inflict 2 to 3 damage on the shields and/or force the opponent's to use a defense token than it is to do a face up damage on the hull ;) Options, options, options !

Remember that your opponent has to declare his use of defense tokens before you declare your crit. That can make the difference if he decides not to use the tokens and you do enough damage to take out the shields to soften him up for your next attack.

Edited by Darth Ravenor

Yep, right after I posted that I realized something could was amiss... I asked in the official rules right after and indeed, the opponent having to declare the defense tokens before crits are resolved makes Dodonna's Pride a super valuable upgrade !

It's like Overload Pulse on steroids. Now I'm picturing a Pride with Leading Shots throwing 4 blue dices on her front and dealing 3 damages with 1 crit and having the opponent choose whether to use his tokens (in which case you could deal a straight up damage leaving him with burnt tokens and a face up card) or not, in which case dealing 3 damages to a hull zone.