Lets Talk the Neb-B

By arrest7, in Star Wars: Armada

A 'liberty' winged MC80 with a powerful front arc will really bring the Neb-B into focus again. Liberty, Yvaris, Salvation and Redemption would be quite the bulldozer. It will be interesting to see the imperials having to flank!

I disagree with this. IMO, the only bad admiral is Garm.

Garm gets only two tokens to last 4 rounds, then another 2 on any survivors. This is hardly optimal token management. I think Dodanna comes in a close second-to-last thanks to the low damage output of non-Salvation Nebulons.

Ackbar, and I can't believe this, turns your side arcs into Assault Frigates on any unobstructed shots on a ship with very wide side arcs. That's phenomenal. Ackbar makes the traditional strategy of flanking a Nebulon-B a Very Bad Idea. thanks to the small size, it might actually be easier to Ackbar Slash with Nebulons than with the MC80.

Are you trolling ? :P

First, Garm isn't a bad admiral at all, but he isn't straightforward. He favours balanced lists that spread their firepower between ships and squadrons. On the other hand, the other Rebel admirals favour a certain build type over another. If Garm isn't your style, fair enough. But saying he is bad is a broad statement.

If you look at him, he allows every ship to perform multiple orders, at either half efficiency or full efficiency for smaller ships. A squadron token on a Neb Support allows it to effectively pop a squadron order to activate its fighter escort (which I'm starting to believe every ship should have, with as much squadrons around them as they can activate).

On both Neb variants, the Engineering token allows to recover one shield or move 2 from arcs that won't get shot at which is crucial to survivability of ships without redirects. On both Neb variants the Nav token can help out to reduce or increase speed at a whim, and popping up to speed 3 to pass over a Victory or ISD is a very viable survival strategy with the Nebs. Finally, a CF token, as I've proven in my "Another look at Garm : Command Efficiency", brings the same benefit as a CF token when you're throwing 3 red dice or more (because you're likely to roll at least one blank, in effect CF allows you to "add" another dice by rerolling the miss).

The goal with Garm isn't maximizing the number of token you can have, but maximizing what your ships can do thanks to using them at the proper time. While Tarkin works like a major global consumer bank, Garm Bel Iblis works more like a Venture Capitalist is tokens are currency.

Secondly, Ackbar doesn't turn Neb B side arcs into Assault Frigates side arcs. In terms of dice thrown, sure. Bet the AFMK2's side arcs have 2 things that differentiate them from Neb side arcs :

1) 3 times the amount of shields, which isn't insignificant.

2) A redirect so they can spread the shields around.

Ackbar on a Nebulon build will not deter flanking from Gladiators or bomber wings. 3 reds and 1 blue dice is 3 damage on average, which a Gladiator wil Brace down to 2 and Redirect 1 or 2 on a side arc, then move in and be in good position next turn. That's hardly scary or phenomenal as you put it.

More importantly Ackbar works in disservice to the Neb's main strength : it's cheap yet potent front arc for a ship this size. Because Ackbar prevents using the front arc if you want to shoot the side arc with 2 extra dice. Especially when it comes to the Escort Frigate, where you want to keep the side arcs free to support your squadrons by pumping out 2 blue AA dice.

Hardly trolling.

Ackbar does something highly unusual with this ship, which is that he provides an actual defensive bonus. Certainly is not enough to deter a high damage output ship, but it's enough to punish a ship expecting free strikes on the side. Add in Slaved Turrets, Concentrate Fire or TRCs and smart positioning will make the Nebulon a potent threat against moderately damaged small andmedium ships especially with fighter support.

Would I build an entire fleet of Nebulons around Ackbar? Heck no! Would I refuse to take a Nebulon because Ackbar is in the fleet? Also heck no.

And I firmly believe that Garm is the least effective option for an all Neb fleet. He does give every ship a command, but it's a one-off ability. Would you take Garm In a CR90 swarm? He's at least as efficient for effect potency. But the drawbacks are magnified. You'll get one utility effect (such as Engineering or Navigation) and one tactical effect (squadrons or CF).

Okay, when you put yourAckbar point that way, I have much less bad things to say :P

Regarding Garm though, like I said, forget about trying to maximize the number of tokens you get. With CR90s due to their Command 1, you need less tokens because you don't have to plan the order. With Nebs, you can boost their effectiveness for 2 turns or one big turn. He shouldn't be played like a discount Tarkin, because once again he is more about investing the proper tokens that you will need at some point during the game without having to spend turns banking them. In that sense, the one-off effect really isn't bad.

Rather than giving the tokens to further maximise the ideal order of a ship, think of him as allowing you to perform a lower version of the orders that you would not have dedicated a dial to,and he shines here.

EDIT : With your points about an all Neb fleet/CR swarm, I don't think he would be that bad as an all Neb commander but Mon Mothma would definitely have the advantage for a CR90 swarm. However like I said in my previous post, a balanced list with a combined arms approach between different ship types and squadrons is a good fit for Garm.

Against the smaller ships I've been able to fire and then speed past them so the stronger rear shields are exposed. It doesn't work so well against ISDs though- their bases are too big. Plus that sort of manoeuvre requires initiative.

Yeah, with an ISD the large base prevents you from doing that when speeding straight. You have to take the hull and an angle and ideally not go straight through it (more like from the front to the side, etc).

Edited by MoffZen

I'm not entirely sold on the Neb B. I think its price is very attractive and it certainly has some great Title Cards but utilizing the combat advantage of those title cards with the Neb B is really difficult.

The subtle problem is that because the ship is incredibly narrow its very easy for an opponent to maneuver and angle himself into its side arc. The only ship that might actually have trouble with this is like a Victory Class which is a moot comparison anyway. Raiders, Gladiators even the Imperial Destroyer can easily maneuver into a Neb-B's side arc even with its forward arcs facing them as can pretty much every rebel ship.

Most even semi-experienced players aren't going to try to joust a Neb B.

I think in Wave II, the Neb B has kind of shifted from a jousting combat ship to the roll of a support Utility Ship.

You can get way more mileage out of the Neb B (Refit) with Redemption, Raymus Antilles and Projection Experts for example staying way out of a fight and just feeding shields to ally ships. For 72 points you basically have a healing ship that not only helps keep other ships in the fight by feeding them shields but improves their own engineering capability. You could do this with an escort for 78 points and have a late entry ship that can squad command and of course even without turrets this is a very shooty vessel.

I think a Refit with Salvation and Slaved Turrets spamming Concentrate Fire is quite deadly on paper don't get me wrong, 5 red dice with crits counting as 2 is devastating but the reality is that your going to do this one time before someone flanks your side at which point you may or may not ever get a second shot.

Front arc ships just aren't as effective as side arcing ships, almost all fights are going to turn into side arc shows after the initial joust if there ever is one and in a contest like that the Neb-B is extremely weak. Without a redirect and 1 shield on its side, braces are rendered nearly useless.

I think the Neb B has a future, I believe FFG's understanding of the game mechanics and balance will ultimately lead them to producing gear that will revive the Neb-B but in the last tournament I was in (this week) out of 10 lists I was the only one that ran a Neb-B. I'm not sure whether or not its universally accepted that Neb-B's aren't ready for competitive play. An assessment, at least as a combat ship I agree with with.

I ran a list recently with 3 nebs and 2 torpedo frigates that did quite well. I had a bout 4 a wings for escorts, and I took 2 escort Bs and one support, which makes for a pretty potent anti-fighter cloud. I lined the 3 of them up and put a torpedo frigate on each end of the line. slow rolled them toward a contested outpost.

My opponent was running an ISD set up as a carrier and 2 raiders, along with a lot of ties.

By the end of turn 6, the isd was severely injured, one raider was destroyed, and I had lost one torpedo frigate. I was able to almost park on the outpost and force him to come to me. his fighters were a problem (lost the torpedo frigate to a rhymerball) but otherwise it was victory by a wide margin. I had 5 ships to activate to his three, he was first player, but I could just slow roll then nebs until about turn 4, and this caused him to have to move everything before the MC-30s.

that's probably only the 5th game of armada I have actually gotten to play, and the other guy has played a lot more, but I won by a large margin, and I think the high number of activations helped. there was no clear priority target in my list either. his fighters went after my MC-30s, which left my nebs mostly unmolested to do what they do best, throw a lot of red dice.

One of my nebs was salvation with the upgrade that lets you spend an evade to boost your attack. I got 3 good salvos out of all my nebs before range began to close with the ISD, and by then he was trying to veer off to stay alive. He was running motti, or he would have been dead. I think I only landed one good punch with an MC30 to the ISD, and I one shot one of his raiders with the other before it got rhymer balled. so, for half the game I got to move slow and pound away. this could have had something to do with my opponent's focus being on the MC30s ;)

I can't speak from experience to any but Yavaris, because the Neb just doesn't really jive well with my style so I don't use it. But man, Yavaris has new life in Wave 2, just because of the points increase.

The thing with Yavaris is, it's probably going to die. You just have to accept that. Unless you're just completely creaming your adversary, you'll be doing well to keep her alive through two rounds once combat is joined. The reason for that is twofold: she's brittle as hell but hits like a ton of bricks.

And that's fine, you just have to plan for her to go down. Keep the price as low as you can, and run her bare-bones, to minimize the points you're giving up. I put Veteran Captain, the title, and nothing else on mine. Make sure you've planned to keep her squadrons effective after she's died, whether through commands from another ship or positioning.

You also want to plan at the strategic level for her to die. She's worth 60-70 points by herself, which means that losing Yavaris puts you at a 335ish-point spread, best case. That's below the 350-point threshold for 10-0 unless you're playing an objective with VPs. So in a tournament setting, you might consider that when choosing your objectives if you're shooting for the overall win.

So, we touched on all the weaknesses, but how do you use her *strengths*? The thing about Yavaris is she's not exactly a drop-in replacement for your regular AF2 carrier that you can use effectively with the same squadron wing. When I run triple AF2 carriers,I have a very different wing than when I run double AF2/Yavaris.

You've gotta remember that Yavaris amplifies the offensive effects of individual fighters, which means she works best with the hardest-hitting squadrons. I generally don't prefer using named squadrons and usually just use the generics, but with Yavaris guys like Wedge, Dutch, Keyan, and Nym start to look pretty tasty. A double-tapped Wedge will clear a field of TIEs right quick; and nobody wants to take doubled chances at Nym's nasty effect.

Another consideration is what function Yavaris serves from a fleet-building standpoint. She essentially lets you increase the size of your squadron component by 2-3 squadrons, uncapped by points. An illustration if what I mean: say you capped out your squadrons on B-wings. You can take nine of them. Dropping Yavaris in lets you effectively bump up your squadron cap by 3 B-wings, or 42 points (not exactly true, since you lose the extra deployments, hull, etc, but functionally equivalent from an offensive perspective). Compare that to a capped Y-wing list, where you're increasing your cap by 3 Y-wings or 30 points. Or a list containing Nym, Keyan, and Wedge, which you'd bump by 60 points. Which is almost the price of the ship itself.

The point is, the higher the points value of your individual squadrons, the more benefit you'll get from Yavaris (generally speaking)--but it still probably won't be a cost-efficient as just taking more fighters. So if you're looking to boost an already-capped squadron component, Yavaris is amazing, especially if you have at least a few real heavy-hitters. But if you're not already capped, you might be better served by just taking the extra squadrons instead.

Sorry that ended up so long...

TL;DR: Yavaris is great, but has some distinct weaknesses, and you have to build around her to get the best use out of her.

Edited by Ardaedhel

I just want to point out, as we talk about Salvation, that it has anti-synergy with Ackbar. The special ability only works out of the front arc, so if you are firing out the sides, you are actually giving up why you took the title.

Salvation should be paired with TRC, because you can auto-crit and do double damage with it.

I think the value of the Nebulon might also be linked to the types of game you play. I'm not usually in a tournament setting so tabling my opponent for points isn't necessary- completing a mission, killing some of the enemy and minimising my losses is. In a straight up fight I rarely bother engaging something like an ISD if I can help it: I use my corvettes and frigates to hunt down their weaker support ships and then stay clear. That's not to say my fleet can't destroy an ISD, particularly if I lower my fighter support and take an MC-30, but in a situation where wiping out the enemy in 6 turns isn't necessary the Nebulon may be of more worth. It's tough enough to survive a couple of turns and then disengage.

Unfortunately one of my regular opponents has reacted to this in a somewhat extreme fashion by taking two ISDs.

Well in home games, everything is very different in Armada. Competitive play is about scoring points and preventing your opponent from scoring points. In that regard the Neb B is extremely difficult to use because to use it you have to put it in range of your opponent when using it as a sniper. Exposing it like that is really a very easy way for your opponent to score points so your opponent will be looking for an approach to blow it up.

If however your make use of it by keeping it in the back line, or as someone mentioned, bringing it into the fight late and hitting ships without shields it can be very effective. I can say this about competitive play though, because you are facing a wide range of lists and opponents any training you get from playing the same opponent repeatedly is going to be mostly useless to you.

You go into a tournament with the knowledge that you could be facing just about any kind of list that could be made, most of which you won't even be able to anticipate so your own list has to be built less on a synergetic pre-determined strategy and more on a reactive "ready for anything" strategy.

Tournament play is a lot more difficult to build lists for, really there is a lot of luck involved in tournaments because you never know who your going to face. Your opponents might be newbies that you can easily score on, or you might be facing the next regional champion. Its a tough environment. In that environment the Neb B doesn't really hold up well.

I haven't seen a Neb B used in a list since Wave I in competitive play, now grant it I don't play competitive that often but still, you would think considering how few ships there are to choose from that in a average tournament there would be several and there where literary Zero at my last tournament. I was the only one still using a Neb B. So in terms of competitive meta I think the Neb B's fate has already been decided at least until FFG does something new with it.

I was the only one still using a Neb B. So in terms of competitive meta I think the Neb B's fate has already been decided at least until FFG does something new with it.

I don't know, they're pretty successful around here, particularly with a resurgence of Yavaris of late. Now, I don't know that I've ever seen a successful fleet whose *core* was composed of Nebs (Lyraeus' one-off notwithstanding), but I think all three titles offer unique, useful support functions in the context of a larger fleet.

I just want to point out, as we talk about Salvation, that it has anti-synergy with Ackbar. The special ability only works out of the front arc, so if you are firing out the sides, you are actually giving up why you took the title.

Salvation should be paired with TRC, because you can auto-crit and do double damage with it.

Yet you don't HAVE to fire out of the sides with Ackbar, or out of your front with Salvation. It's all about felixbility. I've used Salvation a few times with slaved turrets travelling the opposite direction to an Ackbar gun line and she works wonders. You can move round the rear to mop anything that gets through your gun line, or even turn towards the head if a ship looks like blocking your path. The best bit is, no one expects to have five dice hitting face from a Neb's side arc. You have access to 4/5 red dice in almost 360 degrees. It does sound counter intuitive, but trust me for a 65 point ship, she can dish out a serious amount of damage and isn't to be written off in an Ackbar list

I was the only one still using a Neb B. So in terms of competitive meta I think the Neb B's fate has already been decided at least until FFG does something new with it.

I don't know, they're pretty successful around here, particularly with a resurgence of Yavaris of late. Now, I don't know that I've ever seen a successful fleet whose *core* was composed of Nebs (Lyraeus' one-off notwithstanding), but I think all three titles offer unique, useful support functions in the context of a larger fleet.

I won a tournament with 5 nebs. It is actually a good list and won all of its games! So that one off was a good 3 off. Now I just need to try out this 6 neb list I have. . .

Nebulon-B's are skill intensive to fly in mass. You need patience and you need to have clear cut goals in mind. In a low Squadron meta they will not do as well but in a high squadron meta they can dominate the field as long as you keep the fields of fire overlapping. Mon Mothma led Neb lists are the natural Predator of the Fireball.

My next version to test out.

Nebs on Parade
Author: Lyraeus

Faction: Rebel Alliance
Points: 393/400

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Nebulon-B Escort Frigate (57 points)
- Mon Mothma ( 30 points)
- Turbolaser Reroute Circuits ( 7 points)

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

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

Nebulon-B Escort Frigate (57 points)

Nebulon-B Escort Frigate (57 points)

Nebulon-B Escort Frigate (57 points)

Fleet created with Armada Warlords

My next version to test out.

Nebs on Parade

Author: Lyraeus

Faction: Rebel Alliance

Points: 393/400

Commander: Mon Mothma

Assault Objective: Most Wanted

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

[ flagship ] Nebulon-B Escort Frigate (57 points)

- Mon Mothma ( 30 points)

- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Escort Frigate (57 points)

- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Escort Frigate (57 points)

- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Escort Frigate (57 points)

Nebulon-B Escort Frigate (57 points)

Nebulon-B Escort Frigate (57 points)

Fleet created with Armada Warlords

Lyraeus - shouldn't you put MM on one of the ones without TRC so that you aren't burning the evade on the most important ship to stay alive?

Lyraeus - shouldn't you put MM on one of the ones without TRC so that you aren't burning the evade on the most important ship to stay alive?

The list requires strong speed and movement control while knowing your save zones. I guess if compared to X-Wing, this is the TIE Swarm of lists.

My next version to test out.

Nebs on Parade

Author: Lyraeus

Faction: Rebel Alliance

Points: 393/400

Commander: Mon Mothma

Assault Objective: Most Wanted

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

[ flagship ] Nebulon-B Escort Frigate (57 points)

- Mon Mothma ( 30 points)

- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Escort Frigate (57 points)

- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Escort Frigate (57 points)

- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Escort Frigate (57 points)

Nebulon-B Escort Frigate (57 points)

Nebulon-B Escort Frigate (57 points)

Fleet created with Armada Warlords

Fascinating.....How do you play this list movement and spacing wise ?

As for turn 1 you set the center first and tease out deployment as best as you can. If they pick Superior Positions you know which side will need to be speed 3 and which will need speed 1 (the side that has to turn the furthest needs to be speed 3). If you are not sure, start all at speed 2 and turn 1 navigation command

Lyraeus;

Tried laying it out on a board myself.... Looks good. I think you can afford to pack a bit tigher - though not much. I guess the closer you pack the fleet together the more of a constrained move order you end up with. A tight pack of frigates should make mincemeat of an imperial bomber wave, which is nice.

I do like the Nebulon-B and want to use it for a fleet.... I'm just worried I'm not good enough at maneuvers to make it work...

Was looking to try something similar as a fleet - your deployment sounds good.

I was thinking that I might prefer to try 5 ships rather than 6 to allow a bit more upgrade space.

With Engine Techs you can set up facing 450 towards the outside board edge, hammer it turn one at speed 3 plus engine tech boost, and come about to face up the board in the 'side zone' where you know you're not going to have a star destroyer coming the other way at you.

The idea:

  • Nebulon-B Escort Frigate - Garm Bel Iblis, Veteran Captain, Slaved Turrets, Engine Techs

deploys on the extreme flank where Iblis is safe-ish and should only have one target anyway, so slaved turrets are okay. Plus he's a high-priority target, so I don't want to be using his evade token offensively.

  • Nebulon-B Escort Frigate - Salvation, Veteran Captain, Turbolaser Reroute Circuits, Engine Techs

next one in, so I get as many shots in with the salvation as possible before it gets mobbed and killed. also hopes to get round the flank.

  • Nebulon-B Escort Frigate - Veteran Captain, Turbolaser Reroute Circuits, Engineering Team
  • Nebulon-B Escort Frigate - Veteran Captain, Turbolaser Reroute Circuits, Engineering Team

The closest thing I have to a 'battle line' - more accurately a 'battle corner' with Salvation and Iblis' flagship pac-man-ing it up the flank and these guys at the outside edge of my deployment zone advancing slowly

  • Nebulon-B Support Refit - Redemption, Engine Techs

The 'hinge' of the corner. Theoretically at the back relative to the rest of the fleet, so a support refit is fine. Between Iblis and Veteran Captains, I've got lots of engineering tokens to play with regardless of the command dial, so Redemption and Brace commands should hopefully cut the worst of the incoming fire. Once one half of the fleet gets into serious trouble, hit a navigate token and fire up the engine techs for Space Dandy-style "On your marks! Set! Ruuuuun Awaaaaay!"

That's 391 in total. I suspect that getting your choice of mission is going to be very important with the Nebulons as a manoeuvre-heavy fleet.

Lyraeus;

Tried laying it out on a board myself.... Looks good. I think you can afford to pack a bit tigher - though not much. I guess the closer you pack the fleet together the more of a constrained move order you end up with. A tight pack of frigates should make mincemeat of an imperial bomber wave, which is nice.

I do like the Nebulon-B and want to use it for a fleet.... I'm just worried I'm not good enough at maneuvers to make it work...

Was looking to try something similar as a fleet - your deployment sounds good.

I was thinking that I might prefer to try 5 ships rather than 6 to allow a bit more upgrade space.

With Engine Techs you can set up facing 450 towards the outside board edge, hammer it turn one at speed 3 plus engine tech boost, and come about to face up the board in the 'side zone' where you know you're not going to have a star destroyer coming the other way at you.

The idea:

  • Nebulon-B Escort Frigate - Garm Bel Iblis, Veteran Captain, Slaved Turrets, Engine Techs
deploys on the extreme flank where Iblis is safe-ish and should only have one target anyway, so slaved turrets are okay. Plus he's a high-priority target, so I don't want to be using his evade token offensively.

  • Nebulon-B Escort Frigate - Salvation, Veteran Captain, Turbolaser Reroute Circuits, Engine Techs
next one in, so I get as many shots in with the salvation as possible before it gets mobbed and killed. also hopes to get round the flank.

  • Nebulon-B Escort Frigate - Veteran Captain, Turbolaser Reroute Circuits, Engineering Team
  • Nebulon-B Escort Frigate - Veteran Captain, Turbolaser Reroute Circuits, Engineering Team
The closest thing I have to a 'battle line' - more accurately a 'battle corner' with Salvation and Iblis' flagship pac-man-ing it up the flank and these guys at the outside edge of my deployment zone advancing slowly

  • Nebulon-B Support Refit - Redemption, Engine Techs
The 'hinge' of the corner. Theoretically at the back relative to the rest of the fleet, so a support refit is fine. Between Iblis and Veteran Captains, I've got lots of engineering tokens to play with regardless of the command dial, so Redemption and Brace commands should hopefully cut the worst of the incoming fire. Once one half of the fleet gets into serious trouble, hit a navigate token and fire up the engine techs for Space Dandy-style "On your marks! Set! Ruuuuun Awaaaaay!"

That's 391 in total. I suspect that getting your choice of mission is going to be very important with the Nebulons as a manoeuvre-heavy fleet.

I wonder if Nav techs is actually a good card to use on a Raymus'd Salvation. I say that because typically a Neb wants to stay at range, even if flanking. An extra click might bring your arc where you need it to be, without getting one segment closer and reducing your time at red dice range.

I find that you don't need the Nav Team to make the Nebulon-B work. You just need to be aware of dice potential.

Here is a picture courtesy of R1H4 from IFF.

pic2498909_md.jpg

13th Alliance Artillery Battery (Rieekan's Rammers)

Reassignment to the Ramming 13th is widely thought to be an empty threat of various Alliance petty officers. Unfortunately for both crew and foe alike, the rumors are true.

Redemption (escort) engine techs, TRC, [General Rieekan's flag]

Salvation (support) engine techs, TRC

Neb-B escort frigate, engine techs, TRC x 3

The name of the game is slow-rolling followed by rams-a-lot in a shoulder to shoulder stack. Salvation spams CF's. Everyone else does nav/repair. With a dial/token and redemption, you can actually repair all the ramming damage from the double ram!

I have had some success with running a Redemption, with projection experts, as a supporter for an AFmk2b, where the AFmk2b is used as a blokker for the remaining ships in the fleet.

The idea here is that the AFmk2 is supposed to run interference with the Redemption boosting it´s repair and giving it shields. The remaining part of the fleet contains a couple of Scout Frigates which is the actual fighters in the fleet and some A-wings for squadron support. The AFmk2 is just there to draw fire, because noone can ignore an AFmk2, even an ISD, with the Redemption running support in the shadow of the AFmk2.

It seemed to work well.

You probably wouldn't want to ram with redemption or salvation, so the engine techs could be engineering teams to try and keep them alive.

I had a try, and the engine techs didnt really give the speed to get around - not without getting blown in half on the flank.

Maybe a tight wedge, acting like a swarm, might work well.

Concentrated fire, especially with intel officers and x-17s should tear through a ships frontal defences fast: you can essentially take most defence tokens out of the equation.

Nebulon B spam...I like the sound of this...could be nice to have an oddball list out there.

Yet how does the neb heavy list deal with fighters/bombers?