How do you build your rebel fleet and what tactics are strong?

By macar, in Star Wars: Armada

I try to play rebel to let my Imperial guys play them, however I have issues playing rebel. Tips and Tricks appreciated.

Best tip for rebel players: Play imperials, MUHAHAHA!!!

Jk keep it up :) I will add real tips later

Edited by clontroper5

Afmk2's are the most forgiving ships in the game, imo

they also really lend themselves to perhaps the most effective anti-imperial strategy: "oh **** your black dice, I'm staying well the hell away"

slap down at speed 3, hopefully secure the initiative and haul space ass

VSDs are pretty trivial to take down with Afs, you just need to keep out of close range or out of the front arc and you'll be forcing superior trades.

Adding upgrades such as enhanced armaments or Paragon really up their punch, getting them to near VSD levels (but at long range!)

GSDs (especially demolishers) are slightly more tricky, but far more managable if you have initiative

if you don't, you have to end your rounds with the Afs' side arcs covering each other. Having paragon's two arcs pointed at where you think the enemy GSD will end up (draw a line from any of the lines marking the AF's hull zones; if an enemy ship gets intersected by it then that ship is paragone!) is a great counter to their shenanigans

Edited by ficklegreendice

Keep it simple in the beginning

1. Long range firepower

2. Mobility*

3. Mon Mothma

4. A handful of A-wings

* use AF2s + CR90A to begin with. They are easier to move than Nebs.

Here is a simple, but reasonably effective Rebel list:

It has 4 ships (good) that can move with speed and agility. MM helps you stay alive at med-long range. Lots of red dice.

Opening salvo: 4 ships get 2 black dice each

Hyperspace Assault: Maneuver around while AF+3 A-wing wait in ambush

Dangerous Territory: Use your quick ships to grab VPs, then play it safe

[ REBEL FLEET (295 points)
1 • Objectives - Opening Salvo - Hyperspace Assault - Dangerous Territory (0)
2 • Assault Frigate Mark II B - Mon Mothma (102)
3 • Assault Frigate Mark II B (72)
4 • CR90a Corellian Corvette (44)
5 • CR90a Corellian Corvette (44)
6 • A-wing Squadron (11)
7 • A-wing Squadron (11)
8 • A-wing Squadron (11)
This list has a 5 pt bid. Not a lot, but enough to win the initiative sometimes. If you don't bother with initiative, take Tycho in place of an A-wing or upgrade an AF with Paragon (the one you'll be using with Hyperspace Assault).

Afmk2's are the most forgiving ships in the game, imo

they also really lend themselves to perhaps the most effective anti-imperial strategy: "oh **** your black dice, I'm staying well the hell away"

Yes the best strategy for you scum is in fact to RUN AWAY,

Afmk2's are the most forgiving ships in the game, imo

they also really lend themselves to perhaps the most effective anti-imperial strategy: "oh **** your black dice, I'm staying well the hell away"

Yes the best strategy for you scum is in fact to RUN AWAY,

Or strafe with red dice (2 AFs) while setting up your CR90s for double-arc shots if those glass-jaw Glads get close ;)

Are there no use for Neb b's? I have tons of the Promo cards and I'd like ot use them :/

I currently own

1x AF

2x Neb B's

2x Corvettes

1 Core

No rebel aces.

Thanks for the replys so far.

I've tried to get my neb b's in position by using 0 turn 1 and turns 2 and 3 getting setup for frontal assaults on a glad. So far it hasn't worked. They are just so weak from the side and it's a huge side.

Edited by macar

Run the AF and 2 Corvettes. Much more forgiving than the Nebs despite a lower damage output.

Should you ignore my advice, run the Neb in a hook formation or as bait. By hook, I'd run it where you will sacrifice output for 2-3 turns in order to place it in a superior firing position for the 2nd half.

Nebulon-Bs are going to be in an odd place soon once the MC series ships hit. With the exception of the high-speed naturally flanking CR-90, every rebel capital ship is going to feature a broadside more powerful than the front angles, which encourage strafe-circling (especially with Ackbar).

Right now the Rebels feature oddly fragile ships with only one mainstay (The AF), while both Imperial ships are pretty robust. It might be easier to play as an Imperial player now, since you just need to bludgeon enemy ships to death with your heavier craft. Though if this is the characteristic of the Empire, naturally the Rebels' ideal is more fighters.

Nowadays when i start to build rebel lists I ask "How many B-Wings can I bring into the fray, and how can I enhance their attacks?" Since B-Wings don't have to go very far, I can use them to punish any Imperial ship that tries to get close. Dealing with a Demolisher is worth it if I can ensure that its not going to come away from punching one of my ships without being almost destroyed.

But every Rebel fighter is pretty good and more robust than Imperial craft as a whole. So maybe one core idea to keep in mind is "Support my fighters to victory". Fighters after all can string multiple smaller attacks per activation, draining enemy defense tokens quicker, and paving the way for better shots to come out of their parent ships. Some of the Nebulon-B titles do help in this regard, as long as they stay alive.

Ive had a lot of luck with a point heavy pimped out AFII supported by CR90s to increase activations and support tokens / dials. Fighters to give me a slowroll deploymemt / add dice to the fight.