Wave 2 rebels - aiming for flexibility

By ransburger, in Star Wars: Armada Fleet Builds

Greetings all,

I'm looking to pick your brains for a list I'm aiming to try out. After the list I'll talk through a lot of my thought process behind some of the decisions.

REBEL FLEET (398 points)
1 • MC30c Scout Frigate - Gunnery Team (76)
2 • Assault Frigate Mark II B - Gunnery Team - XI7 Turbolasers (85)
3 • Nebulon-B Escort Frigate - Raymus Antilles - Yavaris (69)
4 • CR90a Corellian Corvette - Admiral Ackbar (82)
5 • B-wing Squadron (14)
6 • B-wing Squadron (14)
7 • A-wing Squadron (11)
8 • A-wing Squadron (11)
9 • HWK-290 (12)
10 • Dash Rendar (24)
Objectives • Advanced Gunnery, Contested Outpost, Minefields
Ackbar as Commander, that's written in stone, one of the few things that is. I'm tired of flying and facing clouds of gladiators, Ackbar is kinda like a semi-permanent opening salvo, and in my experience GSDs tend to dislike opening slavo.
I included the MC30 as opposed to another AF2 because they have similar long range gunnery profiles, upgrade slots, and points costs. With ackbar the 2 ships are slinging 4x2 reds and 5x2, which is close enough to being the same, however as the enemy approaches the gunline, the MC30's blacks can kick in, which really boosts its value relative to the AF2. (Also applicable vs other ackbar conga lines, MC30 can cut across)
I've done some counter-top movements with a small and medium base conga line to see how I can mitigate the lead ship needing to go first, or getting slowed down, so I'm not too worried about that. What I'm less confident on is the ability of the MC30 to turn in at the right time to do a hit and run on someone, and whether that means it wants to be at the front or back of the 2 ship conga line.
Yavaris is to provide an amount of flexibility if I face skew lists with no or tons of squadrons.
CR90 is to provide an edge for activation advantage, and to give Ackbar a quick getaway if needed.
@398 points I'm expecting to be 2nd player a lot. My yellow and blue objectives give me a lot of control over how the battlefield shapes up. Contested outpost lends itself well to the Ackbar gunline and Yavaris B-wings.
Here at the start of wave 2 I'm expecting a lot of lists to include a large base ship, and generally if you bring a large ships you're only bringing 2 other ships, or you really cut into fighter support and bring 3 + large + minimal squadrons. That's a scenario I'm ok with. 4 ships of my own means that against 3 ships lists I can stall long enough as first or second player.
I expect most of the time my opponent will end up taking advanced gunnery, especially rebel players who bring an MC80. In that case my plan is to make yavaris the objective ship, hopefully drawing some fire from the gunnery team ships. Plus the bonus-to-risk thing pans out best that way too. Advanced Gunnery on top of gunnery teams is nice, but sub-optimal. I'm not putting it on the flagship. Could lead to some great Yavaris activations between bomber double-taps and a ship double-tap, either out the front or side since they're pretty similar at that point.
The goal is to have a flexible fighter wing, A's to intercept and lock down squads. Hawk+b-wings to ensure successful bombing runs. Dash to help out in either group because my one game with him he was awesome. (he took out tycho, 3 y-wings by himself, and dropped 3 damage on ships). If fighters are dropped, I want it to be an even number since odd numbers of fighters are not helpful for deployment turns.
I'd really like to squeeze in Foresight on the MC30, but I'm not sure how. Not sure that giving up XI7 is worth it.
I'm also waffling on Minefields vs superior positions. Both look like great choices, but I've been burned in the past on superior positions.
Thoughts?

Personally, I would give up raymus for Foresight, because Foresight makes that ship at range nigh unkillable. I know you want him to move the hwk with the bwings, but i think its easier to play around not having that then to make up what foresight gives the torpedo frigate in staying power

I'm concerned that your fleet is trying to do too many things, and doesn't do any of them well enough, although the upshot is you dont have any glaring weaknesses.

Trying to hide Ackbar in a cr90 might backfire. The imps are about to get a lot faster and rebels are just as quick. If I can for instance get you in a situation where I'm chasing Ackbar and the rest of your fleet is chasing me then I'm accomplishing a lot of what I need to do to win. It is going to get a lot harder to play keep away between raiders and ISDs. It also kind of feels like there isn't a lot of meat here for a 400 point game. Actually it feels like Mothma would be a better fit here

I also agree Ackbar is the wrong admiral for your fleet. Mon Mothma and Foresight would be great adds. I'm also not sure about gunnery teams on an MC-30. I guess its possible to get two enemy ships in your front arc but with only short range on the blacks I dont see it happening much. Mothma, Foresight and APTs and watch the fur fly!

Thanks all! You've given me a fair amount to chew on

I might be trying to shoehorn ackbar in because he's the new shiney card. I'd not realized that...

Swapping Ackbar for Mon Mothma gives me foresight for free. At that point I'd probably drop the gunnery team on the MC30. It was just there so that it could fling its ackbar-boosted broadside along with the AF2, but with no ackbar...

Adding APT gives a ship that really wants to be in your face.

Not being tied to ackbar red-dice broadsides really frees me up to take some of the cheaper ships, which might mean I can fly something similar to my VGG builds in wave 1 with a strong initiative bid.

Yavaris and the fighter wing still provides a lot of flexibility when facing either squadron heavy or no-squadron lists.