Rebs? What am I missing here...

By emsgoof, in Star Wars: Armada Fleet Builds

Thoughts on this? Seems decent on paper but I'm sure I'm missing something.

Gen Rieekan

Ships:

AF2B
Boosted Comm
ECM
XI7

AF2B
Boosted Comm
ECM
XI7

CR90B

Eng Tech

CR90B
Eng Tech

Squadrons

Jan Ors

Wedge
Dutch
X-Wing x2

Thinking:
CR90s have the ability to run around the enemy fleet and pluck away at the rears while the AF2Bs try to end run also. Fighters stay close enough to the AF2Bs to receive commands while tying up any enemy squadrons.

Edited by emsgoof

For a start SW7 Ion Batteries to go with the CR90B, guarenteed 3 damage per front arc and CF side arc!

Intel officer synergises nicely with X17. Intel the brace, X17 the redirects.

Luke might be better than two X's so that he zombifies, in which case you dont necessarily need Jan as a HWK will suffice?

Trade Jan for Luke (thought behind Jan was to be able to move away from fighters if enemy fighters / bombers were divided up and got bogged down with the wrong group) and no changes to the ships leaves 17 points for big bid or whatever. Intel officer for the AF2Bs would leave 3 points for bid, SW7s on the CR90s would leave 7 points for bid. I'm thinking first player with this would be preferred, but having second player with some good objectives would counter that dilemma.

I agree with SW7 on the CR90Bs, and take off Engine Techs. CR90's don't need engine techs to get where they need to be. I'd also try to find a way to get 6 squadrons in there since you have 6 squadron command pts between the 2 AF.

If you swapped out the 2 x wings for Luke, that's +6 pts, got rid of Jan, that's +19, and the +6 you get from above, gives you 31 pts. That's enough for 2 Y Wings and an A wing. Or, if you had a little bit leftover from before, 2 A Wings and a Y Wing.

PS: Oh yeah, you have plenty of points left over...17 by my count.

Engine techs is a Rieekan gimic. I dont necessarily think its worth 8pts, but it has some worth. Depends on the flyer.

Rieekan allows second player but doesnt dislike first player, a reasonable 6-8pt bid should get you first player against some lists but not the die hard first players.

Ok, taking some of the suggestions:

Rieekan

AF2B
Intel Officer
Boosted Comm

XI7

ECM

AF2B
Intel Officer
Boosted Comm

XI7

ECM

CR90B
SW7

CR90B
SW7

Luke
Wedge
Dutch
X-Wing
X-Wing

9 point bid. Trying to make my fighters useful just in case I go up against light / no fighter list (which isn't uncommon around here). All of the selected have staying power / offensive capability vs. fighters and ships. I'm not too keen on generic Y-Wings because they can't punch their way through enemies.
I'm not too comfortable with ditching ECM on the AF2B because they've really helped me in the past, and I'm not sure if there's anything else to change around to get the extra few points for 1 more squadron.

Edited by emsgoof

Engine techs is a Rieekan gimic. I dont necessarily think its worth 8pts, but it has some worth. Depends on the flyer.

Rieekan allows second player but doesnt dislike first player, a reasonable 6-8pt bid should get you first player against some lists but not the die hard first players.

oh. Right, right. For the dead-man's power-plow.

Engine techs is a Rieekan gimic. I dont necessarily think its worth 8pts, but it has some worth. Depends on the flyer.

Rieekan allows second player but doesnt dislike first player, a reasonable 6-8pt bid should get you first player against some lists but not the die hard first players.

oh. Right, right. For the dead-man's power-plow.

Yes, the ship is already dead, so ram it into the enemy for that extra damage card :D

Edited by emsgoof

My thoughts would be.

1) Intel officer and xi7s are wasted on the assault frigates as they do not generate the level of damage to make them efficient. Damage wise you are doing 2-4 damage, your opponent is unlikely to burn a brace for that. As he will save it for the CR90 hits, then burn it on your last likely round of heavy damage. So that 7 point per ship investment is only giving you 1-2 extra damage from you assault frigate sides (which you will likely only get to shoot twice in the game). Intel is most efficient with one big hit to force the loss of brace early in the game. Xi7s are the same in that they become more efficient with big hits, you are paying good money to penetrate and do hull damage strait through a front or side shield in one shot....so your ship needs to deliver at least five damage to do that, your Assault frigates are just going to almost knock down a shield, which your apponent will either rebuild or move out of arc in his activation. Use the points saves to get a beefy bomber or two... In this list your fighters are your key damage dealers.

2) I like a mix of boosted comms on one frigate and expanded hangers on the second.... You use the expanded hangers frigate to propel your first fighter move, if you have banked a token you can activate all five in one go for a real killer opening.... The boosted comms frigate then takes over fighter activation in later rounds when you are more likely to have fighter - carrier ship separation (and lost a couple of fighter stands).

3) think about changing one of your CR90s to an A with TLRC and JL it can hide away and does a lot of damage.... Works well in partnership with the assault frigates ( stays behind for cover ) it's also a good ship to put rieekin on as it can stay safe and still work at high efficiency. The other reason for this is trying to co-ordinate two CR90b can be difficult and you can end up loosing one when you did not need to. One is easier to get in and out and you only need one sacrificial pawn .

4)I've always been ambivalent about SW7 on a ship you are probably planning to throw away. Yes it gives you a bit more security around damage, but blue dice are quite reliable, so there is a high chance you won't need it or it only give a nominal payback before your ship goes boom....but I just like to keep my throw away "one use only"ships cheap.

I always use expanded hangers rather than boosted Comms. I'd go with one dedicated carrier and use Flight Controllers and Gallant Haven. Also, I'd make it TRC-90's