What are your initial feelings...

By Versch, in Star Wars: Armada

...about this Fleet if you were about to face it at a Store Championship? Your candor is important to Bath Science!

Commander: General Dodonna

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)
- Tantive IV ( 3 points)
- Raymus Antilles ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

[ flagship ] CR90 Corvette A (44 points)
- General Dodonna ( 20 points)
- Jainas Light ( 2 points)
- Leia Organa ( 3 points)
- Turbolaser Reroute Circuits ( 7 points)

2 x B-Wing Squadrons ( 28 points)
1 x "Dutch" Vander ( 16 points)
2 x A-Wing Squadrons ( 22 points)
2 x HWK-290s ( 24 points)
3 x X-Wing Squadrons ( 39 points)

I'm taking 5 Bare-arsed VSDs with Motti to my one and only Store Champs.

I am feeling far too drunk and sleep deprived to have any manner of objectivity :D

Honestly, its not a bad list. Its one wher eyou need to be constantly on the ball about your Maneuver, because getting caught with two ships in an ISD's Gunnery Team Front Arc is going to mean Dead Ships very quickly - and although you have robust amounts of firepower, its all firepower that can be redirected away...

Now, facing small ship platforms, like VSDs, Assault Frigates, etc - you're definately on the high horse here, with the ability tos tart to punch through - but you're going to have to be relying on both your Squadrons to do some heavy lifting, and your ships to be doing some hefty running - because you lack a lot of hull and shields to take hits on while you're setting up.

Its one of those "Powerful if you fly it well" lists... And you'll have to be on the ball to fly it well - there's no Easy Mode there...

I'm licking my chops. Nebs are my gladiators favorite meal.

But in all seriousness think about ditching 1 hwk and making one jan. then seriously think about ditching 2 awings for wedge. Dutch - Wedge combo is the star wars armada version of why are you hitting yourself, especially with yavaris. Think about making room for Adar Talon on Yavaris as well. Personally I would rather have ywings than bwings, and I would rather have another corvette with TRC than salvation.

My major problem with Nebs is they shoot forward while all other rebels shoot side arc. So you are dividing your fleet in a way between 2 tactics. What to expect from imperials is a rush of gladiators and a fireball on your nebs while an ISD chases your flagship down.

From rebels expect assault frigates to flank your nebs while corvettes and fighters joust.

Totally off the cuff, without any real thinking or experience, I'd say...

It's probably going to lose to an ISD / GSD / Raider list in the first round. Good enough to bounce back, but at best, I say... oh, I don't know, 3rd out of 8th? At least it will the 2nd best rebel list, most likely.

Also the HWKs will be off-putting to some people.

I know Versch knows how to drive a fleet and is very good with squadrons, so im not going to question the ship choices too much

But I share the concern RE fragility without much ship-borne firepower as compared to say MC30s

I also think that it will be tough to push so many squadrons with so few squadron points, against a fast swarm list or lots of engine tech glads its gonna be tough.

Let me reclarify. I don't want tips on improvement or how to fly. I want to know your initial thoughts...like, how you will approach destroying it, being relieved it looks very easy to destroy, nervous because it looks like pwnsauce in a jar, ect.

You walk up to the table, round three, and 1st place is attainable...you see this in front of you...what are your initial feelings?

I need a Beer.

I've never had luck with MSU lists. I have a feeling you may be hoping to score a few rounds of hot dice then run like hell.

So, do you feel lucky, punk? Well, do you?

;)

"I miss playing Dan when he was good."

Let me reclarify. I don't want tips on improvement or how to fly. I want to know your initial thoughts...like, how you will approach destroying it, being relieved it looks very easy to destroy, nervous because it looks like pwnsauce in a jar, ect.

You walk up to the table, round three, and 1st place is attainable...you see this in front of you...what are your initial feelings?

I would ask you to use the actual HWK-290 models and pretend I didn't know what they did to throw you off your game.

In Seriousness:

Two Nebulon Bs pump out a front arc that's usually potent, but its small... I'm immedaitely trying to force my own deployments so those Neb-Bs have to be moving to stay relevant. I feel I'll have an advantage if I'm able to kite away to the point that I'm stringing you out. Staying out of the Range of a Yavaris Double Tap is Paramount. Keeping out of Salvation's Front Arc as long as possible is the secondary objective... IF I can keep those two factors on my side, then I feel I'll have some great confidence in keeping the game up, and winning through minimal attrition.

I'll run an ISD/VSD/GSD list in my championship games... I'd approach that list expecting to lose the fighter game, but tie you up long enough to negate the impact. I'd hope to take one of your ships out, but realize I'm most likely letting you get away with a lot of banged up ships.

I actually went against a list with less upgrades and one more CR90 in a casual game last weekend. If I didn't get a lucky turn 6 shot at one of his Nebs, he would have won 6-4 or 5-5. Both sides in that matchup had some piss poor rolls. Blanks everywhere!

In Seriousness:

Two Nebulon Bs pump out a front arc that's usually potent, but its small... I'm immedaitely trying to force my own deployments so those Neb-Bs have to be moving to stay relevant. I feel I'll have an advantage if I'm able to kite away to the point that I'm stringing you out. Staying out of the Range of a Yavaris Double Tap is Paramount. Keeping out of Salvation's Front Arc as long as possible is the secondary objective... IF I can keep those two factors on my side, then I feel I'll have some great confidence in keeping the game up, and winning through minimal attrition.

.

This is what I'm after. So FIRST off the cuff, you are wary of Yavaris and would plan to minimize its affect throughout the engagement. Cool.

More like this please!

Joking aside, with my MM list:

  1. I have five ships and the bid. I'm going first.
  2. You don't have Rieekan so I can blow Yavaris off the map with an MC-30, then move it away, and you can't do anything about it since I can last/first it thanks to the activation advantage and going first.
  3. Hyperspace assault is right out because I want to know where your stuff is for that scenario, so I'm looking at Minefields or Most Wanted. I'd probably go MW knowing you'd put it on an MC-30 anyways, and play to table you (or nearly table you) due to raw aggression.

So it would then depend how you deploy, but I'd be looking to find the critical point in your Neb / squadron line to stall out enough of the squadrons while taking out Yavaris or isolating it and leaving it for last. I like my odds in the corvette battle given that I also have TRC but I also have MM so have more room for error and maneuvering, and if I can get close-ish, I have the advantage.

Joking aside, with my MM list:

  1. I have five ships and the bid. I'm going first.
  2. You don't have Rieekan so I can blow Yavaris off the map with an MC-30, then move it away, and you can't do anything about it since I can last/first it thanks to the activation advantage and going first.
  3. Hyperspace assault is right out because I want to know where your stuff is for that scenario, so I'm looking at Minefields or Most Wanted. I'd probably go MW knowing you'd put it on an MC-30 anyways, and play to table you (or nearly table you) due to raw aggression.

So it would then depend how you deploy, but I'd be looking to find the critical point in your Neb / squadron line to stall out enough of the squadrons while taking out Yavaris or isolating it and leaving it for last. I like my odds in the corvette battle given that I also have TRC but I also have MM so have more room for error and maneuvering, and if I can get close-ish, I have the advantage.

.

YES! Now we're into it. That's the potatoes I'm looking for in this stew!

More! /splash MORE! /splash

This is my current fleet for an upcoming Tournament, and I'm curios how you think your fleet would hold up against it.

Imperial Fleet : 390pts

Imperial II (171pts)

Admiral Motti

Wulff Yularen

Flight Controllers

Boosted Comms

ECM

Relentless

Gladiator I (85pts)

Ordnance experts

Engine Techs

ACM

Demolisher

Raider I (48pts)

Ordnance Experts

Squadrons : (86/134pts)

Darth Vader 21pts

Dengar 20pts

Mauler Mithel 15pts

Soontir Fell 18pts

Tie Advanced 12pts

Defense : Hyperspace Assault

Navigation : Superior Positions

Assault : Advanced Gunnery

My squadrons would be super happy to see that many opposing Squadrons to maul. And my ships...well I cannot see your stuff lasting too long.

Inital thoughts.

To many non rouge squadrons for a max Squadron Command of 2 (3 with token/Tantive/but that dictates the Command is uses)

Not enough spike damage on the squadrons for either bombing or anti squadroning. You can't focus anything down by commanding groups of 2 and maybe 1 group of 3 (yavaris+token) squadrons at a time. They have time to counter attack with squadron commands of 3-4-5-6 to your 2-3.

Not enough ship firepower, TRC will be cancelled at Long Range. So now most ships rely on 2 additional red dice, without including Concentrate Fire.

But Will you use CF on Tantive (or Yavaris) if you want to pass squadron tokens to your pocket carriers? So even less potential dice.

At medium range you don't get much more powerful, they can only use defensive rerolls but you dont get much more dice (1 Blue Neb side, 2 on Cr90) compared to Guppy, Mc30, Mc80.

Using TRC on Nebs hurts them defensively.

Changes:?

-2 HWK +1 Jan, cheaper

-Cuts to squdrons, TRC, 1 small ship for a Guppy

Edited by Trizzo2

Joking aside, with my MM list:

  1. I have five ships and the bid. I'm going first.
  2. You don't have Rieekan so I can blow Yavaris off the map with an MC-30, then move it away, and you can't do anything about it since I can last/first it thanks to the activation advantage and going first.
  3. Hyperspace assault is right out because I want to know where your stuff is for that scenario, so I'm looking at Minefields or Most Wanted. I'd probably go MW knowing you'd put it on an MC-30 anyways, and play to table you (or nearly table you) due to raw aggression.

So it would then depend how you deploy, but I'd be looking to find the critical point in your Neb / squadron line to stall out enough of the squadrons while taking out Yavaris or isolating it and leaving it for last. I like my odds in the corvette battle given that I also have TRC but I also have MM so have more room for error and maneuvering, and if I can get close-ish, I have the advantage.

This! If I'm using my high activation fleet, Yavaris is enemy number one. If you somehow keep Yavaris out of harms way, it means you also kept it out of range for you to use it effectively. In that case I eat Salvation, and then move to Yavaris. I'm also taking Most Wanted, because I want to know where Yavaris is, and Minefields limits my maneuvering more than I would like.

Let me reclarify. I don't want tips on improvement or how to fly. I want to know your initial thoughts...like, how you will approach destroying it, being relieved it looks very easy to destroy, nervous because it looks like pwnsauce in a jar, ect.

You walk up to the table, round three, and 1st place is attainable...you see this in front of you...what are your initial feelings?

From the Vader Duet perspective, I would watch my speed and capitalize on getting to blue range. I will take some lumps but your ships can't handle 8 damage on average long and my Mithel, Dengar, 2x TIE Advanced and Firespray will give me the needed lasting power to try and cripple your squadron force while using what arcs I need to whittle your squadron down with AA fire and Mithel.

Another tactic the Duet can use is play the long game and take 1-2 of your ships down on T5-T6 giving me points advantage.

This is my current fleet for an upcoming Tournament, and I'm curios how you think your fleet would hold up against it.

Imperial Fleet : 390pts

Imperial II (171pts)

Admiral Motti

Wulff Yularen

Flight Controllers

Boosted Comms

ECM

Relentless

Gladiator I (85pts)

Ordnance experts

Engine Techs

ACM

Demolisher

Raider I (48pts)

Ordnance Experts

Squadrons : (86/134pts)

Darth Vader 21pts

Dengar 20pts

Mauler Mithel 15pts

Soontir Fell 18pts

Tie Advanced 12pts

Defense : Hyperspace Assault

Navigation : Superior Positions

Assault : Advanced Gunnery

My squadrons would be super happy to see that many opposing Squadrons to maul. And my ships...well I cannot see your stuff lasting too long.

The build I am playing with is:

395 points

Nebulon-B Escort Frigate + Raymon Antilles and Yavaris

Nebulon-B Support Refit + Mon Mothma + Projection Experts + TRC

Nebulon-B Support Refit + TRC

Nebulon-B Support Refit + TRC

Nebulon-B Support Refit + TRC

Jan Ors

3 X-Wings

I think we'll play my missions, that way you need to drift into me and I get two activations at the end of things.

I think this will be an interesting game, I have 1 more ship and far fewer fighters. So I hope my fighters can hold you up for long enough or I am going to be in trouble.

You fleet seems to be based on the idea that it will make a whole mess of small attacks and just be the "death by 1000 paper cuts" to another fleet. A piranha takes out a cow one nip at a time after all. MM will be an advantage here I think.

You seem to have a fleet that lends, gives and allocates tokens, so the Nebulon-B's will have the right command dial/token for the job, that would be my biggest worry.

Not enough ship firepower, TRC will be cancelled at Long Range. So now most ships rely on 2 additional red dice, without including Concentrate Fire.

Using TRC on Nebs hurts them defensively.

This fleet will go for a single target where it can, how many ships have 4 evades as to cancel out the damage at long range? At best a Corvette or MC30 can cancel 2 then starts looking at discarding their tokens. I expect that the fleet may bank Squadron Commands and CF Dials on the turn of attack, so you may get 3-6 attacks from squadrons and the ships. I think the token sharing and lending of his fleet may give some opponents a good surprise on his initial attack.

I would be a little worried as these attacks will just worry away at your ships, you will be bracing tiny amounts of damage down to ever slightly smaller amounts of damage. The Squadrons will nickle and dime you into spending tokens and the problem is he isn't putting all that damage into one predictable attack but many small ones. Consider the decision in bracing an ISD that hits for 9 damage to a Neb that hits for 3, another Neb that hits for 3 and a pair of Bombers that hits for 2 and 1.

The TRC's hurt the Nebs is slightly correct, but activation order can mitigate. Against 3 ships he only has to be careful on his first shot. The second will be able to use the TRC without any problem.

I recon for cheesie Star Wars quotes "Don't get cocky kid!" may get used here, or, "Don't tell me the odds, never tell me the odds."

Here is my list:

Mothma's Bothmas
Author: Caldias

Faction: Rebel Alliance
Points: 391/400

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Intel Sweep

[ flagship ] CR90 Corvette A (44 points)
- Mon Mothma ( 30 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

MC30c Torpedo Frigate (63 points)
- Foresight ( 8 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

2 YT-2400s ( 32 points)

And I would certainly pick Most Wanted (assuming I am 1st player). Assuming you would plink Mon Mothma, I would try to place her last and in a position where she could sort of run. I would focus on Yavaris, regardless of what your objective ship was, and try to kill everything else while kiting with Mon Mothma.

My thoughts are that Yavaris is nasty, as is Salvation. I would try to kill them quick. You have deployment advantage so I would try to spread out my MC30s to be able to respond and react to any situation. I would keep my YTs close and have them ready to where you would have to sacrifice a HWK in order to not have them tied up. Those are my initial thoughts.

Edited by Caldias

PS Enjoy the bath!

...about this Fleet if you were about to face it at a Store Championship? Your candor is important to Bath Science!

Commander: General Dodonna

Assault Objective: Most Wanted

Defense Objective: Hyperspace Assault

Navigation Objective: Minefields

Nebulon-B Support Refit (51 points)

- Salvation ( 7 points)

- Turbolaser Reroute Circuits ( 7 points)

Nebulon-B Escort Frigate (57 points)

- Yavaris ( 5 points)

- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)

- Tantive IV ( 3 points)

- Raymus Antilles ( 7 points)

- Turbolaser Reroute Circuits ( 7 points)

[ flagship ] CR90 Corvette A (44 points)

- General Dodonna ( 20 points)

- Jainas Light ( 2 points)

- Leia Organa ( 3 points)

- Turbolaser Reroute Circuits ( 7 points)

2 x B-Wing Squadrons ( 28 points)

1 x "Dutch" Vander ( 16 points)

2 x A-Wing Squadrons ( 22 points)

2 x HWK-290s ( 24 points)

3 x X-Wing Squadrons ( 39 points)

I'm flying a CR90B/SW7 swarm with a Jan + X-wings screen. I'm going first and choosing Most Wanted, because one of us is getting tabled and I'm pretty sure it's going to be you. :)

Squadron-wise, you're very offensively disposed. Your 2x generic HWKs means I can't just shut you down by splitting and forcing Jan to choose one X or the other to lock down, so I'm flying my squadrons very defensively, keeping the X's between your bombers and my vanguard as long as possible, but not engaged to deny Yavaris, and Jan exactly dist 2 back from them to keep her as far out of range as I can. I'm hoping you'll jump your A-wings up to pin me down so I can mow them down with my ship-based anti-squadron fire while Jan bracing all day, burning them as necessary to keep my X-wings alive through the inevitable alpha strike.

Any time I see Yavaris it's the center of the fight. So that's your lynchpin that I'm going for. She will take three arcs of SW7 fire to die (I assume perfect positioning because it's so easy to get with CR90s with a nav dial), which means she'll get an activation, so I'll be charging into her side arc with one and only one CR90B (first/last activation then gtfo) while the others keep their distance and force her to activate into range. I'll take a few B-wing hits, but it takes 5ish B-wing shots to take down a CR90 so I'm not too scared as long as you don't roll super hot.

I'll probably lose a CR90 in the time it takes me to take down Yavaris, but the efficiency I get from guaranteed--not estimated--damage means I spent those turns positioning the other 5 CR90's to intercept your two CR90A's, while evading TRC shots like my life depends on it (it does), dumping evades as though I had 13 more of them in my list (I do). Nothing chases down a CR90 like several other CR90's.

Salvation is small potatoes. It can't possibly one-shot me at range, and most of the time I can mitigate a huge portion of its damage with a single evade. It too will only survive 3 CR90B/SW7 arcs to the side, which means it'll die incidentally at the end of the fight.

You don't have enough B-wings to scare me; I can't dodge their shots entirely with good navigation, but I can dodge Yavaris B-wing shots long enough to tackle her. And even if I couldn't, 2 Yavaris B-wings isn't enough to take down a CR90 in one round without some serious luck. I'm hoping you can't get them far enough out in front of Yavaris to prevent me from camping out there waiting for her to plow into my wolfpack, because if you can I'll have to swing two CR90's in close off to your vulnerable side instead of just one, losing some efficiency and positioning advantage.

Hope that's what you're after. :)

Edited by Ardaedhel