Try to avoid the conga line build...

By Gottmituns205, in Star Wars: Armada

So my best gaming buddy is hard core empire right now...and I want to throw Rebel lists at him that just don't fall flat into the "ackbar-snackbar-conga-special".

I think the point here, is I'm asking for people to point me in the right direction of other good Rebel builds. I mean I've got everything in the Rebel fleet minus the CR90 blister...and two fighter packs and a rogue/villian pack.

I will admit, I am a TOTAL B-wing/A-wing fan.

I wanted to try and bring out the MC30, Nebulon B, and maaaaaaaaaybe the blockade runner before I resorted to the MC80/Assault Frigate.

I do seem to fight an ISD 1/Raider (with overload pulse) and a Demolisher with ties and boba to taste.

Rieekan. Try him once, love him forever.

Here's the thing.

Imperials are Strongest when flown directly towards an Enemy that wants to fly Directly Towards them.

Without taking advantage of Broadsides, you are immediately playing into their game.

Yes, Nebulon-Bs are also strong - but the best advantage comes from not only playing to Your Strengths, but playing to your Enemy's Weakness...

SO. With that knowledge out of the way, how do you do it anyway?

1) Robust fighter cover. You need to be able to quickly clear TIEs and then be set up for bombing runs on Ships, while trying to survive at long range.

2) Abusing the crap out of Nebulon Braces. Yes, this works. brace everything down. Be ready to Engineer as much as possible to bring shields back up on repeat mode.

I like to run a couple kitted out mc30s with some trc90s and a rogue fighter screen. Mon mothma admiral, or rieekan. Or even dodonna if you go apts and want the points, but i prefer the survivabilty afforded by mothma. If you can bid low, do it. If your opponent is consistently bringing isd's you should be able to get in on him and last first something with an mc30, and the sustained consistent damage from trcs is crazy good. Just be sure to keep your vettes well away from demo.

I'm lost the frak is the trc90?

CR90A with Turbolaser Reroute Circuit

Cr90A with Turbolaser Reroute Circuits. Capitalizes on the double evade and superior manueverability to score consistent red dice damage at safe distances.

CR90A with Turbolaser Reroute Circuit

Ninja! Also love your sig.

To avoid Ackbar conga lines, run Mon Mothma conga lines or Rieekan conga lines.

Salvation with slaved turrets is fun to play. 2-3 MC30s are also fun.

I was considering trying out the B-wing Yarvis/Independence combo to really put the fear of god into the Imperial Navy.

B-wings man...B-wings.

WWPD Steve also suggested the scout MC30 with APT/TRC/OE....the shrimp looks appealing.

I was considering trying out the B-wing Yarvis/Independence combo to really put the fear of god into the Imperial Navy.

B-wings man...B-wings.

WWPD Steve also suggested the scout MC30 with APT/TRC/OE....the shrimp looks appealing.

Steve knows his stuff. Yavaris/Independence is a lot of fun to play.

MC30 is good for that as it is not a ship with staying power. You want to get in, punch something in the teeth, and then run before you lose them to your opponent. You really want/need that double arc with APT.

Okay so how does Yavaris/Independence work exactly?

Once I get the base idea in mind I can go from there.

I know it's MC-80/Neb-B but do you throw in a CR90 or something else?

I think if someone is suggesting Yavaris and Indy they're saying chuck some B-Wangs ahead at speed 4 then Yavaris them for some double attacks subsequently.

Yavaris can only activate two flights if I'm correct?

Basically turn 1 you jump forward with Indy, then turn 2 when they are in place use the Y to bring the B wings to attack twice?

Okay so how does Yavaris/Independence work exactly?

Once I get the base idea in mind I can go from there.

I know it's MC-80/Neb-B but do you throw in a CR90 or something else?

Could be cr90, could be salvation. Up to you.

Drunktarkin kinda hit it on the head with how the fleet is played. You use that first activation to fling the bwings into postion faster so you can start double tapping. I dont know if there are any replays of truthiness' holdiay tournament games floating about, but he played that fleet with great success and would be worth a watch im sure, assuming they exist.

Yavaris can only activate two flights if I'm correct?

Basically turn 1 you jump forward with Indy, then turn 2 when they are in place use the Y to bring the B wings to attack twice?

You can help Yavaris out by running garm, veteran captain or raymus to get some extra squadron activation power.

Two mc30, three cr90 with trc and mon mothra with two a wings. Move fast. General i have them flying at speed two with a token on stand by so i can jump to speed three with a dail and token.

Okay so how does Yavaris/Independence work exactly?

Others have covered the basics well already, but one thing a buddy of mine loves doing is:

Independence throws B-Wings/Keyan Farlander/Nym speed 4 and Adar Tallon tells the most awful bomber that he's not actually sleepy from his redeye flight. Yavaris activates the now perfectly-positioned super-bomber for a double-tap along with 1-2 of his friends. I begin weeping.

AF2 and 2 M30's. The AF2 stays at medium and the m30's rush in together. Mon Mothma with Defiance, and Admonition to keep them alive.

Something to think about>

Broadside ships were called "ships of the Line" for a very good reason. Its the best way to get the best return out of your fire power. 1000s of very smart men worked this out over millions of hours of real combat. For 100s of years ship combat was done in line till aircraft forced them to change formation and they stopped fighting each other with guns and torpedoes. If modern ships went back to using guns to kill other ships they would go right back to fighting in line.

Yavaris with Ramus Antilles lets you auto-token and double tap with 3 squadrons.

Salvation with XI7s or slaved turrets, throw on an intel officer for fun.

MC30 Foresight, with Mon Mothma, ECMs & Lando is **** near immortal. Add on XI7s and ACMs.

A wings, lots of them! Speed 5, and pack a punch. Lock down enemy fighters with half and shred his ships with the rest. Add in Jan and Dash to give that Yavaris double tap some teeth.

I'd probably lean on MC30s. Title carriers can last forever practically. So two title carrying MC30s to mix it up along with something else... either some CR-90s with TRCs firing at range, or Slaved-Turret Nebulons with Intel officer artillery, or something. Fill out with A-Wing spam. Give it a go and see how it works.

AF2 and 2 M30's. The AF2 stays at medium and the m30's rush in together. Mon Mothma with Defiance, and Admonition to keep them alive.

I love doing this with Home One instead of an AF2, and Ackbar instead of MM. I rely on various combinations of luck, first activation, and pants-shittingly tight flying to keep the torpedo MC30s alive. For extra fun, try for them sweet double side arcs. The guaranteed acc's from Home One really make it tick, allowing the MC30s to drop anything fast.

The downside: hard counters include XI7s and ECMs. The two most ubiquitous, auto-include upgrades in the game right now (with the possible exception of the Demolisher title). So, not exactly a top-tier competitive list, but definitely a lot of fun to play. :)