Independence Squadron Heavy

By orangesmurf321, in Star Wars: Armada Fleet Builds

Hey all so after posting my question about Independence I decided to make a fleet out of it.

+++ Independence (397pts) +++

CR90 Corvette B (47pts) [Overload Pulse (8pts)]

MC80 Command Cruiser (150pts) [boosted Comms (4pts), Electronic Countermeasures (7pts), •Garm Bel Iblis (25pts), •Independence (8pts)]

Nebulon-B Support Frigate (66pts) [•Adar Tallon (10pts), •Yavaris (5pts)]

Squadrons (134pts)

A-Wing Squadron (11pts)

A-Wing Squadron (11pts)

B-Wing Squadron (14pts)

B-Wing Squadron (14pts)

X-Wing Squadron (13pts)

X-Wing Squadron (13pts)

Y-Wing Squadron (10pts)

Y-Wing Squadron (10pts)

•Jan Ors (19pts)

•Wedge Antilles (19pts)

I have 1 really good Carrier and a secondary carrier in Yavaris. CR 90 is to help some harassment and can help the fighters take out their targets, However I would be interested to maybe finding the points for a naked AFIIB with Gallent Haven pretty sure just dropping wedge for another a wing will make that happen but I would lose the Nebulon.

Thoughts?

Is it 133 or 134 squad limit with 400 points available? Anyway, if you dropped the corvette and named fighters, all you'd have to do is get rid of a few upgrades to get that AF2.

I'm not sure how good naked or near-naked ships will do once wave 2 drops. I'm also interested in seeing how squadrons are going to be used within wave 2.

the max is 134, I was looking into perhaps doing something like that to get the AF but im really interested on how well a CR90 will help the fighters especially if they are going crazy with those bomber shots

I would heavily recommend upgrading the Neb to an AF. Its play style on the table matches the MC80 more, and I think you'll find it more effective in this list. Drop wedge, and replace the neb with an AFIIB with Flight Controllers. Keep the CR90, but use it to grab objectives and delay activations. It's much, much more useful to you alive than dead, and your AF + MC will be more than enough support for your fighters. Consider a CR90A, which can play the long-range game and increase its survivability.

It's worth dropping a Y-wing for some ECM or AP's on your big ships.

If you decide to keep the Neb, Adar Tallon should always go on a different ship than Yavaris. Then he can activate a squadron (say B-wing), which moves up and shoots, then resets. Then Yavaris tells it to shoot two more times.

The other way around isn't nearly as useful.

Edited by Maturin

I like that you only need one Rebel squadron pack to play this list! Way to keep it real!

Diversified rebel squadrons are actually quite good. They give you an amazing amount of flexibility, because they can all do both anti squadron and anti ship, and allow you to fluidly adjust where you focus which strengths based on the tactical situation.

MC80 Command Cruiser (150pts) [boosted Comms (4pts), Electronic Countermeasures (7pts), •Garm Bel Iblis (25pts), •Independence (8pts)]

I'm liking the look of this setup on the MC80, hoping to give this or something similar a go this week.

Diversified rebel squadrons are actually quite good. They give you an amazing amount of flexibility, because they can all do both anti squadron and anti ship, and allow you to fluidly adjust where you focus which strengths based on the tactical situation.

Yeah, I've been finding this recently using a whole mix of Rebel fighters. They're all multi-purpose enough to get the job done whatever the situation, but since different squads have a slight edge in different situations you've normally got a best choice for each squad activation command.