Rebel Advice - Wot no Fighters!

By SmokemeTG, in Star Wars: Armada Fleet Builds

Hi I am after some advice on the below build.

I have just started getting into Armada and have a massive 5 games under my belt including the boxed intro battle. To help me learn I am trying to keep it simple at this stage. So similar ships and no fighters at this stage.

In wave 2 fighters seem to be more prominent so I have included 2 x anti-squadron ships in the list which can hopefully also deal with any fighters/bombers and help against capital ships if there is no squadron threat.

Anyway I appreciate any advice

Cheers

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory

Nebulon-B Escort Frigate (57 points)
- Salvation ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

Assault Frigate Mark II A (81 points)
- Gunnery Team ( 7 points)
- Point-Defense Reroute ( 5 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)

[ flagship ] Assault Frigate Mark II B (72 points)
- Admiral Ackbar ( 38 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)

Fleet created with Armada Warlords

The list looks pretty good, but I am not sure how the Salvation fits with the AFs. It wants to fly straight forward while your other three ships want to fly in a line of battle. You could maybe replace the Salvation with a CR90 A with turbo laser reroute circuits, Jaina's Light, and Leia. It could then hide behind your battle line and snipe crits all day, and Leia enhances the responsiveness of one of your AFs. You can then use some of the points you save to upgrade one of the AFs to an A variant so you don't lose the anti-squadron effectiveness of the Neb-B.

My two cents.

Edited by AeroEng42

I'm actually not against the neb B in this list. The reason being is that if you keep it at speed 1 the whole time, you can pretty much snipe ships from red range. With all your other ships being broad side, what you want to do is deploy the neb b last. You want to deploy so it's facing the side flank of the enemy ships. This forces your opponent to either target the neb b, or your broadside ships....and with your neb be snailing along at speed 1, your enemy will most likely be concentrated on the ships that are speeding closer to them. The neb b probably won't see any fire until turn 3 or 4...but once it does it, it'll hit like a tank with Salvation + trc + concentrated fire. You'll also want to active the neb B fairly late, once all of the enemy ships have burnt their tokens.

I've run something similar and the deployment strategy above is sound. I do think however that any Rhymer variant is going to shred this fleet. At least a token screen (4-5 squads) seems essential now.

Agree with rogue commander. Any fighters will demolish your battle line because half of your primary anti-squadron power is well away from the main fight. All the enemy has to do is park their fighters in front of your battle line and let you bump them along/use an occasional squadron command to rinse and repeat.

Thanks for the advice :D

I have 2 x 1 day comps coming up and I am pretty likely to face a Rhymer Ball or Fireball at least once. I see 2 main options.

1. Just suck it and see ie face it if it appears and learn as much as possible from the experience - maybe try and apply the below tactic?

2. Drop the Neb and some upgrades off the Gups (or a single Gup) to add 3-4 X-wing and Jan Ors

Thoughts?

@AeroEng I was planning on keeping the fleet/conga line together. I could have an anti-squadron ship at the front to make the bumping hurt more or try and anticipate where in the line they would bump me and try and get one or both anti-squadron ships there. Without a huge number of games under my belt not sure how hard this is to achieve?

Cheers

I should preface my response by saying I have only played a few games myself, and never any tournaments, but I got so hooked by the first few games that I have been listening to podcasts, building fleets, etc. So my advice is more theoretical than first-hand empirical. That being said...

Personally I think three guppies with overlapping fields of fire, more shields and hull, and varied tokens would be better than 2 and Salvation. A single Gladiator could wreck your slow moving Neb b then swoop in from behind on the two guppies (assuming you use the fighter screen option).

If you do drop Salvation but opt for a fighter screen instead of TRC90, I would still upgrade one of the two B variant guppies to the A variant. Then, I would deploy the A's first and last in the line with the B in the middle. You can be 95% sure the Rhymer ball will be commanded to attack the front of your lead ship so that they will be passed down the conga line as you move. But if your line activates in order and moves at speed 3, you should get at least a shot on each squadron in the ball from each of your AS ships. If you also plot a squadron command from the B variant, you could probably do some serious damage on the ball in that first skirmish.

For your fighter screen, you have enough points for Jan and 3 X's or 4 A's, or 2 X's with a yt-2400. I would consider taking the last one since your B variant can activate Jan and the X's to get a pre-emptive strike on the fireball and hopefully give your second AS ship at the back of the line a chance to knock out a few fighters in the ball before they can shoot again. In addition, since the yt-2400 has rogue, it can move and shoot in the squadron phase, and it has higher speed than the ball, so it at least can hit the ball every turn it is alive.

Just some thoughts. Best of luck! I'd love to hear how your games go!

Edited by AeroEng42

Salvation is a sit back sniper watching the battle through its front arc, which doesnt synergise with being anti fighter unfortunately.

ok I have added tweaked the list and added some fighters. Primarily to screen or go get some if the enemy fleet has minimal fighters

I have also kitted one Gup as a carrier with wing commander so I don't have to put squadron commands in my command deck and can activate with a sqn command as/when needed. Other than that the Gup would sit on nav commands.

I could also drop the A-wing to give me a cheaper upgrade card and some points for the bid

Thoughts

Gus' Gups take 2
Author: Smokeme

Faction: Rebel Alliance
Points: 400/400

Commander: Admiral Ackbar

Assault Objective: Opening Salvo
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

[ flagship ] Assault Frigate Mark II B (72 points)
- Admiral Ackbar ( 38 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)

Assault Frigate Mark II B (72 points)
- Wing Commander ( 6 points)
- Gunnery Team ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)

1 Jan Ors ( 19 points)
2 X-Wing Squadrons ( 26 points)
1 Wedge Antilles ( 19 points)
1 A-Wing Squadron ( 11 points)

New to the game. Is there someplace I can see all the stat cards and upgrade cards? I'm trying to learn but without anything but the starter set, I'm sorta deaf to everything being said. Which one of the ships in the list is anti squadron?

Try the Star Wars Armada Wiki. Has everything you need. Alternatively, the Warlords fleet builder is also great.

I like your later build a bit more, but if you have access to the R&V Fighters, I'd suggest the YT-2400's in place of some of your X-Wings, and you can swap out the expanded hanger/Wing Commander perhaps... Big fan of Intel Officers on the AF's to force the choice of use the Brace and lose it forever or just eat the damage... Throwing 5-6 Red Dice out, could be a bad choice, especially if you have several of them...

My own Fighter screen tends to be Dash and 3 YT-2400's... Nothing subtle, but good "linebackers" to buy a bit of time....