Rebel Haymaker? (400 pts)

By nicholscs73, in Star Wars: Armada Fleet Builds

Interested in feed back. Solid list? Weaknesses?

). (394 of 400 pts)

Flagship: (148 pts)

  • Assault Frigate Mark II A(81 pts)
  • Admiral Ackbar (38 pts)
  • Intel Officer (7 pts)
  • Sensor Team (5 pts)
  • Electronic Counter Measures (7 pts)
  • Enhanced Armament (10 pts)
Fleet Ship 1: (123 pts)

  • Assault Frigate Mark II A(81 pts)
  • Gallant Haven (8 pts)
  • Adar Tallon (10 pts)
  • Flight Controllers (6 pts)
  • Expanded Hangar Bay (5 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)
Squadrons (123 of 132 pts):

  • 1x Outrider - Dash Rendar (24 pts)
  • 1x Moldy Crow - Jan Ors (19 pts)
  • 2x YT-1300 (26 pts)
  • 2x B-Wing Squadron (28 pts)
  • 2x X-Wing Squadron (26 pts)
Objectives:

  • Advanced Gunnery
  • Fleet Ambush
  • Dangerous Territory

Just my opinion but I think you're a bit too heavy on upgrades and there aren't enough ships.

Especially if you take Ackbar for that cost you want to have more ships taking advantage of his ability.

Having 2 ships at 400 points is going to seriously hamper you....and I've seen an AF melt to the front arc of an ISD.

Edited by SmurfWedge

Weakness: only 2 ships.

So, if I were going to cut, I'm thinking the upgrades and maybe down to the AF2 B, rather than the squadron set up? As a relative noob, I could be wrong, but I'm imagining that that squadron combo could be pretty scary to any cap ships?

I'm a little unsure as to how wave 2 squadrons will do but I'm more of a high ship/low squadron type player.

Drop a few upgrades and def drop down to the AF2B

Here's a modified list. I stripped where I could, but left the sensor, Intel, xi7 combo on one AF2, because -****- if I time it right that could piss someone off.

Fleet Details

(395 of 400 pts)

Flagship: (117 pts)

  • Assault Frigate Mark II B(72 pts)
  • Admiral Ackbar (38 pts)
  • Electronic Counter Measures (7 pts)
Fleet Ship 1: (102 pts)

  • Assault Frigate Mark II B(72 pts)
  • Intel Officer (7 pts)
  • Sensor Team (5 pts)
  • Expanded Hangar Bay (5 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)
Fleet Ship 2: (54 pts)

  • CR90 Corvette A(44 pts)
  • Enhanced Armament (10 pts)
Squadrons (122 of 132 pts):

  • 1x Outrider - Dash Rendar (24 pts)
  • 1x Moldy Crow - Jan Ors (19 pts)
  • 4x Y-Wing Squadron (40 pts)
  • 3x X-Wing Squadron (39 pts)
Objectives:

  • Advanced Gunnery
  • Fleet Ambush
  • Dangerous Territory

I like this better than the first list.

What I would probably would be to lose Dash, the EA on the corvette and try cut 10 points somewhere. This will allow you to add another Corvette into the list and give you 4 activations.

Just my advice....but like I said....I'm more of a ship man mself

Lose ea on the corvette add jaine light and protect it with the ass frig. As it avoid blocking targets

Ok, this might be it. By the way, sensor teams aren't great on AF2s... Not enough dice to spare for an acc.

Anyway, heres the next revision. Thanks for all the help and advice.

(396 of 400 pts)

Flagship: (130 pts)

  • Assault Frigate Mark II B(72 pts)
  • Admiral Ackbar (38 pts)
  • Intel Officer (7 pts)
  • Electronic Counter Measures (7 pts)
  • XI7 Turbolasers (6 pts)
Fleet Ship 1: (92 pts)

  • Assault Frigate Mark II B(72 pts)
  • Intel Officer (7 pts)
  • Electronic Counter Measures (7 pts)
  • Heavy Turbolaser Turrets (6 pts)
Fleet Ship 2: (75 pts)

  • Nebulon-B Support Refit(51 pts)
  • Salvation (7 pts)
  • Ray Antilles (7 pts)
  • Nav Team (4 pts)
  • XI7 Turbolasers (6 pts)
Squadrons (99 of 132 pts):

  • 1x Outrider - Dash Rendar (24 pts)
  • 1x Moldy Crow - Jan Ors (19 pts)
  • 3x Y-Wing Squadron (30 pts)
  • 2x X-Wing Squadron (26 pts)
Objectives:

  • Advanced Gunnery
  • Fleet Ambush
  • Dangerous Territory

I like that list a lot more

Edited by SmurfWedge

Another thing to consider is getting turbolaser reroute circuits onto the Neb

Reckon it will be a decent upgrade for Salvation

Nice catch on the TRC. Guppies get a steady bleed on a target and then envelop with Salvation and the squads....

C'mon wave 2! Release already!

Slaved Turrets is also an option with Salvation. More variance in your results, but higher potential damage.

Another thing to consider is getting turbolaser reroute circuits onto the Neb

Reckon it will be a decent upgrade for Salvation

TRC is a bit redundant with Salvation actually, as you can flip the red die to its double-hit side and get two damage regardless

Slaved Turrets would be the upgrade to go for if fishing for more damage, esp with Raymus

I'm not sure if Redundant is the right term...

It lets you flip a Blank to a Double Hit (one way or another, either as a Double Hit or a Crit for 2 damage)

Especially since a Crit counting as two hits is still a crit, that lets you resolve that all-important effect.

Even if you score all hits, it lets you flip a Hit to a Double Hit or Crit... Its all added damage one way or another...

Get an ACC when you're already Home-One-ing it up? Maybe that one flips to a Double Hit...

But it costs the evade token to use it. Whereas Slaved turrets just plain old gives you an extra die to get the bonus damage. And encourages you to keep only your front toward the enemy, which is a good thing in a Nebulon.

I stand corrected....Slaved Turrets are better.

TRC would be okay for a normal Neb at least

But it costs the evade token to use it. Whereas Slaved turrets just plain old gives you an extra die to get the bonus damage. And encourages you to keep only your front toward the enemy, which is a good thing in a Nebulon.

Yes and No :)

One extra red die is a *chance* of more Damage, and an okay chance with Salvation, since a natural Double-Hit or Crit is two Damage.

TRC is again, a *chance* of more Damage, but its likely to more often be a little more damage, at the cost of maximum damage...

That, and if you're not using Mon Mothma, the Evade Token gets very irrelevent very quickly with a canny opponent, otherwise.

They're both completely viable options. TRCs are perhaps useful if you happen to have a choice target on the Front Arc, AND a secondary shot that is better to take than not, that Slaved Turrets, will of course, prohibit.

I was mostly saying that Redundant was the wrong word to use.

I'm not sure if Redundant is the right term...

probably not, but I don't know what the term for "not especially with" is :P

TLRC is equally effective on any ship that can take it, it has no special synergy with Salvation whereas Slaved Turrets gives you more chance for crits on those all important front-arc shots

any point directly against TLRC would have to come from the one evade token the poor neb has (and which it will come to rely on given all the red dice in Wave 2)

probably not, but I don't know what the term for "not especially with" is :P

Well, Redundant would be "No point in taking, as it does not have an effect with the effect it already has..." - And they do indeed stack, as they're different effects.

Redundant would be, if the TRC had the card "Spend an Evade token to make your Your (Crits) count as 2 Hits"... That'd be Redundant for Salvation :D

I think number one for me, is the "You may only shoot once" is a stopper for Slaved Turrets for me... Especially explicit as it even stops Anti-Squadron Fire, which I personally use... Mostly because Salvation is generally near Yavaris, and one or the other attracts Squadrons like Blowflies to Cow Dung...

I think for the most part, I'll consider to keep using XI-7s on Salvation, or perhaps even go to something new like HTTs on it in the future...

HTT likes high damage ships...Salvation!

Yeah, I'm thinking overall, I'll stick with Slaved turrets, HTT or XI7s for now.

Speaking of slaved turrets, it's not on the SWAFT list builder for some reason, what are the stats and point cost again?

Really enjoying the conversation/ideas all around!

Edited by nicholscs73

6 point and add 1 red dice to your attack pool but you can only attack from 1 single arc i believe is basically what purpose it serves.