Rebels 299 points tanky Corvettes

By MoffZen, in Star Wars: Armada Fleet Builds

Hi guys !

I wanted your opiniln on a list I'm working on. So far, my staple lists have been squadron heavy with ships with few upgrades. I wanted to experiment with more upgrades and less squadrons.

Here is the list :

CR90 B - Dodonna's Pride, Raymus Antilles, ECM, Engineering Team, Leading Shots

CR90 A - Mon Mothma, Adar Tallon, ECM, Engineering Team, Enhanced Armaments

Neb B Support - Redemption, XI7, Vétéran Captain

A-Wing

Y-Wing

Luke Skywalker

Tycho Celchu

Most Wanted

Fleet Ambush

Superior Positions

C&C welcome :)

I think that Advanced Projectors would be good for your Corvettes. Your 2 Evade tokens will do most of the work, and your Redirect will get more mileage spreading the damage out.

This is a good point ! I think I'll keep ECM on the Pride because it's likely going to be at very close range at some point, so ensuring the Redirect will be definitely worth it. But I'll definitely try the Advanced Projectors on the CR90A because it's likely to be further away and the opponent might elect to block the Evade tokens more. Good thinking ! :)

Plus it's going to free up 2 points for a total of 3 free points that I could use to put a title like Jaina's It bid for initiative :)

Edited by MoffZen

EDIT : Edited the modified list. I've been spamming around these boards that I felt the Rebel ships needed to be specialized into one role rather than going for versatiliy and yet I've realized that they weren't specialized enough. By trimming the upgrades and the squadrons, I could fit an extra ship...

C&C welcome ! Especially for the objectives

CR90 B - Overload Pulse, Engineering Team

CR90 A - Jaina's Light, Adar Tallon

Neb B Support - Redemption, Mon Mothma

Neb B Escort

A-Wing

Tycho Celchu

Wedge Antilles

Most Wanted

Fleet Ambush

Dangerous Territory

300 points on the spot

The fleet will be in formation with the CR90B being the main tank, spamming Engineering commands to repair and activating first. The CR90A will follow soon and coordinate the Aces with Squadron Commands, setting them up for a reactivation by either of the Nebs.

Redemption will provide shooting from afar and the odd squadron Command, the Neb Escort will use the squadron commands to help with superiority in conjunction with its double blue dice for anti-squadrons.

I'd love to get your insight on objectives, I have trouble deciding between the Red and Yellow ones :)

Edited by MoffZen

A 4 ship list with squadrons? I like it.

Any way you could squeeze a 4th squadron in their? That way you have 1 squadron per ship, and they can be activated by stored tokens. (Mainly, 4 and 4 match in my head, where 4:3 doesn't :P . I'm weird )

A 4 ship list with squadrons? I like it.

Any way you could squeeze a 4th squadron in their? That way you have 1 squadron per ship, and they can be activated by stored tokens. (Mainly, 4 and 4 match in my head, where 4:3 doesn't :P . I'm weird )

Hey, we all have our quirks don't we ? :P

I actually have "4" squadrons in the list, but the last one hasn't jumped out of hyperspace yet... Joke aside, the fourth squadron activation I have is through Adar Tallon :) In terms of pure mechanics, freeing up a squadron works out the same as having an extra squadron in the list (except when you have thrown the squadron into engagement and are waiting for the squadron phase to reactivate it).

Technically, I could drop the 2 Aces and Jaina's Light in order to throw an extra X-Wing for 2 A-Wings, 2 X-Wings without changing too much the mechanics of the list. However, I feel that the loss of the defense tokens doesn't really warrant an extra 5 squadron hull points and more dakka, and that I'd get more mileage out of Tallon with Aces. But I could be wrong ^^

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Thanks though for the comment about the list design ! After going back to my doctrine of keeping the upgrades very specialized for the Rebel ships and dropping a squadron, it was super easy to fit in an extra Neb B and still have points to spare. And after writing down the list, it just felt much more powerful than the one in the OP ^^

Anyways, I'll playtest it this week end (Sunday) and report back on the findings !

So, I took a pretty bad beating due to a fail deployment (*facepalm*), with conflicting roles between the 4 ships, overlapping and eating mines to the face. It was a pretty shameful battle for the Rebels :P At least, I know what losing 10-0 feels like, haha ! I don't think I even destroyed an enemy ship, it was that bad... The A-Wings didn't really work for me. I threw them against his Rhymerball with Vader and an Advanced and they did jack except from buying me 2 turns of no Bomber to the face. It's true that they have more damage potential than X-Wings over the course of a squadron fight, especially with Adar Tallon, but I somehow feel that they are better left unsupported (and my rolling was absolutely terrible, not doing more than one damage per roll and often 0). I want to love them more but I'll have to think about how to make them work. Maybe sending them against ships early on to peck away and waiting to get intercepted ?

Basically, I deployed eveyrthing together in front of the front arc of a Vic 2 with Intel Officer and completely messed up the speed. Nebs going at Speed 3, Corvettes going at speed 3 while I should have gone speed 1 and 4 respectively and better managed my range. I have no idea what drove me to do that :P

This list has potential though, but a few modifications are needed. I think the CR90A is more interesting as a flanker to damage the rear arc of the enemy ships, while the CR90B is more of a frontline brawler that dodges the enemy arcs. Because you'd only have 1 turn of full efficiency, you want to make it count and debuff the enemy ship before flying off (and I tend to roll so many blanks on dice that I'm just going to stick to blue dice from now on :P ). As such, the CR90Bs are much better "tanks" (baits rather) and will allow the Nebs to play the role of flankers in this list.

Here are the modifications !

1) CR90B : Overload Pulse, ECM

2) CR90B : Dodonna's Pride, Leading Shots

3) Neb B Support : Mon Mothma, Redemption, XI7

4) Neb B Escort : Adar Tallon

5) Wedge Antilles

6) Dutch Vander

Same objectives !

So, the idea was to have the CR90Bs act as bait and draw the fire from the enemy while the Neb Bs come into a fast flank at Speed 2-3 and angling for the enemy side arcs.

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Here's an alternative list using A-Wings (because I **** want to try to make them work !)

1) CR90B : Overload Pulse, ECM

2) CR90B : Dodonna's Pride, Leading Shots

3) Neb B Support : Mon Mothma, Redemption, XI7, Nav Team

4) Neb B Escort : Adar Tallon, Nav Team

5) A-Wing

6) Tycho Celchu

300 points too

The idea is to use the A-Wings to contribute to the early damage of the Nebs thanks to their speed if the enemy has a potent fighter screen or throw them into Bomber Wings to delay them (with Tycho going after the Escorts while the other A-Wing engages the Bombers). Nav Team is there to provide flexibility to the Nav token I'm likely to store turn 1 and ensure I'll keep the weak arcs protected.