Nebulon-B Snipper

By Amanal, in Star Wars: Armada Fleet Builds

REBEL FLEET (291 points)
1 • Nebulon-B Support Refit - General Dodonna (71)
2 • Nebulon-B Support Refit (51)
3 • Nebulon-B Support Refit (51)
4 • Nebulon-B Support Refit (51)
5 • Nebulon-B Support Refit (51)
6 • Tycho Celchu A-wing Squadron (16)
7 • Objectives - Opening Salvo - Fleet Ambush - Superior Positions (0)

Out of curiosity, is there a reason you went with a 9-point bid instead of Salvation + 2 point bid for added damage (or Redemption + 1 point bid for added survivability)?

I haven't played enough in a big enough group, so I am not too sure where our meta is in regards to the bid. Perhaps 1-2 points would allow me to chose to go first or second, though I don't expect that it will.

I actually prefer to go 2nd as the Rebels. The con is if you put a ship in a bad spot, there is little chance to activate before they turn it into a pile of ashes. But you get the vision of them moving first. To me, it's a good trade most times.

Hmm I would drop tycho as he by him self is not likely to even stop a bomber wing. I would pick up Salvation and upgrade 2 supports to escorts giving you some anti squadron dice to make the enemy think and still gives you a 6 pt bid.

downgrading Tycho to a generic A-Wing (does the job just as good, you only want to keep the bombers away for a few extra turns) and spend the freed points on Salvation and Redemption. That will give extra punch, more staying power and you have 3 targets that your opponent wants to go after first (except for the 1 right now). Other than that, congrats on owning 5 Neb B :-)

What would you add for a 400 pts game? 2 more Nebs, a AFII, or dismiss the Neb B Sniper list completely then?

not sure how the neb's supposed to accomplish its job. I see no scissors on that ship

Edited by ficklegreendice

I agree with fickle, as a Nebulon B Snipper fleet it is subpar for sure.

As a Nebulon B Sniper fleet, it shows promise. ;)

I'd almost say drop 1 Neb to upgrade the rest with X17's.

downgrading Tycho to a generic A-Wing (does the job just as good, you only want to keep the bombers away for a few extra turns) and spend the freed points on Salvation and Redemption. That will give extra punch, more staying power and you have 3 targets that your opponent wants to go after first (except for the 1 right now). Other than that, congrats on owning 5 Neb B :-)

What would you add for a 400 pts game? 2 more Nebs, a AFII, or dismiss the Neb B Sniper list completely then?

I've had games where a generic A-wing could get engaged by some fast imperial ship before it engaged the bombers. This creates another level of strategy of "how do I engage his bombers before he engages my A-wing?" You have to guess each time if he has Squadron commands or not, you must avoid to get in range of his fighters (movement speed + 1), he can bait, there are a lot of tricks possible. Tycho is simple, and keeps me focused on doing work with the ships (this is concentration viewed as a resource, where I spent a bit more points, but I need much less concentration for Tycho to do his job). Furthermore, Tycho's defense tokens buy him an extra round at least against bombers.

What about the objectives? I'm assuming Superior positions to get a good sniping direction. Could you do the same with Minefields, only without the disadvantage of him getting points by shooting from behind you (thinking of GSDs here)?

I'd almost say drop 1 Neb to upgrade the rest with X17's.

XI7's create a problem, you have to drop one Neb for starters.

The problem is that you are shotting at a ship with redirects, and it only gets to redirect 1-2 points. In the following turn you pretty much should be flying to safety, so looking at a downed shield you the linger just a little longer than you should and your opponent gets side shots. Its a bit like taking contested outpost and putting it into your opponents side of the table. You pretty much know where he'll be and he may even be going slow to linger on the station longer than he should.

At the end of the day you hit a VSD for 9-11 damage and those shields are all gone, after that he is left to brace all the damage. On a GSD its different, but you don't need quite as much damage overall.

GSD's behind you are not that big a problem you have 2 red dice to the rear. So you shoot backwards almost as good as forwards. Where the GSD's kill you is if they flank you and/or double arc you.

The GenCon list with the Assault Launchers scared me off this list. Get double arced and you will be taking 2 hull before any of the damage from the actual dice hits you.