Indestructible Rebel fleet 400pts (wave 2)

By thorrk, in Star Wars: Armada Fleet Builds

Hello gentlemen,

Just want to introduce you to an idea that I got from observing the divers possibilities that wave 2 offer. I realized that it is actually possible to build a ship that is almost impossible to destroy, so i tried to build a fleet that abuse this strategy to win:

MC80 Assault Cruiser 164 pts

Garm Bel Iblis (25)

Engineering team (5)

Redundant shield (8)

Advanced projector (6)

Engineering capitain (6)

MC80 Assault Cruiser 139 pts

Engineering team (5)

Redundant shield (8)

Advanced projector (6)

Engineering capitain (6)

Nebulon-B Support Refit 59pts

Redemption (8)

X-wing squadron 13pts

X-wing squadron 13pts

A-wing squadron 11pts

Total: 399pts

So the line is pretty obvious here , I try to maximize as much as possible the effect of the repair command. The engineering value of both MC80 is up to 6 which is kind of insane considering that combined with redundant shield I can get 4 shields with a single repair dial, so basically replenish the shield value of an entire arc. If there is a few damage that went through the shield I can always use a repair token granted by Garm to cancel it.

The repair thing is amazing as long as you are able to prevent your ship from dying before they can activate, so you better use the biggest body available to the rebel fleet : the MC-80. I chose the assault cruiser type because it allow me to run the advanced projector and the redundant shield which are both important pieces for my strategy.

I use Garm bel Iblis because he provides me repair tokens, sometime my ship won't be damaged enough to justify the use of a repair command , but I can use the repair token to cancel those damages and keep my ship in perfect shape for bigger attacks.

Thanks to the important natural shield value, the 2 redirect token and the advanced projector I make sure that I can use every single point of shield available on my ship. It also guarantee the survivability of my cruiser before it has the time to repair.

The only problem is that the repair command is one of the hardest to plan, especially when you have to plan it 3 turns in advance. The engineering captain fix that issue pretty well , thanks to him i never have to plan any repair command and i can just decide to use one whenever I want.

The Nebulon-B is only here for support , it is going to stay in the back , the opponent will have to go through the MC-80 if he wants to reach the Nebulon. Thanks to his good front arc long distance fire, it is the ideal support ship, the redemption is spectacular in this build granting +1 engineering to my entire fleet for only 8 pts.

I had a few point left so I decided to had some squadrons in the mix , they are a small investment and can really mess up with opponent bombers , I like the x-wing because it is a good anti squadrons unit and is not useless vs enemy ship. I was lacking point for a third one so i decided to play a A-wing.

The game plan of the fleet is to target the small ships to get as many victory points as possible, excepted the squadrons, it is going to be a pain in the ass for my opponent to take down my ships and he won't get many victory points.

I am aware of the fact that my fleet has a rather small fire power but I think that with 2 MC-80 I can manage to destroy the small and medium sized ship of my opponent which hopefully will be enough to win.

The wave 2 is not out yet but I am impatient to see how it will go. I think it is a pretty unique way to build a fleet what do you guys think?

I also have no clue about what objective I should take for this fleet, so if you guys have some ideas that would be great.

A big chunk of resilience, but may lack the killing power to add up the victory points for enemy ships, so I'd recommend focussing heavily on the objectives. For something like this I'd look at the following:

Most Wanted - Since you're screening your Neb-B behind the MC80s anyway make that your target, and pick something you'll get use out of the bonus dice against when it closes on you. Watch out for MC30s, Gladiators or Bombers getting to your Nebulon B here, when dealing with an MC30 or Gladiator it's a good candidate for Most Wanted. If Bombers are getting close you can hopefully dent them enough with the blue dice from the MC80s, and look at taking Most Wanted on whatever carrier they might be using.

Contested Outpost - They'll struggle to make enough points back without killing an MC80, which helps force them to close towards your broadsides. Slow roll at speed 1 past the outpost and pick off any vulnerable targets (Raiders, CR90s) to top up the points you're getting on the objective

Intel Sweep? - This is where I'm uncertain what way to go with on your list. Intel Sweep means you can have your Neb-B race across your closest 2 while the MC80s line up on either side the middle objective. If they want the full 75 points they've got to brave the danger of a lot of close range MC80 fire, and if not your MC80s have formed an alley for your Neb-B to fly through (plan ahead for this, you'll want to be lined up off of the second objective it picks up to get into the alley and grab the third).

Most Wanted - Since you're screening your Neb-B behind the MC80s anyway make that your target, and pick something you'll get use out of the bonus dice against when it closes on you. Watch out for MC30s, Gladiators or Bombers getting to your Nebulon B here, when dealing with an MC30 or Gladiator it's a good candidate for Most Wanted. If Bombers are getting close you can hopefully dent them enough with the blue dice from the MC80s, and look at taking Most Wanted on whatever carrier they might be using.

Well if I know that my opponent's fleet is too slow to reach the Nebulon then I agree, however if it's full of bombers and fast ship I rather choose my MC-80 since there are very hard to take down.

Thanks for those advice :)

Here is some feedback. As a swarm imp player I would bring something like this to the table.

Raider I-Class Corvette (44)

Rapid Reload (8)

Admiral Motti (24)

Captain Needa (2)

(6x)

Raider I-Class Corvette (44)

Rapid Reload (8)

I see 49 dice coming at one of your ships before your able to repair in the next turn. (4 front 3 side x7) even if one of the raiders is killed it's still a lot of shots coming your way which after 8 your out of tokens perm. Plus a 4 ship advantage is huge for setup. Your list is maxing out shields and repairs but against a swarm it's going to be tough.

Edited by Cubanboy

Don't forget 7 rams in one turn would finish off home 1 if dice were not enough

Edited by Cubanboy
I see 49 dice coming at one of your ships before your able to repair in the next turn. (4 front 3 side x7) even if one of the raiders is killed it's still a lot of shots coming your way which after 8 your out of tokens perm. Plus a 4 ship advantage is huge for setup. Your list is maxing out shields and repairs but against a swarm it's going to be tough.

I am afraid your estimation is far from representing any reality. So you think it is possible to make sure that 7 ships can be in position to target one of mine, at short distance, with the front and the side , without any obstruction from terrain or friendly ship , on the same turn , try to do it on simulation yourself and you will see that is not even possible.

Beside I really doubt anyone would ever line up such fleet, if someone does then I accept the challenge ;) .

...no Engine techs... those MC80s will be maneuvering like oversized Vics. I can see that as a potential problem for this list.

Ackbar is worth the points cost. Won the final rounds with him, a mc80 mc30 and a vette with jaine light. Almost all my shot where side arcs only. And a few double side arcs. So ackbar gave me 6 to 12 extra red dice. Yes my mc80 was on fire and general had 1 or 2 hull left. But the damage output stop the need for a repair dial.

Figure with ackbar and defiance i was looking at 5 red 3 blue and 1 black. With a cf dial that 2 black. Which chewed up yhe ISD and a vette with three red and ignore cover. Then can spend a evade to grants min plus two dmg. Hell the vette was causing tokens to be burned or stripping shields as it avg 4 or so dmg and could max at 6 or 8 with a cf

Ackbar is worth the points cost. Won the final rounds with him, a mc80 mc30 and a vette with jaine light. Almost all my shot where side arcs only. And a few double side arcs. So ackbar gave me 6 to 12 extra red dice. Yes my mc80 was on fire and general had 1 or 2 hull left. But the damage output stop the need for a repair dial.

I agree, I just wanted to go full repair for a first build since with all the upgrades the repair tokens are so valuable , I will definitely try Ackbar if i find out that the lack of fire power is too annoying.

...no Engine techs... those MC80s will be maneuvering like oversized Vics. I can see that as a potential problem for this list.

Well they have one more yaw which is a big deal but i guess you can't ask a fat dude to be agile. Beside the engineering team is the entire point of this list.

Edited by thorrk

I see 49 dice coming at one of your ships before your able to repair in the next turn. (4 front 3 side x7) even if one of the raiders is killed it's still a lot of shots coming your way which after 8 your out of tokens perm. Plus a 4 ship advantage is huge for setup. Your list is maxing out shields and repairs but against a swarm it's going to be tough.

I am afraid your estimation is far from representing any reality. So you think it is possible to make sure that 7 ships can be in position to target one of mine, at short distance, with the front and the side , without any obstruction from terrain or friendly ship , on the same turn , try to do it on simulation yourself and you will see that is not even possible.

Beside I really doubt anyone would ever line up such fleet, if someone does then I accept the challenge ;) .

The idea of a 3 ship build is exciting that over shields are fantastic, cool, but the list is not Indestructible. The speed on the home one is 2, the raider is 4, They will catch up, use better movement and get within range 1, again if the hull takes 1 damage the raiders will ram it to death. We can go back and forth but guess we will have to play test and come back.

I see 49 dice coming at one of your ships before your able to repair in the next turn. (4 front 3 side x7) even if one of the raiders is killed it's still a lot of shots coming your way which after 8 your out of tokens perm. Plus a 4 ship advantage is huge for setup. Your list is maxing out shields and repairs but against a swarm it's going to be tough.

I am afraid your estimation is far from representing any reality. So you think it is possible to make sure that 7 ships can be in position to target one of mine, at short distance, with the front and the side , without any obstruction from terrain or friendly ship , on the same turn , try to do it on simulation yourself and you will see that is not even possible.

Beside I really doubt anyone would ever line up such fleet, if someone does then I accept the challenge ;) .

The idea of a 3 ship build is exciting that over shields are fantastic, cool, but the list is not Indestructible. The speed on the home one is 2, the raider is 4, They will catch up, use better movement and get within range 1, again if the hull takes 1 damage the raiders will ram it to death. We can go back and forth but guess we will have to play test and come back.

In response to your fleet I will say 4 guppys with gunnery teams and ackbar will OBLITERATE those raiders but that doesn't actually prove anything about your list or further the discussion.

The idea of a 3 ship build is exciting that over shields are fantastic, cool, but the list is not Indestructible. The speed on the home one is 2, the raider is 4, They will catch up, use better movement and get within range 1, again if the hull takes 1 damage the raiders will ram it to death. We can go back and forth but guess we will have to play test and come back.

Of course the list is not indestructible, that was just a catchy title but if you read the actual post you will find out that I never said so.

I am not denying that your ship can get into range 1, I just doubt they can do it all together on the same target with 2 arcs and on the same turn which is the entire point of my list , repairing between attacks to absorb the damage while every turn I am destroying something.

Of course the concept will need to be tested just like every list relying on wave 2 stuff, but if we are discussing on thoerical fleet we better start with plausible situations.

I was more challanging the idea presented I hope your idea works.

Your token wouldn't be enough to remove a damage card.

Half of the ships engineering value of 4 is 2.

Why no projection experts?

Why no projection experts?

i'd answer for him, but then, I'd just be projecting... :P

Your token wouldn't be enough to remove a damage card.

Half of the ships engineering value of 4 is 2.

Engineering teams?

Your token wouldn't be enough to remove a damage card.

Half of the ships engineering value of 4 is 2.

Do you guys even read the list? 4+1 engineering team +1 redemption =6

Why no projection experts?

Well I could do that to transfer shield from the non damaged MC80 to the other with the repair tokens , the problem is that I have to remove an engineering team to do that , so at the end it will make my token on the non damaged ship better but my dials on the damaged one worst. I don't know which way is better but I will definitely try both and see how it goes.

The other problem is that I will need 2 more pts to do this change and I only have 1 , so i will need to switch a X-wing for a second A-wing.

Thanks for the advice.

Well you know what, I think it is actually a great idea because I also realized that it increases the value of the redundant shield on the non damaged MC-80.

So the new list:

MC80 Assault Cruiser 165 pts

Garm Bel Iblis (25)

Projection experts (6)

Redundant shield (8)

Advanced projector (6)

Engineering capitain (6)

MC80 Assault Cruiser 140 pts

Projection experts (6)

Redundant shield (8)

Advanced projector (6)

Engineering capitain (6)

Nebulon-B Support Refit 59pts

Redemption (8)

X-wing squadron 13pts

A-wing squadron 11pts

A-wing squadron 11pts

Total: 399pts

Edited by thorrk

Can you not put the projection experts on only redemption ? It is a support ship, so give it another tool to support you with. You could also put Leia in redemption and then you can 'project' the repair command over to one of the MC80s and save 9 points on engineering captains.

Can you not put the projection experts on only redemption ?

Well I rather put them on the MC-80 because I regain shield every turn from the redundant shield so I can afford to give away some, on the other hand I don't want to weaken my Nebulon too much In case my opponent manage to sneak some bomber. Also the MC-80 gets more repair tokens from Garm and has more shield to give away.

You could also put Leia in redemption and then you can 'project' the repair command over to one of the MC80s and save 9 points on engineering captains.

It is for sure a very cheap way to do it, unfortunately it doesn't quite produce the same effect. If I want to switch a repair token with Leia I will have to activate my Nebulon first which is a huge constrain, let say for example that I am the second player , my opponent activate first and inflict massive damage to one of my MC-80, I will have to activate my Nebulon first to switch the command , but then my opponent can get a second activation and might destroy the MC-80 before it has the time to repair. Moreover it would force me to program and resolves a useless repair command on the Nebulon every turn while I could program more relevant commands.

Edited by thorrk

With the large attack pools that wave 2 brings and thus copious amounts of accuracy results I thought the prevailing mood was that ECMs were mandatory to ensure you actually get to use those defence tokens?

With the large attack pools that wave 2 brings and thus copious amounts of accuracy results I thought the prevailing mood was that ECMs were mandatory to ensure you actually get to use those defence tokens?

ECM is the upgrade I will be looking at if I realize that the redundant shield is just not good enough. I really like the combo redundant shield/projection expert and the fact that the ship can regain a massive amount of shield in one turn, so I keep that option for now. But of course it is subject to change according to my experience.

Your firepower is extremly low for 400 point game. Basicly 2x VSD II without gunnery teams...

Your firepower is extremly low for 400 point game. Basicly 2x VSD II without gunnery teams...

You forget the Nebulon sir. But I agree the fire power of the list is pretty low but it is enough to destroy a 1 or 2 medium/small ships while it is going to be almost impossible for the opponent to get anything other than squadrons.

Edited by thorrk