Rebel 300pt No Salvation

By Akhrin, in Star Wars: Armada Fleet Builds

I over-rely on Salvation when writing Rebel lists, so am trying to wean myself off of it. Here's what I've ended up, planning on running it in a game or two tonight but any feedback before-hand would be welcome too.

Name: (299 of 300 pts)

Faction: Rebel Alliance

Flagship: (96 pts)

CR90 Corvette A(44 pts)

Mon Mothma (30 pts)

Electronic Counter Measures (7 pts)

Leia Organa (3 pts)

Enhanced Armament (10 pts)

Jaina's Light (2 pts)

Fleet Ship 1: (71 pts)

CR90 Corvette A(44 pts)

Electronic Counter Measures (7 pts)

Ray Antilles (7 pts)

Enhanced Armament (10 pts)

Tantive IV (3 pts)

Fleet Ship 2: (116 pts)

Assault Frigate Mark II A(81 pts)

Enhanced Armament (10 pts)

Point-Defense Reroute (5 pts)

Advanced Projectors (6 pts)

Intel Officer (7 pts)

Gunnery Team (7 pts)

Squadrons (16 of 100 pts):

1x Tycho Celchu A-Wing Squadron (16 pts)

Objectives:

Most Wanted

Fire Lanes

Intel Sweep

Nothing too fancy in terms of tactics, generally just fly in a circle around the board firing broadsides. The two Corvettes give me plenty of command options on the AF2, but can kick out enough firepower to help clear the way for the heavy-hitter. Jaina's Light will normally be screened behind the AF2, Tantive will likely trail slightly to help cover the rear.

AF2A largely because I had the points, and figured the bonus anti-squadron will help against Rhymer and friends. Point Defence means that Rebel bomber lists need to be nervous about getting into range as well. Could consider dropping to AF2B without Point Defence to add an A-Wing squad though.

Leaning towards wanting 2nd player, though may change that up depending on what I'm playing against.

Most Wanted goes on Jaina's Light, forcing them to fly through my AF2 to get to it. Meanwhile I'll pick whatever looks aggressive in their fleet that'll give me a nice chunk of points if it tries to enter killing range.

Fire Lanes threaten about 45VP per turn, I'll probably sit on them at low speed (or even stopped) for a while, then race off after a few turns, they'll have to either go for the objectives while taking fire or chase my fleet and ignore the objectives.

Intel Sweep is for Jaina's Light to race around and grab those points, nothing fancy here.

Any glaring flaws in there?

Personally, I feel that you have too many upgrades on your ships :) I'm not trying to sound rude (please forgive me if I come out as blunt, but I'm very tired and English isn't my native language :) ), but you would get much more mileage by having specialized ships.

By having too many upgrades on each Rebel ship, you are spending points that you won't get to use during the game. In turn, that substracts points from squadrons, even other ships. To illustrate, by cutting down upgrades on my ships in a 300 points list, I was able to fit an extra naked Neb B Escort.

The rule of thumb I've forced myself to follow it to keep upgrades at 0-1 (with 2 being an absolute maximum only if the combo is cool enough) for small ships while 2-3 (with 4 being an absolute maximum) for medium Rebel ships. The idea is to keep the roles focused so that points aren't spent and not used.

Here is a list of things that I've noticed on your list that you could work on :

- A solo Tycho will die to any player with a decent fighter screen, and he won't be able to intercept a Bomber Wing on its own. You will basically be giving 16 points to the opponent.

- Jaina's Light and Enhanced Armaments is good, because Jaina's wants to spam Navigate Commands to take advantage of cover so it won't get extra dice from Concentrate Fire. ECM is unneeded on Jaina's, because it won't be a frontline fighter and will instead use other ships to prevent damage. Leia doesn't really mesh well with Jaina's because Leia acts in support of other ships while Jaina really wants to Navigate

- Tantive IV and Raymus works well in order to buff up the other ships. But what Tantive IV does best is to "lead by example". If you just use it as a token providing machine, it will work decently, but when you pair Tantive's Command Dial + the same token given to another ship, now you're having a group effort that is more impactful. Leia works well on Tantive too. I think ECM is unneeded because you won't want the Tantive IV to tank (your AFMK2 is there for that).

- For the AFMK2, you can afford more upgrades indeed. I think you can drop the PDR however. I understand that you want to be kiting with it, and you might want to shoot at incoming squadrons thanks to Gunnery Team to do a lack of squadrons of your own. But, consider this : you've spent 10 points for Enhanced Armaments and 7 points for Gunnery Team, and you have a squadron value of 2 per activation. If I were you, I'd rather want to shoot that extra Red Dice at another ship and invest in some Fighters to screen for Bombers. 2 Blue dice isn't going to stop a Rhymerball, but a couple extra A-Wings and X-Wings will kill a Bomber per activation and will tarpit them if they aren't managed by Chiraneau :)

Advanced Projectors is an excellent choice for a kiting AFMK2, because from medium range onwards thanks to Mon Mothma you'll have to force him to block between your 3 tokens. ECM is good, but works best for in your face AFMK2s which you don't want.

If you want to be kiting, I'd also recommend the AFMK2B over the AFMK2 A. For the A, you pay for extra blue dice on the front and rear arcs which you aren't going to shoot at and an extra anti-squadron dice. So, you're saying an additional 8 points while still keeping the same broadside capabilities and can now coordinate 3 Squadrons to defend against incoming bombers.

Intel Officer is a cool little upgrade that I think you can keep :)

- For your objectives, I think Fire Lanes is good due to the amount of red dice you have on different facings. I can't comment on Intel Sweep because I haven't played with it but from what I understand, you might want to try and grab them with the AFMK2 over Jaina's, because Jaina's will die. Jaina's light work well with Dangerous Territory though, being able to hide in the Asteroid Fields while still pumping the same amount of shots :)

For the Red objectives, I'm not sure Most Wanted is the best choice. Obviously you can troll by choosing one of your Corvettes, but I think you'd get quite a lot more mileage with Advanced Gunnery. It might seem redundant with Gunnery Team, but if the opponent picks it, then it's going to be in big trouble due to you being able to throw 8 red dice to the face in the same hullzone while negating the bonus he'll get from the objective because you'll only be showing one hullzone of the AFMK2.

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So, here's the modifications I would do to your list :

- CR90A (44) : Jaina's Light (2), Enhanced Armaments (10), Mon Mothma (30)

- CR90A (44) : Tantive IV (3), Raymus Antilles (7), Enhanced Armaments (10)

- AFMK2 B (72) : Intel Officer (7), Advanced Projectors (6), Gunnery Team (7), Enhanced Armaments (10)

Tycho Celchu (16)

Wedge Antilles (19)

X-Wing (13)

Advanced Gunnery

Fire Lanes

Intel Sweep (or Dangerous Territory)

Now, we're at 300 points on the spot, with a good fighter screen, an AFMK2 that serves as a strong broadside tank, a nimble maneuver ship that spams Navigation Command and a buffer Corvette in the form of Tantive that can still contribute to shoot.

For the AFMK2, you'll want to use a few squadron Commands over Concentrate Fire. CF is much less needed due to having free red dice with Enhanced Armaments and a nasty anti-fighter screen that can double up to peck away at enemy ships :)

Hope that helps !

Edited by MoffZen

Pretty good insight there I think.

I tend towards wanting to add all the shiny upgrades, so often go overboard. I was sitting about 30-35 points short without the ECMs, Point Defence and using AF2B instead of AF2A. At that point I figured I'd go one of two ways; either dropping Tycho and a couple more upgrades to fit in another ship (perhaps Redemption), or adding more upgrades. But it's probably true a lot of those upgrades will work out as wasted points.

Jaina's Light shouldn't need to worry about Navigate commands too much, as the idea is for it to hide on the other side of the AF2, keeping Leia in range so I can choose my dial each turn on the AF2 if necessary. If I was to change tactics on this and fly JL separately then I'd drop Leia, and probably try and find the points for Engine Techs to improve my ability to get behind obstructions.

ECMs are partly just the most effective way of filling up points, but largely because I've been flying against a Corvette Spam list recently that causes no end of irritation with ECM'd CR90s, I just feel it's my turn to inflict that on someone else!

Advanced Gunnery vs Most Wanted was a tough choice. AG gets me the 4 reds off of the AF2 firing at the same target again. Most Wanted gets me 3 extra reds (one each from AF2 and each of the CR90s) and still leaves me those 4 reds from Gunnery Team on the AF2 to target something else (or it can fire against fighters). Advanced Gunnery is a few less dice, but does have the advantage of forcing one more round of fire onto the target, forcing them to spend more defence tokens. Perhaps Advanced Gunnery is better here, while Most Wanted would be more useful if I swapped out upgrades for another ship.

Got a few hours before I'm playing so will think over those suggestions and see if it leads to any changes!

Thanks man ! Once again I didn't want to sound prescriptive, so I apologize once more if it came out that way :)

I can definitely see your point about the shinies ^^ I want them all, and I want them all in the same list :P But for Rebels, highly specializing the ships for one role works best. Any "nice to have" upgrades should be discarded unfortunately.

You could definitely go for an extra Neb B if you want, but I'd rather go fighters if I were you. If you picked a Neb, it would be a Neb Escort for the anti-fighter barrage that you'd lack going down to a MK2B and even still I don't think it would be enough. At least you have some fighter capabilities :)

Well, for Jaina's, the key with Navigate commands isn't the banking as much, but changing speed to always stay behind another ship. If your AFMK2 at speed 2 banks right, you might want to upgrade to speed 3 to keep in cover. Then when it goes straight, you're going to want to go back to speed 2.

Regarding Most Wanted, I think you're right when you say you'll get more mileage with 4 ships. It seems to be the sweet spot at which you get interesting returns, due to being able to really pick the hardest ship for your opponent to kill and getting an extra dice per ship per turn you shoot at that ship.

The face of my opponents when their beloved Demolisher is marked for death by the Rebel Fleet :D

So, how did your game go ? :)

I did get a game in with it, but not a very serious one. Fairly new opponent, and despite pointing out a few times while he was building a list that he's limited to 1/3 of his points as fighters he still showed up with 166 points in squadrons! Reminded him again, he asked if he could do it anyway so we went with that. I got 2nd player, he chose my Most Wanted so it was his VSD and my Jaina's Light.

So he had 166pts of fighters and the rest on a single VSD. His VSD fired on my AF2 a couple times, I never fired at the VSD once. Just ploughed through the middle of his massive Rhymer swarm firing AF2B with Point Defence Reroute, while the Corvettes followed along to mop up. Lost Tycho (as expected against a list like this) but he ate a bunch of shots from fighters that would have rather shot my ships, and got to roll out

his counter-attack a few times.

Having both Leia and Ray/Tantive were great for giving me total freedom to work with the AF2, but it does have me wondering if it really is too many points spent on utility that could be spent on more ships.

Ended up an 8-2 win for the sheer number of squadrons I destroyed, but not a great test of the list. Might get a proper game in with it tomorrow.

CNW5YK6WsAAVDI-.jpg

Crush the Empire ! :D

166 points of squadrons with a single VSD ? That's a recipe for an auto loss right there, no wonder you won with such a large margin of victory without even firing at the VSD.

You were a good sport not going for the decapitation and kill his lone ship. You should probably do this next time to remind him why squadrons are limited to 1/3 of the points ;)