"Activations are what you need! If you want to the best, if you want to beat the rest..."

By HoundsTooth, in Star Wars: Armada Fleet Builds

So with all the talk over the last couple of days regarding activation advantage, deployment advantage and initiative bidding I thought that now would be the perfect time to have a go at a high ship count Rebel list using the tools at my disposal. Firstly, here's the list I've come up with...

Rebel Fleet

Faction: Rebel Alliance
Points: 385/400

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

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

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

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Slaved Turrets ( 6 points)

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

MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)

4 A-Wing Squadrons ( 44 points)

Fleet created with Armada Warlords

Apologies in advance, this part is going to probably end up a bit of a ramble but there are a few areas I'd like advice/suggestions/help with. The first being the points cost of the list. Is a heavy (in my neck of the woods fifteen points is positively corpulent!) initiative bid essential with this list? My line of thinking was the potential for the Demolisher-like double tap with one of the Mc30's. I know that mileage is going to vary depending on how many points my opponent has spent but would a list like this function adequately running at a higher points cost? The reason for this question is the number of upgrades I've stripped from ships to get them in... An Intel Officer would be nice. I'd like Admonition on the second Mc30 too. Which leads me to my second question. If running only one title, which is better? I've gone for Foresight due to Mon Mothma's ability but would Admonition be a better choice? And talking of Mothma... Which ship to put her on? I've gone for the CR90a Due to it still being a functional ship at long range but would she be better protected on Foresight? I decided against putting her aboard the Salvation as I'm thinking that it might be more of a 'target' ship for my opponents. I tend to slow roll it in to attempt to maximise the number of turns in which it can fire but I feel it doesn't have the capability (or survivability once it's sides are exposed!) to get out of trouble if it's targeted. Especially by small, fast enemy ships. Talking about Salvation... Slaved Turrets or XI7's or TRC's? Slaved Turrets are nice for the extra dice but missing a potential side shot later in the game can be costly. XI7's are nice against Imperial's when they're heading towards you face on (and the Torpedo Frigates are taking out their side shields). TRC's are great for someone who always seems to roll a lot of blank dice but I'm potentially giving up that evade token which works so well with Mothma!

In terms of squadrons the A-Wings are there because they're cheap, they're fast (so I can run interference with them in the opening turns, maybe stopping bombers getting through to Salvation, maybe just holding up enemy squadrons, and I can get four in the list for the additional two deployments. After reading the recent thread regarding deployments I feel that five ships and four squadrons (for a deployment of seven) is a nice number to start working with. Short of adding more Corvettes (which I don't yet own) I can't see a way to increase this number so I'll happily work with what I've got for my next few games.

Also looking for advice on the Objectives. Here's my thoughts... Assault objectives seem to give advantages to both players, and seem to favour big, bulky heavy hitters more than smaller, more fragile ships like the one's in my fleet! Most Wanted seemed the best choice. For my Defence Objective choice Hyperspace Assault seemed a natural choice with one of the Mc30's and Salvation seeming like natural fits. Fleet Ambush seems like a no-no as it allows my opponent to get up close quickly with Salvation and perhaps better target my flagship. Contested Outpost and Fire Lanes both rely on having either high command values or battery armaments, neither of which I have 'across the board'.Navigation Objectives are more of a problematic choice... I tend to default to Dangerous Territory for the immunity to obstacles advantage, but I am tempted to put in Minefields in order to have some say in where my opponent deploys. I'm a little bit wary though as I have fast ships that are likely to be on my opponents side of the board where the mines are likely to be! Intel Sweep could be worthwhile if I run a CR90 around just collecting the tokens. Superior Positions is one where I initially thought "Great! I'll just fly in behind...", but I feel it has the highest likelihood of blowing up in my face like Fleet Ambush tends to!

Oh, and bonus internet points to anyone who's made it this far and also gets the 80's kiddies TV reference in the title! ;)

Edit - Just realised I mucked up the title of the post! :( Also just found the tail end of the 'Anti-Clonisher' thread and there's a similar list mentioned there so I'm thinking I'm not totally barking up the wrong tree. :D

Edited by HoundsTooth

Looks Good. Norris would be proud.

What about improving the fighter performance with Yavaris + Ray Neb-B(escort) instead of the Salvation. A Drop in frontal firepower but a big boost in squadron activation orders and the fighter double tap to either attack ships or clear away enemy squadrons that get in medium range of the Neb.

I like the fleet!

Definitely think you can add the second MC30 title as 15 points is an insane init bid, in my neck of the woods a bid of 3 usually wins and 2 is strong so anything in the 4-5 range for me is really a sure thing. Another thought would be to upgrade one or even both to a Scout Frigate to give yourself some range with red dice. I know I have trouble bringing only blues and blacks into range. I also think you have the correct flagship as you can use your speed to make sure you are staying at range and/or staying out of frontal arcs.

Lastly the Yavaris instead of Salvation title is something to consider as well especially if you ran into a Firespray build of some kind.

I've been running Yavaris since starting Armada pretty much and I love it, I just don't think it really fits in with the 'A-Wings as cheap, throwaway squadrons' feel of the list. They're going to outpace it pretty quickly and it's a lot more points than a Support Refit Neb. I'm thinking now about dropping the Slaved Turrets on the Salvation and running it at just 58pts as a cheap 'threat'. This also allows me to bring in a YT-2400 in place of an A-Wing and still drop down to 384pts!

Ah Norris McWhirter... Him and Roy Castle were the perfect tea-time children's double act! ;)

I'm thinking now about dropping the Slaved Turrets on the Salvation and running it at just 58pts as a cheap 'threat'. This also allows me to bring in a YT-2400 in place of an A-Wing and still drop down to 384pts!

*knock knock*

Say, friend, have you heard the good news of TRC? :)

Not necessarily advocating this, just throwing it out there for your consideration: TRC is actually a bigger increase (by about .5) in the average damage output than the Salvation title. TRC is a bit more reliable; the trade-off, of course, is that you're spending your evade for it. The other consideration is that TRC can benefit your side arc as well as your front, unlike Salvation.

I do recommend replacing Slaved Turrets with TRC if you're going to run a turbolaser upgrade, though--with or without Salv. Depending on arc, CF availability, etc, you get a good +1 or more damage increase out of TRC over ST, and you're not sacrificing a second attack (squadron shot, side arc, Advanced Gunnery, etc) to get it.

I like your list. ;)

Ok, to answer your questions:

My objectives were Most Wanted, Hyperspace Assault, and Intel Sweep. Your Red objective thinking paralleled mine exactly. With hyperspace assault, you want to choose either salvation or the TRC 90 as your hyperspace ship. The shrimps lack the range to really capitalize, as a threatened ship can just activate first to get out of danger.

I have Jainas Light as Mon Mothmas flagship, so I chose Intel Sweep with the thought of keeping her behind obstacles but still collecting tokens. Fire Lanes is another option, as your shrimps pack a decently heavy broadside. And with a lot of ships you can choose to split the locations of the obj tokens to force then to divide their fleet, or give you lots of free points.

Other stuff:

This list must absolutely go first. It falls apart if it doesn't as you need your targets to sit in your short range.

Salvation is good any way you take it.

Get the other title. Foresight is better at med or long range, but admonition is better up close.

Get the other title. Foresight is better at med or long range, but admonition is better up close.

Cheers Maturin for the advice on the objectives. With a fifteen or sixteen point initiative bid it may seem a waste of time to put so much thought into objectives i'm unlikely to use but I can't help myself 'theorising' every little detail! I think I was leaning towards swapping out Foresight for Admonition... The extra dice on top of Mothma's ability (to paraphrase another famous Rebel Commander) seems like it could be a trap.

Say, friend, have you heard the good news of TRC? :)

Having used TRC's on my Corvettes before I knew there must be something in them, but I think I'd been swayed by all the talk about XI7's at the time! How do you feel about potentially losing the evade token? Do you leave Salvation to activate last (or at least until your opponents fleet has finished activating)? Is this a viable tactic in reality?

I'm just having a 'play-about' on the fleet builder using the ideas here and I've currently got a couple of 384/385 point lists that I feel keep the number of deployments/activations as well as keeping offensive and defensive upgrades. I'm intending to use them in the coming weeks so I'll keep everyone posted! ;)

Cheers Maturin for the advice on the objectives. With a fifteen or sixteen point initiative bid it may seem a waste of time to put so much thought into objectives i'm unlikely to use but I can't help myself 'theorising' every little detail!

You never know when someone will come along with an even zanier bid. Always think about your objectives.

Flew the list mentioned above last night, with the exception of swapping out the Salvation title and Slaved Turrets for TRC on the Neb and Admonition on the second Mc30. Man those Mc30 titles are impressive, especially with Mothma backing them up! Last nights list ran in a 387 points so I'm not sure how I'm going to get it down to 385 now, but I'm going to have fun finding out I think! ;)

Edited by HoundsTooth

I swapped out Slaved Turrets for Turbolaser Reroute Circuits. Although you're giving up the Evade token you're guaranteed at least two damage per turn. I've found that rolling an extra red dice often means rolling an extra blank! XI7's are a nice option though. My Navigation objective choice is the one that's giving me the most trouble too. I've gone for Dangerous Territory as when I started playing it meant I didn't need to worry about obstacles as much. Since I've got a few games under my belt and this has become less of a concern I'm leaning towards Minefields, purely to make my opponent consider choosing one of my other objectives. If they don't you still get to put down the obstacles maybe influencing their deployments.

I swapped out Slaved Turrets for Turbolaser Reroute Circuits. Although you're giving up the Evade token you're guaranteed at least two damage per turn. I've found that rolling an extra red dice often means rolling an extra blank! XI7's are a nice option though. My Navigation objective choice is the one that's giving me the most trouble too. I've gone for Dangerous Territory as when I started playing it meant I didn't need to worry about obstacles as much. Since I've got a few games under my belt and this has become less of a concern I'm leaning towards Minefields, purely to make my opponent consider choosing one of my other objectives. If they don't you still get to put down the obstacles maybe influencing their deployments.

The thing is, if you find yourself in a position where you don't want to spend the evade for TRC, you don't have to. Maybe you really need Salv to live for one more turn, she's getting focused down, and you rolled a decent shot. Well, save the evade for next turn's shot and use it defensively right now. Or maybe you're on your last legs but one more damage will kill that ISD whose front arc you're tooling into--pop the TRC, and burn the evade if you have to later to stay alive!

You're not giving up the evade, you're just getting options for it.