300 points - Gallant, Yavaris and 91 points of squadrons !

By MoffZen, in Star Wars: Armada Fleet Builds

Hello guys !

Due to the debate raging on since the US Nationals, I'm really willing to train using maximum squadron lists :D I don't feel that squadrons are as much of a burden as one would appear to think, but need to be supported accordingly.

So, here's a draft of the list :

Admiral : Garm Bel Iblis

AFMK2 B

-- Garm Bel Iblis

-- Adar Tallon

-- Gunnery Team

-- Advanced Projectors

-- Expanded Hangar Bays

Neb B Escort

-- Yavaris

-- Intel Officer

-- Engine Techs

Luke Skywalker

X-Wing

X-Wing

Y-Wing

Y-Wing

A-Wing

B-Wing

Objectives : Precision Strike, Hyperspace Assault, Superior Positions.

301 points (stupid counting error, see next list two posts below)

I feel that Garm Bel Iblis might be the best admiral for Rebel Squadron fleets, simply because he really buffs the versatility of low ships (which you will likely have if you want them to support the squadrons effectively). Tokens given early game will be Squadron/Navigate for the Neb, Squadron/CF/Engineering for the AFMK2.

The idea is to stay afar and just send the squadrons at yolo speed to deal damage to the ships (especially fast moving brawlers) very early on. On the Neb, intel officer is there to be an annoying upgrade, and Engine Techs is just there to allow the Neb to burn away at Speed 2+1 if it's being targeted.

Hyperspace Assault would see the Neb B with 2 squadrons dropped later game with the early phases of the game spent running away. The AFMK2 circles the battlefield, waits for Turn 3 for the Neb B to come and unload a boatload of dice from the B-Wings and Maybe Luke due to double activation (triple activation counting Adar Tallon).

In terms of deployment, the idea is to deploy the ships at around distance 5 from each other in crossing trajectories, with the fighters in the middle.

I've got a good feeling this might work :D

Edited by MoffZen

I think if you can squeeze in a third ship you will be really happy, but I think you can make this work.

I'd go with Fleet Ambush over Hyperspace Assault. Unfortunately, Garm and Hyperspace Assault don't work well together.

Also, you might consider Raymus Antilles over the Intel Officer to help maximize those Squadron commands. You can probably drop the hangar bays. With tokens you can still command all of your squadrons. Late in a match, once you've lost a squad or two you won't need all of that capacity. You could use the points on upgrading to some other aces.

Drop both Y-Wings pick up B-Wing(Keyan) he is a god. Hmm I would have the Mk2B draw fire focus on engineering with Ray and give Yavaris Tallon moving in formation will get you 3 attacks with Yavaris and Tallon with Keyan 2 Black Rerollable Dice.

Aces benefit greatly from GH with brace needing to take 3 dmg before eating 1 so tie them between the 2 ships.

Edited by F0RGED

Good point about the tokens rather than the upgrades. I'm going to remove the Expanded Hangar Bays, I'm not sure they're really needed indeed on the Gallant Haven.

The problem I have with Fleet Ambush with Rebels is that it favours Imperials a lot more than us. Especially if the opponent is going for a 3 ship build, he'll have 2 of them closer than if they deployed normally ^^ So, it's like they gained one turn of movement over my ships. I'm just not sure that the fleet ambush is worth it for the Rebels, especially when the Imperial ships can take such a beating. If he goes two ships at 300 points, I'm golden ! I'm not sure Speed 3 squadrons could engage a ship that was deployed in the ambush area, maybe it was close enough, maybe not.

Hyperspace Assault might not be good because it would split my forces in two, that's for sure. But I feel that the AF could tank until the Neb arrives with the extra squadrons for a massive burst damage.

I was definitely hesitating between Raymus and Intel Officer. The idea with the officer was just to mess up the defense tokens of an opponent, but it might not be the best fit due to the fact that I don't really have much shooting that will occur after the Neb shot.

Actually, I recounted the points in the list I've posted, and I messed up being over by one point !

Here's a new list that this time is 100% on the spot at 300 points ! Removed Luke Skywalker, but added Tycho and Keyan. Luke was nice a bit expensive for what he brought I thought, especially considering the fact that enemy shields will likely to be down.

_________

Admiral : Garm Bel Iblis

AFMK2 B

-- Garm Bel Iblis

-- Adar Tallon

-- Gunnery Team

-- Advanced Projectors

Neb B Escort

-- Yavaris

-- Raymus Antilles

-- Engine Techs

X-Wing

X-Wing

X-Wing

Y-Wing

Y-Wing

Tycho Celchu

Keyan Farlander

Objectives : Precision Strike, Hyperspace Assault, Superior Positions.

300 points on the spot

____

@FORGED : I've added Keyan AND the two Y-Wings :D No need to choose, and even more Black Dice now ^^

It's a good suggestion to have the AFMK2 tank, but I've been playing it mainly as a tank in most of my games and I wanted a change of pace :D

But Adar and the Yavaris actually don't combo well. You want another ship to activate mobile ships then Yavaris activates its. That way, you get both a movement + shooting and two shooting rounds. Just imagine it with Mr Keyan Farlander here, Firing 3 times 2 black dice at a ship with its rerolls once the shields goes down. Brutal !

But yeah, it's a good suggestion for Keyan ! I've played with all the Rebel Aces so far except him, so it won't hurt to have the man !

Good point about the tokens rather than the upgrades. I'm going to remove the Expanded Hangar Bays, I'm not sure they're really needed indeed on the Gallant Haven.

The problem I have with Fleet Ambush with Rebels is that it favours Imperials a lot more than us. Especially if the opponent is going for a 3 ship build, he'll have 2 of them closer than if they deployed normally ^^ So, it's like they gained one turn of movement over my ships. I'm just not sure that the fleet ambush is worth it for the Rebels, especially when the Imperial ships can take such a beating. If he goes two ships at 300 points, I'm golden ! I'm not sure Speed 3 squadrons could engage a ship that was deployed in the ambush area, maybe it was close enough, maybe not.

Hyperspace Assault might not be good because it would split my forces in two, that's for sure. But I feel that the AF could tank until the Neb arrives with the extra squadrons for a massive burst damage.

I was definitely hesitating between Raymus and Intel Officer. The idea with the officer was just to mess up the defense tokens of an opponent, but it might not be the best fit due to the fact that I don't really have much shooting that will occur after the Neb shot.

Actually, I recounted the points in the list I've posted, and I messed up being over by one point !

Here's a new list that this time is 100% on the spot at 300 points ! Removed Luke Skywalker, but added Tycho and Keyan. Luke was nice a bit expensive for what he brought I thought, especially considering the fact that enemy shields will likely to be down.

_________

Admiral : Garm Bel Iblis

AFMK2 B

-- Garm Bel Iblis

-- Adar Tallon

-- Gunnery Team

-- Advanced Projectors

Neb B Escort

-- Yavaris

-- Raymus Antilles

-- Engine Techs

X-Wing

X-Wing

X-Wing

Y-Wing

Y-Wing

Tycho Celchu

Keyan Farlander

Objectives : Precision Strike, Hyperspace Assault, Superior Positions.

300 points on the spot

____

@FORGED : I've added Keyan AND the two Y-Wings :D No need to choose, and even more Black Dice now ^^

It's a good suggestion to have the AFMK2 tank, but I've been playing it mainly as a tank in most of my games and I wanted a change of pace :D

But Adar and the Yavaris actually don't combo well. You want another ship to activate mobile ships then Yavaris activates its. That way, you get both a movement + shooting and two shooting rounds. Just imagine it with Mr Keyan Farlander here, Firing 3 times 2 black dice at a ship with its rerolls once the shields goes down. Brutal !

But yeah, it's a good suggestion for Keyan ! I've played with all the Rebel Aces so far except him, so it won't hurt to have the man !

**** I hadn't thought of Adar + Yavaris on two different ships activating like that... Brutal. With Luke that is potentially 3 shots through shields in a single activation. Bring Dodonna for structural damage fishing and that is heinous!! :)

I feel like Dodona is a better fit for Squadrons at the moment- Maybe once you can have the Paragon, Gallant Haven, and Yavaris, but Garm wants to have at least two Command 3 ships in a list.

Suqadron reccomendations- I would swap out the generic X-wings for Luke and Wedge (Brace+Gallant Haven makes them incredibly tanky, and they're both nightmares to fight against with Yavaris), and I might consider switching Tycho for Dutch- Tycho is just an A-wing with defense tokens (And I'm not sure how effective lone A-wings are), but Dutch is a huge threat especially with Wedge (Dutch+Wedge with Yavaris have a reasonable chance of killing two five hull starfighters a turn together!)

Ship reccomendations: I'd swap Advanced Projectors for Electronic Countermeasures if you can find a point to spare (Ignore one accuracy result? Hell yes!). Engine Techs also doesn't seem that great here (It really wants to be on a ship with full yaw at speed-one, and engineering commands to keep the Yavaris alive will probably edge out any other non-squadron command). Perhaps replace it with Flight Controllers on the Gallant Haven to give you an edge in the fighter game?

Also, consider getting rid of Gunnery Team for an initiative bid- While you can win fighter engagements without it if you're careful, getting to activate, say, Wedge and Dutch can make a huge difference.

Edited by Squark

I gotta say, any serious attempt at a competitive carrier fleet should probably be done out of Empire right now (hopefully this changes, Rebels should be at the top of the squadron heap). Between Rhymer, the dude that lets bombers move regardless of engagement and the stupid hard to kill gigantic squadron activations of VSDs there really isn't much sense in not running out of Empire.

Also Yavaris, like Neb Bs in general in my opinion, is a trap. On the one hand you want to be within medium range to get those activations but on the other hand it's extremely narrow cross section coupled with little survivability tends to put in a no win scenario where you are trying and failing to be at a distance that allows you to double tap whilst not getting murdered by that GSD/AF/kited out Neb.

If I were going to build out of Rebels right now I would look into something involving a couple of AFs with Bays, maybe a CR90 and filling out the rest of the points in a mix of Y and A wings with Farlander. If the meta shifts to a more squadroncentric (words are fun) environment absolutely bring out Tycho.

I think it's easier to fly a carrier out of the Imperial fleet, I don't think it's impossible to do so out of the Rebellion.

But that being said, I'm pretty sure that the only logical ship to do so is the AFmkII. I absolutely love the thought of double tapping Yavaris, but it's purpose is more for self defense than offensive output given its fragility. I want to say you could use it as an extra group of attacks in a joust, but I've yet to successfully manage to do that with the Neb's.

I have yet to try it out, but I like the idea of running X's and Y's. Good enough to lay down damage and good enough to skirmish with other fighters if the opponent brings them. And tough enough to stand up to a fight.