Rebel Carrier Fleet

By Englishpete, in Star Wars: Armada Fleet Builds

I have been looking into the viability of a carrier based Rebel list and it really comes down to 3 x AF's or 2 x MC-80's. I have plumbed for the MC-80's as I do not want to use Ackbar and the AF's are a little weak in offense without him whilst commanding squadrons.

The MC-80 Command Cruiser does not suffer from that and can be tailored for a nice balance between carrier and offensive platform. The plan would be to move up the squadrons under command and either clean out enemy squadrons or soften up ships whilst having the carriers move line abreast behind them.

I like Dodonna as admiral here with XX-9's and Intel Officer as the MC's should punch out enough damage to get those crits flowing.

Bomber Command

Faction: Rebel Alliance

Points: 391/400

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] MC80 Command Cruiser (106 points)
- General Dodonna ( 20 points)
- Intel Officer ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)

MC80 Command Cruiser (106 points)
- Intel Officer ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)

3 X-Wing Squadrons ( 39 points)
3 Y-Wing Squadrons ( 30 points)
1 Luke Skywalker ( 20 points)
1 "Dutch" Vander ( 16 points)

I played CarribeanNinja's 3VSD I with Aces and max Bombers yesterday, with my Raymus Taintive Dual MC80's. My list has potential, it just needs to be played right.

Pros:

Its really easy to control squadrons with two carriers running around

You dont need to bid for first, no one will want to play those objectives

(Tractor beams prevents anyone running away)

(Raymus Taintive is unbelievably helpful)

Cons

Every opponent will out-deploy you

Every opponent will out-activate you

Engine Techs are essential for mass ramming and movement correction

With that in mind, if you can shove in more squadron numbers that would be fantastic, even if you cant activate them all first go (some will die as game progresses). Consider taking Engine Techs on at least one ship, its mega useful. Keep your squadrons close if they have Dengar to keep the squadron fight adjacent to your massive double dice side arcs.

I like the idea of the Tractor Beams. I thought about Engine Techs, but 16 points is a lot to find, maybe Dutch and Luke need to be down graded.....

Food for thought

I've been enjoying my success with a VSD I as a carrier and I'm trying to replicate the feeling on the Rebel side.

Right now my main carrier is shaping up to be:

AFmkIIb w/ Flight Controllers, Boosted Comms, and ECM.

I'm debating on a pair of these running Mon Mothma and something like 3x's, Jan, and two H6's. But then I only get a bit over 100 points to play with. But I'm not sure... My VSD's only job is to intercept opposing fighters. Running two AF's means I've got to think anti ship as well.