Red Dead Redemption (for Garm)

By Parkdaddy, in Star Wars: Armada Fleet Builds

First thing's first...I think this is the most clever title I've made yet.

Red Dead Redemption

Author: Parkdaddy

Faction: Rebel Alliance

Points: 399/400

Commander: Garm Bel Iblis

Assault Objective: Most Wanted

Defense Objective: Fire Lanes

Navigation Objective: Intel Sweep

[ flagship ] CR90 Corvette A (44 points)

- Garm Bel Iblis ( 25 points)

- Jainas Light ( 2 points)

- Leia Organa ( 3 points)

- Projection Experts ( 6 points)

- Redundant Shields ( 8 points)

- Turbolaser Reroute Circuits ( 7 points)

= 95 total ship cost

Nebulon-B Support Refit (51 points)

- Redemption ( 8 points)

= 59 total ship cost

Assault Frigate Mark II B (72 points)

- Veteran Captain ( 3 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

= 89 total ship cost

Assault Frigate Mark II B (72 points)

- Veteran Captain ( 3 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

= 89 total ship cost

1 Luke Skywalker ( 20 points)

1 Wedge Antilles ( 19 points)

1 "Dutch" Vander ( 16 points)

1 HWK-290 ( 12 points)

4 activations, 6 deployments, ok objectives. My only gripe is to maybe move Garm onto another ship, but he should be well protected when flown right, even if my opponent flies well (flying behind AFs, obstructed for majority of game, evades, redundant shields, Redemption)

The name of the game is "Tokens" and slow rolling. Lots of red dice, but it is an attempt to bring both Garm and Redemption into viability. Multiple rerolls from CF tokens gained by Garm and Vet. Captains should help out the AFs (3 free rerolls, if they make it to the 5th round!).

Engineering tokens on the AFs (guaranteed on 1st and 5th rounds) get 3 points with Redemption anywhere in a 2' diameter. Vet. Captains give flexibility to choose either CF or Engineering tokens based on situation.

The Flagship stays mostly in the background, acting as a medic and potentially saving ships with Leia's ability. Redundant Shields and Redemption's extra point keeps the medic ability viable. (Props to whomever posted the "Tortoise and Hare" fleet for the medic idea)

Flying Redmption between the 2 AFs should give it that side arc protection.

Squadron selection is versatile for greatly hindering enemy wings and threatening ships. Should be suitable. (Props to Vergilius for those squadrons)

Why not test out opening salvo? You are kitting yourself out to be extremely tanky and stay at red range as best you can while constantly regenerating and throwing around shields with the shieldmedic-90. If you can keep your shields up, which you are already betting the farm on with this fleet, then it seems like this list would be tailor made for that objective.

Why not test out opening salvo? You are kitting yourself out to be extremely tanky and stay at red range as best you can while constantly regenerating and throwing around shields with the shieldmedic-90. If you can keep your shields up, which you are already betting the farm on with this fleet, then it seems like this list would be tailor made for that objective.

I think I might just. And with the healing flexibility of this setup, I might even be able to remove all the damage from 1 or 2 ships before the game is over. Actually, with that in mind, I think Opening Salvo is perfect for this fleet. Thanks!