Theorycrafting - Republic Assault Fleet

By Drakeheart, in Star Wars: Armada Fleet Builds

Republic Assault Fleet

Faction: Rebel Alliance

Points: 296/300

Commander: General Dodonna

Assault Objective: Opening Salvo

Defense Objective: Fire Lanes

Navigation Objective: Superior Positions

[ flagship ] Assault Frigate Mark II B (72 points)

- General Dodonna (20 points)

- Paragon (5 points)

- Sensor Team (5 points)

- Enhanced Armament (10 points)

CR90 Corvette B (39 points)

- Jainas Light (2 points)

- Raymus Antilles (7 points)

- Engine Techs (8 points)

- Redundant Shields (8 points)

- Overload Pulse (8 points)

Nebulon-B Escort Frigate (57 points)

- Yavaris (5 points)

- Adar Tallon (10 points)

- Engineering Team (5 points)

- Turbolaser Reroute Circuits (7 points)

2 B-Wing Squadrons (28 points)

Once again created with Armada Warlord. Awesome fleet building tool.

While I know that the Rebels benefit most highly from Squadron heavy lists, I wanted to see if a Capital Heavy list would be viable. Obviously, bombers will probably rip this list to shreds. However, Yavaris on the Nebula means you aren't entirely helpless.

The general idea is to dive in from the flank with the Corvette, and hope to god you can get enough hits to exhaust his tokens. Following up on thst is the Assault Frigate, Paragon, to get that nice Black Dice. Bonus: the Corvette attack doesn't have to succeed for the black dice to trigger.

But the interesting part here is the Yavaris with B-Wing escorts. The B's act as the Nebulon's shield and sword, tying up as many fighters as they can before getting activated by Yavaris for the one-two punch. (6 blues per B-wing is enough to put down TIEs, and 2 Blue + Black against ships will put the fear of god in most Capitals.)

And with the free activation, you can squeeze out one more attack. The important part is to use the B-Wings as actual escorts, never straying to far from their carrier.

If anyone actually uses this list, please let me know how it goes.

A couple of issues it sounds like you might not be familiar with:

1) The "you" in Paragon's description (as on every card) refers to the ship, not the player. Which means you only get the extra die if Paragon herself hits the same ship twice in one turn, and you only get it on the second such attack. The only two ways to do this currently are to double-arc your target (have shouts out of two adjacent arcs at the same target), or to be second player on the Advanced Gunnery objective. So your plan of jumping in with the CR90 to trigger Paragon doesn't really work as described, unfortunately (I personally think it should have been written that way, but that's irrelevant here, heh).

2) Adar Tallon doesn't untap a Squadron until after his ship's squadron command has resolved, meaning you can't use him to activate the same squadron twice with the same ship. Common practice is to put him on a second ship--not Yavaris--that you use to push the squadron into position for a subsequent Yavaris double-tap. Wasn't quite clear from your post if you understood that or not.

As for the build itself: you have a lot of points on that CR90. I'd strip that down some, probably drop the Redundant Shields and Engine Techs at least. I see what you're going for with Raymusing the CF to try and force that OP proc, so he may or may not be worth it; I just suggest keeping track of how often he's the difference between that going off and not, and see how well he does for you.

Sensor Team and EA is an interesting choice on the AF2. I don't hate it, though it's a bit unconventional. EA kind of fell out of favor in Wave 2--personally, I was never quite sold on it being worth the points on an AF2 in the first place. Sensor Teams does pair well with it though, so I say see how you like it and report back if it's great!

I'm a big fan of TRC on Yavaris, and have been doing that myself recently. You may get feedback to take it off and preserve your evade for defensive use. In my opinion, you still have that choice with TRC: if you find yourself in a situation where it's more advantageous not to use it, obviously don't use it. But I find it to be useful way more often than not.

Overall not a bad looking fleet. A bit heavy on the upgrades, but if they work for you then by all means use them. Just always keep in mind the opportunity cost--keep track of what upgrades are actually doing you good or contributing to your plan, and strip out anything that's not helping you.

If you want a heavy hitter capable of hitting way above it's size, I would suggest swapping out the Corvette and a few other upgrades for the following:

Torpedo Frigate (63)

+ Foresight (8)

+ Ordnance Experts (4)

+ Redundant Shields (8)

+ XI7s (6)

+ Assault Proton Torpedoes (5)

Total Points: 94

Most of what Ardaedhel said.

1. The Cr90 is quite expensive, having Raymus on it does not do much good because if you are stuck with a token that you won't use then he becomes useless, Redundant shields also not necessary because with a command value of one you can repair the ship pretty easily. Jaina's Light is great with any Cr90, overload pulse is OK but you then have to get into med range and the Cr90's really like being in long range to take full advantage of their evades unless you drop Dodanna and put in Mothma. Engine Techs seems like a waste of points because it is maneuverable enough as it is. Also if you are looking fro crits in this list consider Dodanna's Pride to cancel all dice to deal a face up damage card.

2. Adar Tallon not great on Yavaris but if you have first player priority and activate Yavaris last it would work. I would put slaved turrets on Yavaris instead of TRC's because it will most likely only be shooting from its front arc and that little extra can help (just my preference).

3. I don't really like any titles on the AF they all seem too expensive and require very specific conditions to be used. If possible maybe drop Sensor Team and put in Gunny Teams instead. EA can be pretty good for to boost the firepower a little bit but the TRC's is a more consistent way to get damage (red dice can be tricky) and a bit cheaper.

4. Those B-Wings could use an escort like a couple of X-Wings just to protect them from getting hit, and I don't know if you have the Rouges and Villains pack but if you could work in the HWK-290 with intel so the B-Wings can still attack a ship even when engaged.

5. What Ollie124 said about the MC30. This ship can be great for an up close brawler, but it can get pricey and may not last too long if it gets a couple good hits on it.

First off, lots of good advice from everyone who has posted so far.

One of the things that you will want to do is ensure that your upgrades, commander, ship choices, and plan of attack all harmonize. Ultimately, that is what the others have suggested in their recommendations. You've got a lot of different ways to go about doing that.

Watch overupgrading. You've got a lot of upgrades everywhere, which means you lose a lot of points when those ships go down.

Paragon: I dislike taking Paragon on the AF-B. The gunnery team is definitely the better upgrade there, and it simplifies your maneuvering so that you just aim for the side arc. That's also going to let you make more use of the extra die on Enhanced armaments. Of course, trading Paragon for Gunnery Team costs you two more points.

Corvette: An A would be much better here, especially with TRC. If I'm running Raymus on a Corvette, I want him away from things where he can live for a while. It is best to use your maneuvering to keep him back, rather than upgrades. He's nice, but I wonder if he's going to help you in your current fleet. There's the real possibility of dropping the Corvette entirely (saving 72 points). I don't think you can create the same Torpedo layout that Ollie proposes above, but you could go with Admonition, Ordinance Experts, and APT, which will be good enough. Alternatively, if you just make a TRC Corvette with Jaina's out of it, you've got the points to add a couple of more squadrons, and which you can also activate from the AF-B. Move Tallon there and you activate 3 squadrons, flip one to unactivated, and activate 2 with Yavaris. 2 X-wings to go with your B-wings is going to help your squadron game significantly.