Nebulon B Builds: Seeking suggestions

By Copper24, in Star Wars: Armada Fleet Builds

Given the Nebulon's weaker sides but standard front, I'm guessing it's both meant for repairs, carrier, and head-on charges. Since I'm new, could people offer advice for those three styles of builds? Preferably with multiple ways to do them so I can find the version I prefer. Thanks

I'm not a fan of repair oriented builds, but that's because I prefer an aggressive style of play. Squadron, especially with Yavaris and H6s or B-Wings is very rewarding, if challenging. Head-on is simply how to HAVE to play Nebs, even if you're going squadron or repair. It's not really a style of play as it is a necessity for survival. Speed is your friend. I don't go slower than speed 3 very often. If I do, it's usually because I started the game that way and have a banked navigate token, or I'm spamming navigate commands. Speed is your friend. It keeps those fragile sides from being a target for very long.

When you think Nebulon-B, you think titles. Each of the titles provides an example of one of the three ideas that you've mentioned.

The easiest to mention is Yavaris, because squadrons are popular these days. Basically, you can throw Yavaris into a squadron build and then double tap squadrons with it. Ship options, you're either going to have an MC80 or an Assualt Frigate (maybe 2) at the core of this fleet. Then between upgrades and squadrons, you've got room for another ship, which could be another Nebulon-B if you're so inclined.

You can outfit Redemption for repairs, and perhaps add Projection experts to heal other ships while boosting your own (and others) Engineering. Again, how exactly you outfit the fleet depends upon your overall goals. My current thought is to run a light repair fleet with Garm. The Nebulon-B is one of the most point efficient ships for maximizing tokens from Garm, and then engineering is a great way to maximize the effect of those tokens. For example, running an engineering team on an MC80 plus Redemption gives you 4 total points off the token. So without throwing everything totally at the healing mechanic, I've hopefully gotten enough out of it while also preserving flexibility. Or at least that's my general idea. I find that if you throw everything at healing, you're only doing that one thing well, when you really need some aggression with a bit of a boost from healing so that you outlast the opponent in a slug fest.

Salvation is a sniper. It really wants to stay at range-3 as long as possible because it only throws red dice. So closing range is not going to improve it (you often don't have a choice) The closer it gets, the more likely that vulnerable side arc becomes a target. Salvation can also be a nice ship if Hyperspace Assault is one of your objectives, because ideally you want to position it after the opponent's fleet has passed where you can shoot at his tail and stay on it. Those 3-4 snipe dice really add up over the course of the game.

One other thing you didn't mention is that there is a huge upgrade from 1 blue to 2 blue anti-fighter dice. The Nebulon-B is a great cheap ships to bring for extra anti-fighter shots, especially in support of your other squadrons. That depends less upon how you outfit the ship and entirely on whether you bring the escort or support version.

One other consideration is that your Nebulon-B usually does something important to your fleet, and since it is fragile, your opponent has an incentive to eliminate it quickly. Those turns while he is firing at your Nebulon-B means he isn't firing at another ship, say an MC80. If you can make the most of positioning, you can really force your opponent into the hard choice of deciding whether to hit the Nebulon-B that keeps activating fighters or your MC80 which keeps throwing dice at him. Don't invest too much in it. Understand at the start that you're probably going to lose it and that this will still be ok, provided you get more bang out of it than it costs to field it.

I get the feeling you could either go one Neb B (Yavaris for squadrons or Salvation for sniping from the side/behind) or lots of Neb Bs in a line supported by many squadrons. I wouldn't want to go fast though, I think you would just slowly move forward and use B-wings and scurgs to counter attack. Just approach slowly, have lots of squadrons with you and let the enemy come to you.

I haven't tried it yet but I think it would be fun to try an all Neb list with Rieekan, e.g.:

Four Neb Bs, (incl. Redemption, Salvation and Yavaris with Reymus Antilles)

General Rieekan

Luke, Wedge, Nym, Keyan, Dutch, and either Jan or Tycho.

I think Rieekan would partially offset the Neb's weakness, and he would synergise well with all the named squadrons.

I only have two Nebs though so I might try it subbing in an MC30 or Gallant Haven and see how that goes.

I have run 5xNebulon fleets for a while and although they have weaknesses they can be really powerful. Something like

Neb-B-S Mon Mothma

Neb-B-S

Neb-B-S

Neb-B-S Salvation, Slaved Turrets

Neb-B-E Yavaris, Ray

3 B-wings

3 X-wings

Fast Nebulons are great at outflanking but with this list I plot slow speeds and rely on 20 red dice out the front do out shoot opponents.

With your double braces and Mon Mothma boosted evades the return fire can be mitigated. You are also immune to XI7s and to a certain extent Intel officers too.

Yavaris and the B-wings keep unwanted flankers or frontal gate crashers under control. 3 X-wings can help out or provide combat air patrol - as long as the dogfight occurs near the Yavaris double tapping them should tip the balance your way.

Edited by Mad Cat

I have run 5xNebulon fleets for a while and although they have weaknesses they can be really powerful. Something like

Neb-B-S Mon Mothma

Neb-B-S

Neb-B-S

Neb-B-S Salvation, Slaved Turrets

Neb-B-E Yavaris, Ray

3 B-wings

3 X-wings

Fast Nebulons are great at outflanking but with this list I plot slow speeds and rely on 20 red dice out the front do out shoot opponents.

With your double braces and Mon Mothma boosted evades the return fire can be mitigated. You are also immune to XI7s and to a certain extent Intel officers too.

Yavaris and the B-wings keep unwanted flankers or frontal gate crashers under control. 3 X-wings can help out or provide combat air patrol - as long as the dogfight occurs near the Yavaris double tapping them should tip the balance your way.

What objectives would work bet with this list?

All very good information for me to work with. How about using the following:

Nebulon-B Support Refit 51

- Salvation 7

- XX9 Turbolasers 5

= 63

Assuming both abilities stack, that's 2 face up damage cards from one crit. A cheap little ship that'll ideally draw fire. Pair with Dodonna for lots of choice on the crit cards.

Edit: I know you have to get through the shields to cause the XX9's damage cards, but it still seems effective in the long run or against weakened targets.

Edited by Copper24

Edit: I know you have to get through the shields to cause the XX9's damage cards, but it still seems effective in the long run or against weakened targets.

Im not sure, the XX9s provide their own crit effect.

All ships have a default critical effect that allows them to deal the first damage card face-up (if all damage is soaked by shields then no damage cards are dealt). Some upgrades provide additional critical effects, one of these can be used INSTEAD of the default effect if you roll at least 1 crit icon.

Edited by SMDMadCow

Edit: I know you have to get through the shields to cause the XX9's damage cards, but it still seems effective in the long run or against weakened targets.

Im not sure, the XX9s provide their own crit effect.

All ships have a default critical effect that allows them to deal the first damage card face-up (if all damage is soaked by shields then no damage cards are dealt). Some upgrades provide additional critical effects, one of these can be used INSTEAD of the default effect if you roll at least 1 crit icon.

Because Salvation's bonus damage is not a "critical effect" per se, it does indeed stack with XX-9's, making them a no no brainer if you have Dodonna, and a strong choice for everyone else.

Edit: I know you have to get through the shields to cause the XX9's damage cards, but it still seems effective in the long run or against weakened targets.

Im not sure, the XX9s provide their own crit effect.

All ships have a default critical effect that allows them to deal the first damage card face-up (if all damage is soaked by shields then no damage cards are dealt). Some upgrades provide additional critical effects, one of these can be used INSTEAD of the default effect if you roll at least 1 crit icon.

Because Salvation's bonus damage is not a "critical effect" per se, it does indeed stack with XX-9's, making them a no no brainer if you have Dodonna, and a strong choice for everyone else.

But then you can't have TLRC which is also a no brainier in salvation with dodonna.... Which means you now have two no brainers.... Which makes them brainers.......

The Nebulon looks weak at first with it's side shields but with two braces you can cut damage down far better than many ships. However the one side shields don't do so well when attacked by Squadrons, so you need something to tie up or take down squadrons.

1 • Nebulon-B Support Refit - Garm Bel Iblis - Turbolaser Reroute Circuits (83)
2 • Nebulon-B Support Refit - Turbolaser Reroute Circuits - Salvation (65)
3 • Nebulon-B Support Refit - Turbolaser Reroute Circuits - Yavaris (63)
4 • Nebulon-B Support Refit - Projection Experts - Redemption (65)
5 • Nebulon-B Support Refit - Turbolaser Reroute Circuits (58)
6 • Jan Ors Moldy Crow (19)
7 • X-wing Squadron (13)
8 • X-wing Squadron (13)
9 • X-wing Squadron (13)