Accidentally Rebel Scum.

By Drasnighta, in Star Wars: Armada Fleet Builds

So, I had a small (6 man) tournament in Calgary over the weekend... Long story short, when I was there and ready with my nice painted and swarm-based Imperials... I found out that 5 other players were Imperials 10 minutes before Event Start...

So in 10 minutes, I whipped up a Rebels list on what I had on hand, and walked away 3rd Overall...

So, that being said, I'm taking them forward to Sullust.

[ REBEL FLEET (288 points)
1 • Assault Frigate Mark II B - Garm Bel Iblis - Advanced Projectors - Paragon (108)
2 • Nebulon-B Escort Frigate - Yavaris (62)
3 • CR90a Corellian Corvette (44)
4 • B-wing Squadron (14)
5 • B-wing Squadron (14)
6 • Y-wing Squadron (10)
7 • Y-wing Squadron (10)
8 • X-wing Squadron (13)
9 • X-wing Squadron (13)
http://armada.fabpsb.net/permalink.php?sq=r8c5d2f11r3f9r1r11r11r9r9r6r6 ]
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Still have 12 points to spend overall... Tourn over the weekend, I had 297 and only lost initiative once to a 296 VVV list. But as it was, he picked first and from my objectives, anyway.

Traded out the Engine Techs I initially had on the Yavaris and on the Corvette. I just wasn't getting the use out of them, despite having the Navigate token banked on them from Turn One Garm.

This let me upgrade the A-Wing to an X-Wing, and Scored me a Second X-Wing. I'm liking the idea of having 4 Blue for Anti-Squadron and still throwing a Red Die for Bomber... I know its mostly a psychological thing, but my Y-Wings missed with their Single Black more than not, so I'm not that fussed at missing with the Red - and my double hits weren't too bad, either. Mostly, its Escort to Protect the B-Wings from Pouncing Interceptors that seem to be about.

With the 12 points, I could just give up on Initiative overall and go back the AFMKII-A... Its Double-Anti-Squadron, along with Yavaris' Double Anti-Squadron, killed SO MANY TIEs over the weekend... I mean, in one game, I kept all of my fighters back behind the line of Starships, and just potshotted 4 TIEs and 2 Interceptors - including Fel - as they tried to approach, giving me Local Space Superiority and getting the Y-Wings to punch Victories.

I flew the AFMKII without Paragon (just with Garm and Projectors) and I considered that a Win... An Extra Black Die now and then won't break the bank... But I may be willing to drop that for something else that pipes up.

I'm definately one to have Yavaris Nose-First towards the advance, moving slowly, with a screen of Bombers in front of them - one opponent likened the Demolisher to a Skinny lanky dude holding his fist up ready to punch you - sure, its scary, and if he does, its probably going to hurt - but if you make him punch through some razorwire and glass panels beforehand, he's going to think twice... Besides, that's how I killed Demolisher first game this weekend.

Garm's Frigate has been trundling parallel to line of advance most of the time - just shooting the broadside with a small turn towards the nose to get that as well - so I figured I would take Paragon to try to capitolise on that, but I'm not 100% sold on it.

And I am well aware that my Fighters are basically above easy Squadron activation - some of them are Wallers, just doing the Squadron Thing being pushed around by Moving Victories... Some of them are active, and I've got plenty of banked Tokens thanks to Garm...

Thoughts here and there?

I only own the One-Of-Everything-Wave-One, and I have no money for spending in the meantime (I mean, its likely in the next 6 months, the only Wave-2 I'll have is whatever I win at Sullust...)

Which ship(s) did you use to control the squadrons, or did you fly them on heir own and put then in he path of oncoming ships?

Takes a modicum of coordination - but it was putting them out there on their own to the wall. Then, Yavaris stepped in with its squadron activations if either a) Demolisher was in Range, or b) the Squadrons had been locked down and they needed to Shoot their way out of trouble.

Once, however, I even threw a Squadron command from the Corvette to slingshot a Y-Wing across at a Damaged Victory.

Most of the time though, they're on their own - Empire ships are Slow enough that you know where they're going and can get in their way.

In my experience, Rebel ships are fast enough - but there's only so many places they can go and still be useful - Paragon's movement is very restricted if you're intending on tryign to Double-Arc, for example.