Core set rebels always loose.

By Spazz1985, in Star Wars: Armada

ok i have played about 10 games now i think that i am doing everthing right, with the exception of objective cards. I have been playing total annihilation. The rebels always loose. No matter how hard i try i have only gottten maybe 4 damage on the Victory class before both rebel ships are dead, and to note the Victory class is usallly back to full strengt. i have been using Dodonn and the luke. thanks to http://armada.fabpsb.net/gindex.phpwhich is an amazing fleet building site. i am just wondering if anyone else is ahving this problem? and if not what am i doing wrong?

Try to flank the VSD. Its super slow.

Deploy your Nebulon at Speed 1 to force him to come to you. Throw your Corvette to a wide flank. Once your Neb is dangerously close, pop a Nav Command to pass by and shoot from the rear arc while pumping shots with Luke.

I hate to complain. But I feel that the Rebels in the Core Set are ridiculously under powered.

And that reflects in my Meta, where I'm the only regular Rebel Player. Now people are now starting to dread playing me, because I've gotten so good at shredding imperial ships! :D

I can relate. I was the Imperial player locally that shunned Glads, and instead took all VSDs. After months of hammering those triangular bricks into strategic formations, flying anything else is a breeze!

Yeah, the Core Set really isn't representative of the overall game. It can be very hard to win with the rebels - but most Core Set games should result in no capital ships being destroyed.

Most of my games ended up coming down to the squadron fight, which the Empire should generally win with their faster, significantly cheaper, more numerous squadrons led by Howlrunner.

The core set is essentially a demo. Add an Assault Frigate MkII and a Gladiator to your games and things will start to look interesting.

Yep, the Assault Frigate MKII is a must have for Rebels to balance the game :)

ok i have played about 10 games now i think that i am doing everthing right, with the exception of objective cards. I have been playing total annihilation. The rebels always loose. No matter how hard i try i have only gottten maybe 4 damage on the Victory class before both rebel ships are dead, and to note the Victory class is usallly back to full strengt. i have been using Dodonn and the luke. thanks to http://armada.fabpsb.net/gindex.phpwhich is an amazing fleet building site. i am just wondering if anyone else is ahving this problem? and if not what am i doing wrong?

The problem with the core set it that there simply isn't enough firepower around to reliably kill the Vic. It's certainly possible, but not likely, not if the Imperial is cautious, maneuvers a bit and engineers like hell.

Playing a 300 pt game with 2 core sets, however, changes the equation quite a bit. Now it's possible to kill a Vic. It's also quite possible for the Imp to absolutely murder the Rebel!

Well that's why the game is played in 6 rounds with objectives, then you don't need to destroy everything.

Core sets are usually unbalanced and only made to be played to learn the game. It's designed too be balanced at 300/400 points

Double post stupid phone*

Edited by jocke01

I played the hell out of the core set, back before Wave 1. Though I only play Imperial, I have to say it wasn't a cakewalk. I had some very good Rebel opponents, who knew how to get their ships in behind the VSD. That was the trick for Rebels back then.

Now things are very different.

Kill a tie fighter with ship anti squadron fire, then run.

Win by 8pts.

Bleh. . . I am bad with that CR90. . . Got me killed every time. . .

The core set is like the rest of the game, the more experience, the more practice, and the more innovative in your tactics you get the better you play. Having said that, it is the same for your opponent as well.

Objectives are a must and really change how lists are built.

Kill a tie fighter with ship anti squadron fire, then run.

Win by 8pts.

That's how my first few games went as well. I was playing Rebel and my X-Wings would munch the TIE Fighters while the ships would take pot shots at each other and repair with no ship casualty :P

____

Back on topic, I did run some simulations though and if Rebels play optimally with a Neb and a CR90A, they can take down the VSD, but it's going to take a full 6 turns and no whiffs.

Maybe he is bad at Star Wars and his opponent is good. I remember all starter box fights being nailbiters.

I had almost the opposite feeling after playing the core game several times, it left me feeling Victory class Star Detroyers were poor ships, they are so so un-manuverable Rebels would just fly right past, seemingly turn on a dime and blast away at my ships rear, while I was left with little hope of ever turning the behemoth around, and my friend I played with, I rarely got to use my full frontal armament.

All down to learning the game, what your ships are good at, what they are not good at, and most importantly learning what your opponents ships can or cannot do well, I'd suggest all new players, play both sides several times, just to familiarize themselves with the capabilities of various ships.

Very first game my friend took one look at the VSD and decided to outflank me, and won. Before knowing much about the game.

Thanks for the strategies and all the help. i have a coulple ships on order and i know that will change the game up.

do i need to stop playing annihilation and just play a 6 round game?

do i need to stop playing annihilation and just play a 6 round game?

YES

Maybe he is bad at Star Wars and his opponent is good. I remember all starter box fights being nailbiters.

do i need to stop playing annihilation and just play a 6 round game?

do i need to stop playing annihilation and just play a 6 round game?

To be bluntly honest, you're not really playing Armada until you're playing 6 Rounds with Objectives... They really shake up the strategy.

do i need to stop playing annihilation and just play a 6 round game?

To be bluntly honest, you're not really playing Armada until you're playing 6 Rounds with Objectives... They really shake up the strategy.