400 Point Mon Mothma build idea

By stev, in Star Wars: Armada Fleet Builds

I was thinking of testing a 400 point Mon Mothma Fleet with some wave 2 ships and wanted feedback


[ REBEL FLEET (396 points)


1 • Nebulon-B Support Refit - Intel Officer (7) - Slaved Turrets (6) - Salvation (7) (71)


2 • CR90a Corellian Corvette - Jaina's Light (2) (46)


3 • MC30c Scout Frigate - Assault Proton Torpedoes (5) - Enhanced Armament (10) - Foresight (8) (92)


4 • Dash Rendar Outrider (24)


5 • Tycho Celchu A-wing Squadron (16)


6 • Dutch'' Vander Y-wing Squadron (16)


7 • Assault Frigate Mark II B - Mon Mothma (30) - Raymus Antilles (7) - Electronic Countermeasures (7) - Enhanced Armament (10) - Paragon (5) (131)


8 • Objectives - Advanced Gunnery - Hyperspace Assault - Dangerous Territory (0)


Thoughts/ideas on how to best use her with wave 2 stuff


Any comments or suggestions?

Edited by stev

Well im an imperial player.. list looks solid..

Hmm maybe i need to start building rebel lists too.

Mon Mothma with the MC30s with title cards is a great mix, specially foresight there.

The list seem pretty good, I can't spot anything wrong with it.

More just opinion then advice:

Maybe a little point heavy on the MC30 since it would be a pretty big target in that fleet because of all it's dice but it could really pay off too.

Right now as it stands if I were to fight this list I would try and focus down the small ships. The MC30 would be a royal pain.

As for squadrons they are a good mix to tie up other squadrons but not too scary against ships (Though the plinking does add up over time)

Lotheral what would you recommenced for squadron My mindset is tycho to stop fighters with dutch and dash as support as both are bombers and dash rogue plus reroll seems very useful in my mind have yet to test out

Making it better was really a problem when I was typing, I see people completely ignoring it and try and hunt down some ships instead. I really would just say 1-2 more bombers. But getting more squadrons means you'll have to start popping squadron commands to make them worth it.

First thing came to mind is Change the MC30 Scout to a MC30 Torpedo which nets you 6 point plus you 4 already give you 1 Y-wing though you lose bid on initiative. But you use Raymus every time you throw the squadron command.

Besides that it starts coming down to what you use better: Enhanced Armament or Y-Wings. Enhanced Armaments is easy to use and doesn't require anything to use them right but the Y-wings would need commands to stay effective the entire game unless you can park them in a great place. Which if you add one more won't hurt too much if you already mopped up any squadrons and can let Tycho take a break.

Everything I've said doesn't necessarily make your fleet better. Your build is pretty solid without any tweaks I've mention. I more just wanted to say while the group of Squadrons is strong, people will just fly by it for the most part.

Edit:

Not to say you shouldn't have them because you'll need them. Just don't bank on any crazy maneuvers to deal with them

Edited by Lotheral

solid i get you cant wait to test this fleet out mon mothma will still own imps

Edited by stev