Would also like some advice on my Sullust list.

By Cuthawolf, in Star Wars: Armada Fleet Builds

Hey all,

So when it comes to Armada my confidence is pretty shaky. I've got some of the most games under my belt of anyone in my area, but the majority of those games are losses. I had a solid win a couple weeks back with a list that got thrashed recently, so I've sort of settled on a middle ground idea for Sullust. I'd like some feedback on my picks, and please, be merciless if you need to be. I have to improve somehow.

So this is a three Cap ship Rebel list with Four A-Wings for support. Fighter activations will keep my A-Wings zipping around the field, ideally pinning down bomber groups and occasionally menacing Ships with their black dice.

Flagship:

Assault Frigate Mark 2A - Mon Mothma, Electronic Countermeasures, Enhanced Armament, Paragon. (The main idea here is to make up for not using Concentrate Fire commands by giving the AF2 equipment that provides extra dice. The EA just straight out, and the Paragon for double arcing people. This way it can ideally draw two extra black dice from nearby A-Wings while still providing heavy firepower of its own.)

Neb-B Escort Frigate - Engine Techs. (I'm terrible with Nebs, just awful. I -want- to be good but I think I'm just below the skill level to make them useful. The idea here is to have an extremely mobile Squadron ship that can provide powerful Anti-Squadron support and use the Engine techs to bail on combat when it looks ugly. My hope is the extra move + 1tick manuever will allow it to keep front or rear point towards danger. And a minimum of upgrades means if I DO lose it, it's not crippling.)

CR90 Corellian Corvette B - Advanced Projectors, Leading Shots, Dodonnas Pride. (Pretty simple. Mon Mothma lets this CR90 use Evade even up to close range, while ideally the Leading Shots lets it set up for Dodonnas Pride criticals. It can also strip away side and rear shields to limit enemy redirects. I intend to use concentrate fire a lot with this guy, because that extra dice could be critical, and the 1 Squadron won't be useful except in certain circumstances.)

4 A-Wings (Again, pretty simple. I feel A-Wings are the strongest rebel 'General Purpose' fighters with good speed, good anti-squadron with counter and slightly more dangerous to enemy ships than vanilla X-Wings. Four means that the AF and Neb can both use Squadron commands to activate them all in one round if needed.)

And that's the idea. I'm not 100% sold on this list, but then I'm not really 100% sold on any of my lists. Getting pretty anxious about Sullust though, and need to make a decision. A previous list dropped the four A-Wings and some upgrades for a CR90A Corellian Corvette, but I found it just didn't have the oomph or versatility of the four A-Wings.

Up to you of course, but I find especially against Glads the nebulon just cant survive very well. Any chance yoh can trade the neb out for another assault frigate? Otherwise you are going to spend a lot of energy every game trying to position your neb just-so, which if like me you suck at neb maneuvering, might not be the best idea...

Advanced Projectors is a pretty expensive upgrade for a CR-90. If you need to you can move shields with engineering commands. Nebs can be really good but might be the hardest ship to fly well. I usually go slow and snipe to try and kill an enemy ship before they can close. Except for the times when I fly up fast get a kill and bug out. It just depends on what you are facing. I might also cut the EA on the frigate for something like Salvation on the Neb or another squadron.

Use the Neb to joust and flank with the others. If you can focus down a ship at long range then close to kill everything else. If not wound one enough that you can kill it and win on points as you accelerate out.