Rebel player needs help

By Bluewatcher, in Star Wars: Armada Fleet Builds

My two MC-80's with engineering builds got slaughtered on Sunday against an Imperial player who had:

Imperial Star Destroyer with Moff Tarkin, X-17 Turbolasers

Victory Star destroyer with X17 Turbolasers

Gladiator with Dominator

Raider

He started in a corner and there was no way to get around his firing arcs. His 4 activation's to my 2 didn't help either. I'm wondering what combinations of AF-II's and missions would help, or should I try running 3+ MC-30's?

More detail on your build?

My build was:

MC-80 Assault Cruiser (114) with Admiral Ackbar(38), ECM(7), Engineering Team(5), Redundant Shields(8), Walex Blissex (5)

MC-80 Assault Cruiser (114) with Advanced Projectors(6), ECM(7), Engineering Team(5), Raymus Antillies(7)

2x A-wings (22)

2x YT-2400 (32)

Nym (21)

Objectives were: Advanced Gunnery, Fire lanes, Superior Positions

The list I am now planning to use is

MC-80 Assault Cruiser (114), Admiral Ackbar(38), ECM (7), Engine Techs(8) Engineering Captain (6) Redundant Shields(8) X17 Turbolasers (6)

Assault Frigate Mark IIA with ECM (7), Gunnery Team (7) X17 Turbolasers (6) Walex Blissex (5)

4x A-wing Squadrons (44)

Nym (21)

Assault Objective Advanced Gunnery

Defense Objective Contested Outpost

Navigation Intel Sweep

I'm wondering if I should trade in the ECM for Advanced projectors.

I'm wondering if I should trade in the ECM for Advanced projectors.

Generally not, but it is meta dependant.

If your meta has XI7 Turbolasers in it a fair bit, or at least a lot of ISDs.... Then ECMs are the way to go.

If your meta concentrates on Victories and no Turbolaser upgrades, go APs...

Otherwise, realise that you've got Assault Cruisers... You could do both if you scrape elsewhere :D

I really want to run three ships to force the other player to move one or two ships before the Assault Frigate and/or the MC-80. The problem with the two MC80 build was that the other player would move his Raider, I'd move an MC-80 which he would then proceed to clobber, stripping all the shields and most of the hull, for the final kill next turn.

I am also wondering about using the Contested Outpost objective; it would force the enemy towards the outpost, but how hard would it be to take advantage of that?

Drop Ackbar, you are not getting value with so few ships!

Contested outpost is fantastic for you. If he wants to deploy in one corner, then you deploy on the other side of the board with the outpost by you. Alternatively, put obstacles in both corners so they cannot do that.

This is what I am currently running: (Unfortunately I dont own Ruthless Strategists)

Command MC80

Garm Bel Iblis

ECM

Engine Tech

Defiance

AF MK II A

Adar

ECM

Paragon

CR90B

Raymus

Taintive

Luke

Keylan

X Wing

X Wing

Y Wing

Y Wing

Y Wing

399/97 points

This is what EnglishPete is running:

Faction: Rebel Alliance

Points: 397/400

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)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)

MC80 Command Cruiser (106 points)
- Intel Officer ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)

3 YT-2400s ( 48 points)
2 Y-Wing Squadrons ( 20 points)
1 Jan Ors ( 19 points)
1 Luke Skywalker ( 20 points)

Edited by Ginkapo

I like the CR-90B with Raymus and Tantive IV; that's a nice combo I hadn't thought of. The 10 Y-wings would work well, but why not put Boosted Comms on the Assault Frigate also?

I'm not sure how well the Tractor beams would work against Moff Tarkin; at a minimum I guess they would force the other player to keep playing Maneuver tokens, which then would be used by the tractor beams.

As its the A variant of Assault frigate boosted comms seems like a waste. I am more likely to run Tractors in that slot, which do work suprisingly well agaisnt Tarkin, as most likely a Tarkin fleet isnt designed for spamming nav tokens every turn so you take the flexibility away from them.

10 Y's and ruthless strategists would be glorious if I actually owned them. Win the squadron fight and then bomb the crap out of them.

Raymus Taintive is my personel favourite as its give me massive boost and flexibility, whilst also being the extra ship activation. Does minimal shooting damage, but offers so much more.