Rebel 300pts Criticals List

By Akhrin, in Star Wars: Armada Fleet Builds

Got a local tournament coming up this weekend and trying to settle on a list. Wanting to do something different from usual so I'm looking at going from a defensive Mon Mothma list to an aggressive Dodonna one.

300 of 300 pts

Faction: Rebel Alliance

Flagship: (110 pts)

Assault Frigate Mark II B(72 pts)

General Dodonna (20 pts)

Ray Antilles (7 pts)

Advanced Projectors (6 pts)

XX-9 Turbolasers (5 pts)

Fleet Ship 1: (70 pts)

Nebulon-B Support Refit(51 pts)

Salvation (7 pts)

Intel Officer (7 pts)

XX-9 Turbolasers (5 pts)

Fleet Ship 2: (48 pts)

CR90 Corvette B(39 pts)

Dodonna's Pride (6 pts)

Leia Organa (3 pts)

Squadrons (72 of 100 pts):

1x Luke Skywalker X-Wing Squadron (20 pts)

4x X-Wing Squadron (52 pts)

Objectives:

Precision Strike

Contested Outpost / Hyperspace Assault

Superior Positions

The biggest question is what to choose as the Defence objective. Contested Outpost would be used to funnel opponents through the squadrons and lets me grab 40-60 points (depending how fast they approach) before we even start fighting. Hyperspace Assault would let me drop Dodonna's Pride and Luke somewhere they can get into close range and line up plenty of hits and crits regardless of shields.

Another question is whether the XX-9s are overkill. By the time a ship's taking those hits onto the hull it's in deep trouble anyway. Then again, when it does happen it'll brutalise whatever's taking those crits.

I'd love to fit in another ship for a fourth activation, but can't find a way to justify it. I could drop the standard X-Wings for another Corvette, but the X-Wings play heavily into Precision Strikes (let Luke/Pride assign a flip-down crit then keep flipping it back up with each X) and Superior Positions (launch them into the rear arc and open fire) so I'd have to rethink objectives then.

Xx9 is fun... but they are over kill. Especially with dodonna. One crit is enough to really mess up a ship. X 17 lasers are my favorite by far on rebels.

Xx9 is fun... but they are over kill. Especially with dodonna. One crit is enough to really mess up a ship. X 17 lasers are my favorite by far on rebels.

I can believe it. Might switch back to XI7s on the Salvation, along with Intel Agent it's really so nasty. Then can think about using the other 4pts that'll give me on a cheap upgrade or an initiative bid. 4pts is enough for Leading Shots so that could go on the Pride, give me more chances to get that essential crit. Makes me lean more towards using Hyperspace Assault in that case.

Would you consider trading out one of the X-Wings for an A-Wing or Tycho? Just curious.

Would you consider trading out one of the X-Wings for an A-Wing or Tycho? Just curious.

Not sure I'd want to fit in a normal A-Wing here. The speed is nice, but imagine I'd want to keep it near the X-Wings anyway where Escort eliminates its Counter, it throws less dice against squadrons and is only slightly more reliable against ships while losing the ability to do crits or double damage. Could be a way to fit an initiative bid in though I guess.

Made a few tweaks to the list here. Based off of XI7 > XX9 I've put my Salvation back to its standard loadout, and have put Leading Shots onto the Corvette for more crits.

Playing around with points for fighters I've dropped all 4 standard X-Wings. They've been replaced by Dutch/Wedge/Tycho. Loses 5 hull, but gains 5 brace and 1 scatter. Loses 6 blue anti-squad but gets the Dutch/Wedge combo to get some of those back and Tycho can chase whoever he wants and has counter 2. Loses the 4 red bomber dice, gets 2 black bomber and 1 black standard.

For Superior Positions this means Tycho can accompany the Corvette without lagging behind the way Luke would have. On Precision Strikes although I'm getting less dice against them the blacks give more standard hits I can spend to flip cards, and Tycho can skip any fighter screen to try and flip a card with his black dice.

Also allows me a 1-point initiative bid. It's not a lot, but last time I played at an event locally I think every fleet came in at 300pts so it could be enough. I'm also not too bothered if I don't get it as I'm capable of pulling of 1st or 2nd player with this list.

299 of 300 pts

Faction: Rebel Alliance

Flagship: (105 pts)

Assault Frigate Mark II B(72 pts)

General Dodonna (20 pts)

Ray Antilles (7 pts)

Advanced Projectors (6 pts)

Fleet Ship 1: (71 pts)

Nebulon-B Support Refit(51 pts)

Salvation (7 pts)

Intel Officer (7 pts)

XI7 Turbolasers (6 pts)

Fleet Ship 2: (52 pts)

CR90 Corvette B(39 pts)

Dodonna's Pride (6 pts)

Leia Organa (3 pts)

Leading Shots (4 pts)

Squadrons (71 of 100 pts):

1x Luke Skywalker X-Wing Squadron (20 pts)

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

1x Dutch Vander Y-Wing Squadron (16 pts)

1x Wedge Antilles X-Wing Squadron (19 pts)

Objectives:

Precision Strike

Hyperspace Assault

Superior Positions

Would you consider a Gunnery Team on the Neb, to take advantage of Salvation? Would that in any way compare to the Intel Officer?

I feel like the Intel Officer might make the Turbolasers less effective. (or I could be playing the game wrong) :)

You'd love to take a Gunnery Team on the Nebulon B.

But you can't.

You'd love to take a Gunnery Team on the Nebulon B.

But you can't.

Zoip. So you can't... lol thanks :)

You'd love to take a Gunnery Team on the Nebulon B.

But you can't.

i would change your setup a little, put Adar Tallon, on your AF and expanded hangers, drop something to basic squad.

being able to double tap with luke on a ship is OP with dodonna

Edited by Talism

If I could take Gunnery Teams on my Neb-Bs, I'd probably retire my AFMKIIs...

- Putting the Advanced Gunnery Objective in my selection, generally means that we're playing Contested Outpost. At least, 5 out of 6 games so far, that's the way its gone - you can't goad a Canny Imperial into taking it... Of course, the one time Advanced Gunnery was chosen, he was using the "I can't Believe its not an ISD!" build of Victory, and aimed at getting both Neb-Bs in the sights at the same time.

It was a very ugly M.A.D. battle...

Personally, I think the strength of X-Wings is the fact that they are good all-rounders for anti-squadron, with potential for bombing, but you can't forget escort which is part of their points.

Escort only works when you've got something Without escort... Even changing 1-2 of those X-Wings to B-Wings could potentially ratchet up the heat on your opponent.

(wall of text, TL;DR at the end)

Tournament went well, used the 2nd version of the list (XI7s and named squadrons). Swapped Superior Positions for Dangerous Territory but that ended up not mattering as I was first player all three games.

Game one was against a VSD/VSD/GSD list and I chose his Intel Sweep. Managed to force the objective setup so that in order to stop me from stealing one of this objective he'd struggle to get a third one, worked out that way and the 75pts went unclaimed. AF2 as the objective ship ended up flying across the front arc of a Dominator with Expanded Launchers. However he couldn't come up with any accuracy, so I escaped relatively unscathed. Killed the Dominator (was also his flagship with Screed on it), and lost my Corvette for a 7-3 win.

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Next round was against another Imperial, VSD/GSD/GSD and a small screen of TIEs. Played his Superior Positions objective and had no problem getting round his arcs for a lot of rear shots. However he did ram his Demolisher into my AF2 repeatedly, allowing both of those to be destroyed. Had what looked like a good lead going into the final turn, but my CR90 was chasing his VSD and had to overshoot it before it had activated allowing him to get a shot on the rear and destroy it. Lost my AF2, CR90 and Wedge for his Demolisher and his TIEs, but had so many objective tokens I got a 6-4 win. If I'd managed to avoid losing my CR90 like that I'd be sitting somewhere around the threshold between an 8-2 and a 7-3, so kind of annoyed with myself for that.

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Final round was on the top table against a friend I play frequently. He was running something along the lines of the GenCon Special, and going into that match I needed a 7-3 win to catch him. He decided to go second player, so I took his Opening Salvo objective (mostly for all those red dice on the Salvation's first shot, and the ability to rack up points by damaging rather than destroying ships). Managed to gain an edge in deployment, he tried to keep his Demolisher away from my Salvation but that meant it needed to cross the path of the VSD, which itself needed to get past another GSD. While they were manoeuvring I went after the final GSD on the flank, putting a world of hurt onto it but not quite enough to destroy it. It spent the rest of the turn fleeing, and sadly was able to repair. My AF2 once again suffered at the hands of Imperial firepower, quickly being reduced to no shields and only a brace token. However it was then able to move past the rear of his fleet, and if it hadn't been for some good red dice shots from the Demolisher's front arc I'd have been able to repair back up to full hull. Sadly that wasn't to be. Dodonna's Pride managed to cross the rear arc of the VSD, dropping a crit through it's shields two turns in a row and, with a little help from Dodonna choosing crits left enough cards on its hull to gain the points off of it. Another GSD took a painful crit (again thanks to Dodonna) via the Salvation that reduced its engineering value, guaranteeing me the points there too. Salvation was destroyed shortly afterwords however, as I was forced to activate my AF2 first instead to keep that alive. Final score on that one was a 5-5 (something like 124-119 total score, so very close).

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The named squadrons were ok, only ran up against other squadrons once but the abilities were a good way of dealing with them quickly so I could move onto targeting ships. As you'd expect of squadrons there were times they were brilliant, and others where they just shuffled round the board not achieving much.

AF2 was great, really survivable and took some very focussed fire while barely flinching.

Salvation dished out a lot of dice, though was something of a liability too. Strangely enough few players allowed me to flank with it, so a lot of the time it was relying on crawling forward into range, then boosting speed to get away again.

Dodonna's Pride was brilliant in the last game, but in the first two I think I was too busy trying to chase ships directly rather than cruising past their vulnerable arcs at an angle then moving on instead. Also, Leading Shots was only used once and still did nothing, and Leia may only have been used once as well (to add a squad command to the AF2 that was good, but probably not essential). Normally the CR90 was too far away for Leia to help.

I'm thinking of dropping Leading Shots and Leia from the CR90. That'll make it cheaper, so less of a liability to throw around the place, and will give me points to play with. They'll most likely go onto a Gunnery Team for the AF2, though it did manage several dual-arc shots over the three games so Paragon may be worth the investment. I'm toying with replacing the squadrons with another CR90b, this one with Overload Pulse. Another activation is good, denying defence tokens is good, and sending the Pride out with support could help. Not sure if I'd miss the squadrons too much though, especially if I ended up losing Luke.


TL;DR - Used the updated list, came 2nd, room for improvement before Massing at Sullust.

Edited by Akhrin

Here's a first stab at an updated list.

I've replaced Wedge, Dutch and Tycho with another CR90b, this one with Overload Pulse and the Jaina's Light title. With the swap to Dangerous Territory instead of Superior Positions this means I don't need all those squadrons to jump into rear arc, and it gives me another activation and another objective grabber. It does mean that there's little I can do against squad-heavy lists (particularly large Rhymer balls) except ignore them and aim for the carriers.

Dodonna's Pride loses Leading Shots and Leia, they weren't much use and I think they're overkill. Given this ship's getting sent into pretty dangerous places it's also less points I'm risking if they destroy it.

The AF2 gained a Gunnery Team. I considered Paragon since I'd had a few situations where I got to fire out of two arcs at the same target, but if I'm upgrading to Paragon I'd also like to find a way to upgrade to an AF2a as well and I just don't see that happening. Gunnery Team would have given me several chances to soften up multiple targets and keep them from simply rushing me with multiple ships. While it wouldn't have helped any against some of the 2-ship Imperial builds I know I'd have regretted not having it if I'd played against the 5-ship Corvette spam list and had times I missed having it against the 4-ship VGGG list.

No changes on the Salvation. However with the inclusion of the Overload Pulse and the fact I've put on Gunnery Team to help exhaust defence tokens I'm wondering if Intel and XI7 are still as useful as they were.

The changes also give me a couple more points for an initiative bid. Having been First Player all three games at the weekend I'd like to get that again, especially with a fourth activation.

297 of 300 pts
Flagship: (112 pts)

  • Assault Frigate Mark II B(72 pts)
  • General Dodonna (20 pts)
  • Ray Antilles (7 pts)
  • Gunnery Team (7 pts)
  • Advanced Projectors (6 pts)

Fleet Ship 1: (71 pts)

  • Nebulon-B Support Refit(51 pts)
  • Salvation (7 pts)
  • Intel Officer (7 pts)
  • XI7 Turbolasers (6 pts)

Fleet Ship 2: (45 pts)

  • CR90 Corvette B(39 pts)
  • Dodonna's Pride (6 pts)

Fleet Ship 3: (49 pts)

  • CR90 Corvette B(39 pts)
  • Jaina's Light (2 pts)
  • Overload Pulse (8 pts)

Squadrons (20 of 99 pts):

  • 1x Luke Skywalker X-Wing Squadron (20 pts)

Objectives:

  • Precision Strike
  • Hyperspace Assault
  • Dangerous Territory

I`ve found Advanced Projectors on a Corvette B usually buys me an extra round before death. Without a Brace token they really cant take much of a beating. Ideally I`d like to be good enough to survive by savvy maneuvering alone but sometimes I end up in the crosshairs and APs help spread the damage.

I`ve found Advanced Projectors on a Corvette B usually buys me an extra round before death. Without a Brace token they really cant take much of a beating. Ideally I`d like to be good enough to survive by savvy maneuvering alone but sometimes I end up in the crosshairs and APs help spread the damage.

I've seen APs and ECMs used pretty well on CR90s, but not sure where I'd go to find the points for them here. The hope is that since I'm flanking with the CR90s they're unlikely to end up taking too many big attacks. If someone's lining up a shot on the CR90s then they've probably been turning away from the AF2 and Salvation so I can abort the attack run with the CR90s to get them to safety and pummel with the other ships instead.

Switching from Mon Mothma to Dodonna was all about throwing aside protection in order to bring more damage to the table, so adding APs or ECMs to something as small as a CR90 feels like going back the other way. I think if I did have the 12-14pts for those upgrades on both CR90s I'd find somewhere more aggressive to spend them (fighter squad, Paragon title, etc)

So while they're a good way to protect the CR90 I just don't see them fitting into this list anywhere without diluting things.