Sullust Rebel Fleet

By SmurfWedge, in Star Wars: Armada Fleet Builds

Hi guys

Just looking for some advice on a build I put together for the Sullust Tournament.

I haven't played in a tournament as yet and I've only played a few games but looking to get in a few before Sullust though.

Any comments welcome

REBEL FLEET 1 (298 Points)
1 • Assault Frigate Mark II B - Garm Bel Iblis - Advanced Projectors - Enhanced Armament - Gunnery Team (120)
2 • Assault Frigate Mark II B - Intel Officer - Advanced Projectors - X17 Turbolasers (91)
3 • CR90 Corvette A - Jaina's Light - Leia Organa (49)

4 • Tycho Celchu (16)
5 • A-wing Squadron (11)
6 • A-wing Squadron (11)
7 • Objectives - Advanced Gunnery - Fire Lanes - Intel Sweep (0)

Basic premise of the list is to keep distance in line formation and broadside the hell out of anything

Jaina's Light will stay behind the AF's so she can be blocked

Fleet 2 below. Add the Neb and drop CR90, Advanced Projectors off 2nd frigate and Tycho

REBEL FLEET 2 (298 Points)
1 • Assault Frigate Mark II B - Garm Bel Iblis - Advanced Projectors - Enhanced Armament Gunnery Team (120)
2 • Assault Frigate Mark II B - Intel Officer - Advanced Projectors - X17 Turbolasers (85)
3 • Nebulon-B Support Frigate - Raymus Antilles - Salvation - X17 Turbolasers (71)

4 • A-wing Squadron (11)
5 • A-wing Squadron (11)
6 • Objectives - Advanced Gunnery - Fire Lanes - Intel Sweep (0)

Which is better in your opinion?

I'd suggest this tweak to the second list:

REBEL FLEET 2 (300Points)
1 • Assault Frigate Mark II B - Garm Bel Iblis - Advanced Projectors - Enhanced Armament (113)
2 • Assault Frigate Mark II B - Advanced Projectors - Enhanced Armament (88)
3 • Nebulon-B Escort Frigate - Raymus Antilles - Salvation - X17 Turbolasers (77)

4 • A-wing Squadron (11)
5 • A-wing Squadron (11)
6 • Objectives - Advanced Gunnery - Fire Lanes - Intel Sweep (0)

The frigate can command the A-wings if necessary, while all three ships are loaded for bear.

Thanks for that mate.

I'll give this a try in one of my games before the comp and see how it pans out

I prefer Intel Officer on Salvation to negate (or make your opponent discard) Brace. If you roll 5 or more damage (not hard with Concentrated fire giving you 4 red per salvo) then a Star Destroyer will only be able to redirect 1 point away be from the target hull zone (XI7s) stripping the shields away from that zone and penetrating for a point of damage. I mean a perfect roll would get you 8 points of damage and your target would be forced to throw away his brace or take an ablsolute pounding.

Anyone ever roll a perfect 8 with Salvation? Must be a beautiful sight :)

Hmmm. I like this idea a lot.

Then the AFs can broadside and probably take him down.

Well in my first practice game I got thoroughly spanked. Dual GSD and one Victory.

Took one GSD down but Demolished managed to bang my 2 ASFs

Granted I made a few mistakes but I have learnt a few things at least.

One is don't let the GSDs get between your ships.

Also the Corvette didn't really do much. I reckon the points would best be spent on upgrading to a Neb with Salvation and dropping Tycho for a normal A Wing. Almost exactly as suggested above by rmb43. I should have listened. Haha

The problem with 2 AF2 and a Neb is that the guppies want to broadside while the Neb wants to go head on. This inevitably means you'll have to split them up early - at which point the Neb will get jumped by Rhymer or a Demolisher or something else equally scary.

If you want to run a corvette have a look at Dodonna's pride. Fly him along with your AF2s. Then when the inevitable Demolisher run happens you can activate your AF2, move it up after firing then activate Dodonna's Pride next for a clear shot with its Blue Dice. If Dodonna is your admiral as well then chances are good you're gonna stick it to Demolisher. If those Glads are gonna come hurtling into Black Range best be ready to give them a lickin.

Also how did your Advanced Projectors work out? Did accuracy negate them much? I prefer Electronic Countermeasures to make sure I get the ever valuable Brace Token in.

The problem with 2 AF2 and a Neb is that the guppies want to broadside while the Neb wants to go head on. This inevitably means you'll have to split them up early - at which point the Neb will get jumped by Rhymer or a Demolisher or something else equally scary.

What I was thinking of doing with that would be to set up the Neb in the middle or off to one side going speed one and then the AFs off the other way running along towards him meeting up by turn 2 or 3.....that might work I think

If you want to run a corvette have a look at Dodonna's pride. Fly him along with your AF2s. Then when the inevitable Demolisher run happens you can activate your AF2, move it up after firing then activate Dodonna's Pride next for a clear shot with its Blue Dice. If Dodonna is your admiral as well then chances are good you're gonna stick it to Demolisher. If those Glads are gonna come hurtling into Black Range best be ready to give them a lickin.

Also how did your Advanced Projectors work out? Did accuracy negate them much? I prefer Electronic Countermeasures to make sure I get the ever valuable Brace Token in.

Good option. Also might find a way to get Paragon in. An extra black dice could go a long way.

The advanced projectors actually worked a treat. They managed to palm off a lot of damage to other zones. I like them a lot. Yes the brace got negated some of the time but with so many shields on the AFs they can spread quite a lot around. Don't leave home without them

Think I'm going to give this list a try. Very similar to the above recommendations but changed out Raymus for Int Officer

REBEL FLEET 2 (300Points)

1 • Assault Frigate Mark II B - Garm Bel Iblis - Advanced Projectors - Enhanced Armament (113)

2 • Assault Frigate Mark II B - Advanced Projectors - Enhanced Armament (88)

3 • Nebulon-B Escort Frigate - Intel Officer - Salvation - X17 Turbolasers (77)

4 • A-wing Squadron (11)

5 • A-wing Squadron (11)

6 • Objectives - Advanced Gunnery - Fleet Ambush - Intel Sweep (0)