Another *Yaaawwnn!* Tourney bui...wait...wtf?

By Deadshane, in Star Wars: Armada Fleet Builds

Rebels Fleet (375 of 400 pts)
Commander: Garm Bel Iblis (25 pts)
Flagship: (83 pts)

  • Assault Frigate Mark II B(72 pts)
  • Flight Controllers (6 pts)
  • Expanded Hangar Bay (5 pts)


Fleet Ship 1: (80 pts)

  • Assault Frigate Mark II B(72 pts)
  • Ruthless Strategists (4 pts)
  • Boosted Comms (4 pts)


Fleet Ship 2: (80 pts)

  • Assault Frigate Mark II B(72 pts)
  • Ruthless Strategists (4 pts)
  • Boosted Comms (4 pts)


Squadrons (132 of 134 pts):

  • 12x Y-Wing Squadron (120 pts)
  • 1x HWK-290 (12 pts)


Objectives: Most Wanted , Fleet Ambush , Superior Positions

The epitome of Rebel Heavy Squadron lists

RUTHLESS STRATEGISTS...

So much for the empire character Squadrons. Y-Wing rules the skies with 76 Squadron HP's and 31 Blue activated dice. Ruthless strategists x2 will SHRED opposing squadrons to gain air superiority for your bombers. Air Superiority is PARAMOUNT. The Frigates are adding 3-5 Black dice to their firepower. Kill the enemy squadrons. If they are a speedbump...slaughter them mercilessly. If it is a considerable force,it is equivalent to the points for killing a large ship...destroy it!

With this hurricane cloud in the way, 3 Assault Frigates don't really need too much gear on them. Try to maintain a decent range until you have the advantage. Garm is enough to ensure that you activate all squadrons every turn. There should be losses, if not, you are probably winning anyway. You only really need the 1 single round of full activation.

Try to get those dual arc shots on prime targets and it's still **** effective capital ship firepower.

Playtested this once and played on the table against 1 opponent. Seems solid to me so far. ABSOLUTELY intimidating to look at on the board.

Pick apart if you like.

I personally prefer to lose 1 Y-Wing for an AFMK-IIA on one of the Frigates with Ruthless...

because splatting TIEs with a SINGLE SHOT is just demoralising.

I might even go one stage further and lose a Y and the HWK and make both of the Ruthless AF's into IIA's.

I'm not sure the HWK brings enough to the table over the advantage of 2 blue dice vs one with what you are aiming to do.

You can always only send in enough bombers to get the anti-fighter job done and go marauding with the rest....

The HWK is there to be toolboxy.

If the battle is getting close (because it will if you want your ruthless strategists to be effective) and you NEED to bug out to destroy a ship with concentrated firepower and bombing runs, then you can.

Thats the ONLY reason for the HWK. It hangs back, UNLESS it is needed. My last game, I actually used it by flying it into the middle of the Empires forces so I could move my Y's just enough to target Dengar or Mauler. I made them within my range and the Advanced' were not (so much for escort)...millimeters of movement, but something you cannot do without the HWK.

It's VERY toolboxy, but SOOOO useful. It's a must have. It give you options if you need them.

Edited by Deadshane

Both the HWK and the Y have 2 blue dice by the way. They are the same as far as anti-squadron.

I meant 2 blue dice on the AF's :-)

Keep the HWK, lose 2 Y's for the AF upgrade?

Edited by Englishpete

My god man...I like this list.

I'll make it when I get me some Assault Frigate 1 models...and make it look even more "pre-yavin"

Its the sort of list I'd run if I had a 3rd AFMK-II

@EnglishPete

Ahhh, I get cha...misunderstood.

I like your ideas guys about the Frigates. I may have to think about upgrading 1 somehow. Not sure though, but that is definatly something I will play with as I refine.

This is almost the same exact list I plan on running with three VSD's. Almost exactly. Three VSDs with Tarkin (so the Imperial free token admiral), a mess of Bombers, Dengar and some Advanceds. I feel you need an escort or two in there to protect your Intel ship. And once the enemy gets into it with your fighter ball, you can use your escorts to tie the enemy up (and take that RS damage) while your bombers fly away and do their thing.

it would be funny to see these two lists have at each other.

This list is actually something I had in mind as well. The only difference is that I was thinking RS on all 3 AFM2. I figure most of the dmg will be coming from RS, why bother flight controllers? I also wanted to throw in a couple of YT1300 as escorts to protect the bombers for the couple of rounds enemy squadrons are alive.

The only thing I am afraid of is if the enemy uses their squads defensively, keeping them screening for something like an ISD. This forces me to bring both my ships and squadrons within blue range of said ISD (or even 2).

That being said, I still love the concept of the list and plan to try it out.

@Churry

That's what the HWK is for. To give you an Alpha Strike.

Unless he's keeping his screening force *so close* that you can't get anything in at all, the idea is to bump a big Squadron Command, throw the HWK in, and then everyone has heavy, so everyone can then fly up to the ISD and Bomb it, because Heavy lets them Ignore the Squadrons...

If they are that close, then you wait patiently for your opening, because he's either activating his squadrons or ploughing into them - so you play defensively.

@Churry

That's what the HWK is for. To give you an Alpha Strike.

Unless he's keeping his screening force *so close* that you can't get anything in at all, the idea is to bump a big Squadron Command, throw the HWK in, and then everyone has heavy, so everyone can then fly up to the ISD and Bomb it, because Heavy lets them Ignore the Squadrons...

If they are that close, then you wait patiently for your opening, because he's either activating his squadrons or ploughing into them - so you play defensively.

Hmm, I was so concentrated on dealing with squadrons first that I didn't think of alpha striking the ISD rather than enemy squadrons. So a ship activation would go as follows?

Activate AFM2 to reveal squadron command. Take the 4 squadrons to alpha strike ISD. If any enemy squadrons are engaged, use RS if within range, otherwise toss more die at ISD. Maneuver to keep at red range.

Also, I believe this list will make quick work of a rhymer ball?

I havent played against a rhymer/fireball yet.

However, since Rhymer has to be well within medium range to work (not on the edge since the 'ball' will be well within range), you will be well within RS range...not to mention 31 blue anti-squadron dice.

I don't think they would last long...but then, it's all flying.

Rhymer/fireball is in effect an ISD or Loaded Victory in terms of MoV points. Well worth it to put it out of commission.

Edited by Deadshane

I'm curious as to why you chose to have one ship loaded with Flight Controllers rather than RS?

Nvm, found the answer.

In that case...would precision strike be more beneficial?

Edited by Churry

I wonder how it would do against rebels though.

I played in a tourney with a space superiority list, similar in concept but different in details. Still, 4 X's, 3 Y's, 2 A's, and a HWK with 2x FC on AF's. A similar number of AS dice, but fewer hull points. And I encountered a similar rebel list with 133 points of squadrons, but he had rogues and villains mixed in.

I won the squadron battle, but not by much. 3 of my squadrons survived, not enough (and too late in the game) to contribute to the ship battle significantly. I do wonder if having ruthless strategists would have been better than FC's. It was enemy fire from his MC80 that took down most of my fighters.

The concern I have with all Y's (which I considered!) is the lack of ability to interdict enemy squadrons. You can plug away at them, but they'll be able to zoom past you and keep tagging your AF's. I think it's worth losing 4 Y's to get 3 X's or A's to get that flexibility.

I think RS would make a huge difference, which is why I was wondering if that 3rd AFM2 should take RS rather than flight controllers. This guarantees popping anything with hull 3, and has a good chance of popping fighters with hulls under 5 in just one turn. At most, I see enemy fighters lasting 3 turns. After that, bombers will have a field day for the other half of the game.

Although I do agree that a couple of X wings or YT1300 would help tie down enemy fighters .