Need advice for a Rebel List

By Red Castle, in Star Wars: Armada Fleet Builds

I made an Empire list in another thread, but now I also got an idea for a Rebel List. Not sure which of the two to bring to the tournament.

Rebel list

Faction: Rebel Alliance
Points: 400/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Walex Blissex ( 5 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Leading Shots ( 4 points)

Assault Frigate Mark II B (72 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette B (39 points)

CR90 Corvette B (39 points)

2 X-Wing Squadrons ( 26 points)
2 A-Wing Squadrons ( 22 points)

Made some change, I'm not sure if it would be better:

Rebel list

Faction: Rebel Alliance
Points: 400/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] MC80 Command Cruiser (106 points)
- Admiral Ackbar ( 38 points)
- Intel Officer ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Leading Shots ( 4 points)

Assault Frigate Mark II B (72 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)

CR90 Corvette A (44 points)

4 A-Wing Squadrons ( 44 points)

Move the TRC from the AF to a CR90? The AF probably needs to keep it's evade more than the CR90's who have redundant evades so don't mind using one for TRC. It also spreads damage and costs out better among your ships. Potentially also drop the gunnery team for TRC on the other CR90 on the basis that most opponents won't want to let 2 ships in the same arc of the AF meaning that it could be wasted points.

The idea to move TRC to a CR90 is not bad, it would make it a good little sniper, but I only have one TRC so I can't give it to both 'vette.

As for the Gunnery Team, it's for some zone control. I know he'll try to not put 2 ship in the same arc, so hopefully I can use it to my advantage. And if he decide to do it, I'll make him pay. But I'll see if I could not use the points elsewhere, maybe drop the 'vette without TRC to a B model (the TRC A for long range shot, the B to get closer) too to get some more points.

The idea to move TRC to a CR90 is not bad, it would make it a good little sniper, but I only have one TRC so I can't give it to both 'vette.

As for the Gunnery Team, it's for some zone control. I know he'll try to not put 2 ship in the same arc, so hopefully I can use it to my advantage. And if he decide to do it, I'll make him pay. But I'll see if I could not use the points elsewhere, maybe drop the 'vette without TRC to a B model (the TRC A for long range shot, the B to get closer) too to get some more points.

If you go with the CR90B then add SW7 Ion cannon's if you have them. You'll lose the long range Ackbar red's from the side though but still get them at medium range if you don't double arc.

Okay, here is the revised list. Anything I should change?


Rebel List

Faction: Rebel Alliance
Points: 399/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] MC80 Command Cruiser (106 points)
- Admiral Ackbar ( 38 points)
- Intel Officer ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Leading Shots ( 4 points)

Assault Frigate Mark II B (72 points)
- Intel Officer ( 7 points)
- Flight Controllers ( 6 points)
- Electronic Countermeasures ( 7 points)

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

CR90 Corvette B (39 points)
- SW 7 Ion Batteries ( 5 points)

4 A-Wing Squadrons ( 44 points)

Since your running ackbar, your strategy is to play the long range game. More red dice is better.

I would....

- drop 1 awing and leading shots to upgrade the mon cal to an assault cruiser. Keep both of you corvettes as "A" for red dice. Keep them at long range and harass your opponent.

- Switch flight controllers back to gunnery team. There are 2 ships in the game that should always have gunnery team. ISD IIs and assault frigates in ackbar lists.

- Depending on how close fly your corvettes you might try home one, but I can't imagine them being that close to the 80 in the majority of games you play. Home one works great with mc-80 and 2 assault frigs. Might not be worth the points in this case.

Remaining points give you a bid or you can try and sneak another upgrade somewhere

Edited by FNG tie pilot

Possibly also consider putting Ackbar on one of the CR90A's and giving it Jaina's Light title so you can hide it behind your other ships or obstacles and afford to take a few more risks with the MC80.