Neb B

By Ginkapo, in Star Wars: Armada

I personally have struggled with the Neb B in any role other than Yavaris, however on paper I can see how its a potent ship in theory.

So my question is how are people using Neb B now wave 2 has properly taken hold?

I use Yavaris and always end up ramming a gladiator with two other ships in support to give my Neb a chance of survival. Seems simpler than trying to outrun inevitable death. Seems to work effectively as it disrupts my opponent gloriously.

(Note: I found this topic helpful https://community.fantasyflightgames.com/topic/183714-nebulon-b-the-dope-behind-the-weapon/ )

Now as people add in their thoughts, remember that their meta's are different than yours.

Having said that, let the advice flow!

I have used them as a concentrated force that works together. Having 5 Nebulon-B's, 3 of which were Escorts allowed me to have overlapping fields of fire on squadrons. Using Mon Mothma, a good formation, and good speed control allowed me to take advantage of things.

I've used it as a long range glass canon either with yavaris or salvation. Generally my neb will die but will totally cripple if not outright destroy a ship worth twice its value.

I have personally found that the Nebulon-B is a great platform for some of the Turbolaser upgrades. I personally am a fan of Neb-B Slaved Turrets combos (Especially with Salvation), and a friend of mine likes the idea of TRCs equipped on some Escorts. Overall they're an effectively cheap offensive ship.

I've used it as a long range glass canon either with yavaris or salvation. Generally my neb will die but will totally cripple if not outright destroy a ship worth twice its value.

This is where the Nebulon shines I think. It is a ship with real problems, but it definitely has the ability to gain you back a lot more points than it costs.

Salvation is legit with Raymus

even naked, the Escort Neb's forward arc + double brace provides a generously durable ship for its price and it makes for great filler

The trick with Nebs is that their titles are huge force multipliers. As for how you want to use them:

Their biggest advantage is that they have really good long range fire (on par with anything not named ISDII or MC80 Assault). Even moreso with the Salvation title. I've had my best luck with Salvation slow-rolling it into battle. Once I even had it slow to speed 0 for 2 turns as my opponent was really flying toward my starting position. This is actually a pretty good combination with a conga-line. Line goes around the enemy,and they have to chose - chase the line, and get their flank / rear eaten by Salvation, or plow ahead towards Salvation, and see the big point ships way out of their best arc.

Yavaris is interesting because it wants to show up early, and get those touble-taps in with your fighter/bombers. That means you're probably aiming to trade Yavaris away for the chance to pop something big and more expensive. Alternatively, you can slow roll the Yavaris in the general direction of the dogfights, and set it up to pop big things later in the game.

I really like the Nebulon B, but it is definitely a different play from the rest of the Rebel and Imperial ships. I think it works best when it pops in to the fight late, and uses the long-range fire to focus an already softened up opponent down. It is very much a support ship - you might see it put through some key damage, but you shouldn't be relying on it to carry an attack.

I use Salvation/slaved turrets with the Hyperspace assault objective. It's just a great, hard hitting, cheap ship. Easily my favourite rebel ship so far.

I use Redemption with Raymus Antilles and projection specialists as a medic and support ship.

I use Yvaris/slaved turrets as a second line carrier. Run it behind the main carrier, and when the fighters are engaged in a dogfight, use Yvaris to make them have a horrific double-tap in the second round of the combat.

I often use my 60 points for a Salvation Support Neb B vs a Corvette. You can slow roll as said above, or go speed 3 out of the gates and swing wide to start running parallel with the player edges and catch 2-3 turns of an opponents rear at the end of the game.

I like them, I don't use them a whole lot since Wave 2 launch, but that's because I'm still figuring out the MC80 and 30 in fleets at 400 pts.

I use Yvaris/slaved turrets as a second line carrier. Run it behind the main carrier, and when the fighters are engaged in a dogfight, use Yvaris to make them have a horrific double-tap in the second round of the combat.

I like this idea, furthering it two Neb sitting behind more agile tanks. Oh how I'd love to be able to fit Yavaris and Salvation alongside Admonition, Foresight and Jainas light with an actual squadron force. Need 450 points to do that though.

AF's and MC80 dont appeal to me as poor manoueverability isnt something I cope well with.

I could be totally off-base here (as I'm more familiar with Imps), but I was thinking about running Salvation w/ Slaved Turrets alongside a TRC90 w/ Tantive IV and Raymus. Spam Concentrate Fire on the Salvation for five Reds and spam Navs on the TRC90 (plus the Tantive token given over to Salvation for maneuverability). The TRC90's firepower is just salt on the wound (guranteed two damage or at least mining out those evade tokens).

Edited by corlinjewell

In my limited experience, I've had them swing out to a flank and then keep them pointed towards the enemy as best as I can.

Salvation + Slaved Turrets = avg 4 hits per roll out of the front arc for 64 points. I usually roll them slower and let the enemy come to me (takes a bit of getting used to for Rebel players)

The trick with the slow roll is to know when to use a navigate dial+token to jump from speed 1 to 3, and blow straight past whatever ships they have sent to chase you down. It doesn't always work because a canny enemy will try and put themselves in the sweet spot where you can't quite escape them, but if you can snag that sweet double activation, then you'll often escape scott-free.

As an Imperial player I always found a neb B on a flank was problematic to deal with. To kill them I had to commit at least a VSD or a Glad to go after them, which detracted a lot of resources from chasing down the space whales. But left alone they were quite capable of burning down a VSD from long range over a few turns if the VSD was facing threats elsewhere. I found Intel officer and some sort of gun on it made it a real pain.

In Wave 2 I think this is less of an issue - now I have the option of sending a Raider 1 after it which can jump into close range in its side arc fairly easily, and isn't a big detachment from my main fleet. So the flanking gunfire support Neb worries me less now.

In theory, I think the Neb has a lot of new options in Wave 2. I think the Neb B E is a good option for close range support for a mon cal (anti squadron and local fighter/bomber control). The support version with projection experts again acting in close support to a Mon cal is also an interesting option.

I still run a Neb-B Support with Salvation and XI7s. Combined with a Concentrate Fire command, that has the increased potential of 8 damage on target with only 1 point being able to be redirected.

In my experience Neb's fitted out right have no problem flying straight into a VSD and destroying it :D

I love this ship. It can be best used as something to distract your opponent. Set it a little of to one side of your fleet and your opponent will have to decide to split there force to deal with it or let it come up behind and cause them problems later

I always try to make it the last ship I put on the play area for this reason

my salvation has solo jousted ISD's to death a few times now, more reliable vs VSD's but still puts out tons of damage with Xi7's alone

I'm going to be that self-promoting guy and say that the next episode of Fire When Ready goes over the Nebulon-B, and should be out in a day or two.

Salvation/Slaved Turrets/Raymus in a list with Home One can just be gross. Like everyone else has said you want to slow roll it. I really like to leave it in the back as much as possible and activate it last after the defense tokens have been spent or the ECMs activated. It is easy to forget that little ship with CF and this load out can do up to 10 damage. The Raymus re-roll and Home One combined really help mitigate the bad rolls.

To get another ship with this damage output at long range takes a large base ship at double the cost.

I won't speak for the Salvation or Yavaris since everyone else appears to have already for me (thanks!) but I think that the Redemption also has its place. I feel the title will work best in situations that warrant more immediate response to damage, with low command values being present for the ships around it. Thus, I feel Redemption is good with a lot of ships around it, such as being in the center of a CR-90 swarm, or mixed Rebel fleet that can gain the most from having the extra Engineering. I also think that the more points that are on the table, the more value the Redemption gets, so the bigger the game the better it is to have on standby.