First Rebel Fleet (400 points)

By Rendorin, in Star Wars: Armada Fleet Builds

Hi,

Up for my third game of Armada in the next few days and it will be my first time flying Rebels. Just wanted some advice on the following list which I feel will require a step change in play style from my previous run outs with the Imperial Navy. List is as follows:

Commander: Admiral Ackbar

Points: 396/400

Assault Objective: Precision Strike

Defence Objective: Hyperspace Assault

Navigation Objective: Superior Positions

[ Flagship ] MC80 Command Cruiser (106)

  • Admiral Ackbar (38)
  • Defiance (5)
  • Intel Officer (7)
  • ECM (7)
  • XX-9 Turbolasers (5)
  • Leading Shots (4)

Assault Frigate Mark II B (72)

  • Gunnery Team (7)
  • ECM (7)

MC30c Scout Frigate (69)

  • Ordnance Experts (4)
  • TLRC (7)

Squadrons (58)

  • Jan Ors (19)
  • 3 x X-Wing Squadrons (39)

Some of my initial thoughts were to look at swapping out the Gunnery Officer on the AFMKIIB for the XI-7. Also possibly look at replacing the Intel Officer on the MC80C with a Gunnery Team. When I look at it on paper it seems as though I am only swapping one ability for another without wholly understanding the implications. There is also an element of me that would also like to try something different from that which I had used in my two Imperial builds.

Comment, critique and guidance would be most welcome, I am looking forward to flying on the light side (how long it lasts though is another question!).

MC30 needs a title really, preferably foresight, and consider APT's.

Because of Ackbar, gunnery teams are advised.

Your squadrons are a strong escort, I would consider a two AS ship to got with them, maybe AF MKII A instead of B.

Some of my initial thoughts were to look at swapping out the Gunnery Officer on the AFMKIIB for the XI-7. Also possibly look at replacing the Intel Officer on the MC80C with a Gunnery Team. When I look at it on paper it seems as though I am only swapping one ability for another without wholly understanding the implications. There is also an element of me that would also like to try something different from that which I had used in my two Imperial builds.

Comment, critique and guidance would be most welcome, I am looking forward to flying on the light side (how long it lasts though is another question!).

Just some ideas:

Gunnery teams cant go onto the MC80. I would leave the Intel Officers on and swap the XX9s for XI7s. Give you a way to shut down redirect and burn his brace is he uses it.

AF is kitted out ok, but the MC30 could use a title to survive a bit. APT's also seem all the rage at the moment.

I feel that you might be a little light on fighter cover.

Perhaps swap out the MC30 for a TLRC Corvette and add some more fighter in. You could also them have a few points to sprinkle some more upgrades.

If you want to use the original list above then it seem ok to me mate....just have fun with it and use it as a learning curve (just swap the XX9s for XI7s)

Mc80 has double anti squadron shot, so use one of the arcs on squadrons if you face a lot of squadrons.

Or upgrade squadron numbers as Smurf has suggested

Thanks for comments, have revised list to the following retaining a small underspend for an initiative bid:

Faction: Rebel Alliance
Points: 395/400

Commander: Admiral Ackbar

Assault Objective: Precision Strike
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[flagship] MC80 Command Cruiser (106 points)
- Admiral Ackbar (38)
- Intel Officer (7)
- ECM (7)
- XI7 Turbolasers (6)

Assault Frigate Mark II B (72 points)
- Gunnery Team (7)
- ECM (7)

MC30c Scout Frigate (69 points)
- Foresight (8)
- Assault Proton Torpedoes (5)

1 Jan Ors (19)
3 X-Wing Squadrons (39)

Edited by Rendorin