Hello guys !
Due to the debate raging on since the US Nationals, I'm really willing to train using maximum squadron lists
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 ![]()