What would I do, were I a Rebel Scum Massing at Sullest?

By Viratin, in Star Wars: Armada

I was wondering about what I would do if I were a Rebel player at Sullest. We know that Imperials have the advantage with the way tournaments are set up, so what if I applied an Imperial way of doing battle, to the tools in the Rebel toolbox. Crazy, right?

Rebel List- 292 points

AFMkIIB: 107 pts

Base- 72 pts

Def. Liason- 3 pts

Gunnery Team- 7 pts

XX-9 Turbolasers- 5 pts

General Dodanna- 20 pts

AFMkIIB: 87 pts

Base- 72 pts

Def. Liason- 3 pts

Gunnery Team- 7 pts

XX-9 Turbolasers- 5 pts

CR90-B: 49 pts

Base- 39 pts

Jiana's Light- 2 pts

Overload Pulse- 8 pts

CR90 B: 49 pts

Base- 39 pts

Dodanna's Pride: 6 pts

Leading Shots: 4 pts

What? No Squadrons?! Yep. Crazy. Or... brilliant? Unless you're facing a Rhymer Ball, Imperial players are largely forgoing offensive squadrons in place of defensive ones. A few TIE Fighters for the purpose of intercepting and disrupting the attack of Rebel bombers. Now, that makes the Rhymer Ball or bomber-heavy Rebel lists a hard counter to this list, but those aren't what we're worrying about, so much as the ship-heavy Imperial lists. Basically, fighting fire with fire.

The two AFMkII's are going to deploy one in front of the other, parallel to the starting zone. Their strategy will be to stay at speed 3, and circle around the enemy's VSDs and their strong front arcs, throwing down 4 red dice (5 with concentrate fire) at targets along the way. An alternative list to this has the XX-9 Turbolasers and Def. Liasons swapped out for Enhanced Armaments. But, with Dodanna on the field, I like having the XX-9 upgrade. This also gives me a better initiative bid, at 292 points vs. 296 I'd have if I swapped out for Enhanced Armaments. Hopefully, these two ships can be fast enough that they can skirt around the VSD's firing arcs. If there's an enemy GSD, especially Demolisher, they'll go after that target first.

The two CR90's are gonna be as annoying as they can be. Dodanna's Pride is going to do what it does best, and try to put some crits into the enemy ships and disable their options. Engine damage and other such things to remove maneuverability or options. Jianna's Light will be supporting the firepower of the AFMkII's, attempting to hit their favored target with an Overload Pulse.

I like the potential of this list. However, there are two things I don't like: the hard counter provided by Rhymer or Rebel bomber lists, and the fact that several key components are dependent upon getting crits, with few ways to get re-rolls (I really wish you could take Ion upgrades on the AFMkII for Leading Shots).

So, not a perfect list by any stretch, but I think this sort of mentality might throw a curveball at Imperial players who, like me, will be fielding three large ships and few squadrons.

I feel confident I can kill the 2 AF MKIIs, it is chasing down the CR90s that will give me fits. All depends on if the Glad survives the killing of the MKIIs, and how bad off my 2 Vics are. Hopefully my small Rhymer ball can do some good.

Could we have some objectives please? Hard to judge/give feedback on a list without.

Well, considering the 8-point initiative bid, my objectives will likely never matter; I rarely see initiative bids higher than that.

...

So, not a perfect list by any stretch, but I think this sort of mentality might throw a curveball at Imperial players who, like me, will be fielding three large ships and few squadrons.

That's mighty impressive with just Wave 1 ships.

:P

Edited by Bipolar Potter

Ok, if you say so.

Btw: This Glad spam has a 12-point bid (9 if you take Insidious). Not a very common list, but not very rare either.

[ EMPIRE FLEET (288 points)
1 • Gladiator I-class Star Destroyer - Admiral Screed - Assault Concussion Missiles (89)
2 • Gladiator I-class Star Destroyer - Assault Concussion Missiles (63)
3 • Gladiator I-class Star Destroyer - Assault Concussion Missiles (63)
4 • Gladiator I-class Star Destroyer - Assault Concussion Missiles - Demolisher (73)

I've been a fan of the 3 Neb 1 CR90 4 B-wing list. It has 4 cap ships to parry the ship advantage and Yavaris and the B-wings make short work of any attempted hit and run tactics forcing the imperial to approach differently. If the opposition is only bringing a few squadrons, the Yavaris double tap helps clean them up pretty darn quickly. The enemy needs more than a token squadron or two to gum things up plus the B-wings provide some protection against Rhymer balls. (Not perfect by any means, but enough to force them to get closer before launching the ball.

The lists worst match ups tends to be the large fighter squadron lists, but those tend to fall to the VGGG lists. So long as you don't get one early you shouldn't face one at all. The two blue on Yavaris really helps vs the imperial versions.

Be sure to drive at speed 2 early. I used to be a proponent of the speed 1 start, but have since converted to the speed two. Gives so much more flexibility particularly if you get a nav token down early. You can gear down for a big fight or up to go mobile.

I've been a fan of the 3 Neb 1 CR90 4 B-wing list. It has 4 cap ships to parry the ship advantage and Yavaris and the B-wings make short work of any attempted hit and run tactics forcing the imperial to approach differently. If the opposition is only bringing a few squadrons, the Yavaris double tap helps clean them up pretty darn quickly. The enemy needs more than a token squadron or two to gum things up plus the B-wings provide some protection against Rhymer balls. (Not perfect by any means, but enough to force them to get closer before launching the ball.

The lists worst match ups tends to be the large fighter squadron lists, but those tend to fall to the VGGG lists. So long as you don't get one early you shouldn't face one at all. The two blue on Yavaris really helps vs the imperial versions.

Be sure to drive at speed 2 early. I used to be a proponent of the speed 1 start, but have since converted to the speed two. Gives so much more flexibility particularly if you get a nav token down early. You can gear down for a big fight or up to go mobile.

An aside:

I got this

An error occurred

You have reached your quota of positive votes for the day

LOLZ

Edited by Green Knight