Nebulons....

By Gottmituns205, in Star Wars: Armada Fleet Builds

Nebulon fun time


Idea: Slow roll at distance one....get a nav command first round, then keep spamming either squadron commands or CF commands.


Author: GottMituns205


Faction: Rebel Alliance

Points: 400/400


Commander: General Dodonna


Assault Objective: Opening Salvo

Defense Objective: Hyperspace Assault

Navigation Objective: Superior Positions


[ flagship ] Nebulon-B Escort Frigate (57 points)

- General Dodonna ( 20 points)

- Salvation ( 7 points)

- Intel Officer ( 7 points)

- Slaved Turrets ( 6 points)


Nebulon-B Escort Frigate (57 points)

- Intel Officer ( 7 points)

- Slaved Turrets ( 6 points)


Nebulon-B Escort Frigate (57 points)

- Intel Officer ( 7 points)

- Slaved Turrets ( 6 points)


Nebulon-B Escort Frigate (57 points)

- Intel Officer ( 7 points)

- Slaved Turrets ( 6 points)


7 A-Wing Squadrons ( 77 points)

1 Tycho Celchu ( 16 points)

I don't know so much about slaved turrets on escort frigates. You lose the ability to shoot at squadrons if you shoot at ships. Have you thought about TRCs

How about dropping them down to support refits, and swapping the A-Wings for 7 YT-2400s? You get better overall anti squadron firepower (though you do lose counter), lose only 1 black die of anti ship firepower, have more total squadron health, and don't need to issue squadron orders. You even have 5 points left over.

Edited by Lochlan

How about dropping them down to support refits, and swapping the A-Wings for 7 YT-2400s? You get better overall anti squadron firepower (though you do lose counter), lose only 1 black die of anti ship firepower, have more total squadron health, and don't need to issue squadron orders. You even have 5 points left over.

I don't own those....

Gott, I cant suggest any improvements as you need to play it to understand why this isnt a good fleet. You've tried to build a carrier fleet, an intel sniper line and a squadron flak fleet. In reality you've failed to do any of these.

Gott, I cant suggest any improvements as you need to play it to understand why this isnt a good fleet. You've tried to build a carrier fleet, an intel sniper line and a squadron flak fleet. In reality you've failed to do any of these.

Agree it has tried to be a Jack of all traits but a master of none but also falls short due to the slaved turrets.

Also I'd probably put Raymus on Salvation instead of Intel, you get +1 dice and a reroll if you get a blank off your first 4 dice.

Gott, I cant suggest any improvements as you need to play it to understand why this isnt a good fleet. You've tried to build a carrier fleet, an intel sniper line and a squadron flak fleet. In reality you've failed to do any of these.

Agree it has tried to be a Jack of all traits but a master of none but also falls short due to the slaved turrets.

Also I'd probably put Raymus on Salvation instead of Intel, you get +1 dice and a reroll if you get a blank off your first 4 dice.

But if you put Raymus on Salvation then you need to get rid of Intel from the rest of the fleet, and thus you have fundamentally changed the fleet.

Gott, I cant suggest any improvements as you need to play it to understand why this isnt a good fleet. You've tried to build a carrier fleet, an intel sniper line and a squadron flak fleet. In reality you've failed to do any of these.

Is it possible to have a fun (conceptual or thematic maybe) but viable fleet without resorting to min-maxing? As in, does every Imperial fleet need to be either Rhymerball or Demo/Raiders?

This is what usually happens in collectible card games where, after a while, everyone is playing the same three decks in every tournament.

I was under the impression (hoping at least) that Armada allows for much greater flexibility in that regard. So, except for slaved turrets on an fleet of escort Nebulons, should there not be many options at one's disposal without rendering said fleet hopeless? :)

Edited by Hamanu1

Gott, I cant suggest any improvements as you need to play it to understand why this isnt a good fleet. You've tried to build a carrier fleet, an intel sniper line and a squadron flak fleet. In reality you've failed to do any of these.

Is it possible to have a fun (conceptual or thematic maybe) but viable fleet without resorting to min-maxing? As in, does every Imperial fleet need to be either Rhymerball or Demo/Raiders?

This is what usually happens in collectible card games where, after a while, everyone is playing the same three decks in every tournament.

I was under the impression (hoping at least) that Armada allows for much greater flexibility in that regard. So, except for slaved turrets on an fleet of escort Nebulons, should there not be many options at one's disposal without rendering said fleet hopeless? :)

Its very possible to do so, but not with individual Nebulons. They are ships that want a single purpose and are rubbish at multi-tasking. The Escort makes a great carrier and anti-squadron ship. The Support makes a great anti-ship gunship. The Escort with slaved turrets and Intel officer is questionable at best.

Rebels anyway have a ship that CAN multi-task expertly, the Assault Frigate.

Gott, I cant suggest any improvements as you need to play it to understand why this isnt a good fleet. You've tried to build a carrier fleet, an intel sniper line and a squadron flak fleet. In reality you've failed to do any of these.

Agree it has tried to be a Jack of all traits but a master of none but also falls short due to the slaved turrets.

Also I'd probably put Raymus on Salvation instead of Intel, you get +1 dice and a reroll if you get a blank off your first 4 dice.

But if you put Raymus on Salvation then you need to get rid of Intel from the rest of the fleet, and thus you have fundamentally changed the fleet.

Why would he need to do that?

You are better to focus your Neb bs to one of two types.

1) long range snipers, support variation is fine for this role. One should be salvation, you can use, something to up damage ( slaved turret or TLRC) and maybe Intel officer.

2) fighter or bomber suppport ship. Escort for this role, one should always be yavaris, never stick slaved turret on theses as the loss of a side fighter arc is big.you can add tLRC ( adds to the damage done by the fighters) but this is not as critical as in the long range sniper role.

So what is the best way to use them as cheap carriers?

So what is the best way to use them as cheap carriers?

1). The weakness of Nebs is their side arcs. You want a deterrent for ships moving to get flank shots, and to take revenge once something does. B-wings or Scurrgs should do nicely. Ywings also in a pinch. You can reduce your anti squadron firepower due to the double blues provided by the escort Nebs.

2). Keep them cheap. Yavaris is good, and some vet captains help with the occasional token need. I wouldn't bother with too much else, as your bombers will take up the firepower slack.

3) Consider Salvation, which goes against point number two...but Salvation is awesome. Throw Raymus there too to fish for crits if you don't need the squadron commands.

So what is the best way to use them as cheap carriers?

Neb Escort, Vet Cap, Yavaris

Neb Escort, Vet Cap

Neb Escort, Vet Cap

Neb Support, slaved turrets, salvation

Neb Support, Dodonna, slaved turrets

Tycho, 5 x AWing

397 points

Or alternatively, this is what came up with after my neb attempts:

Assault Frigate, Rieekan, Adar Tallon, Gunnery teams, ECM

Neb Escort, Vet Cap, Yavaris

Neb Support, Slaved Turrets, Salvation

Wedge, Jan, Dutch, Keyan, XWing, BWing, YT2400, YT2400

I cant wait for the Liberty. Its the strong flanker the neblines need! Interim measure is hiding the admiral on Bright Hope.

Above all else, just playtest a lot.