Rebel Swarm

By Agemman, in Star Wars: Armada Fleet Builds

I'm trying to build a list with MC30s and Corvettes since i like a lot how the ships looks but i'm not sure wich corvette to use: should i go for TRC90s or CR90Bs with SW7s? Also what should i do with the last 10 points? Keep them for a bid or put Foresight on the flagshrimp?

Rebel Patrol Fleet

Faction: Rebel Alliance
Points: 390/400

Commander: Mon Mothma

Assault Objective: Opening Salvo
Defense Objective: Fleet Ambush
Navigation Objective: Intel Sweep

[ flagship ] MC30c Scout Frigate (69 points)
- Mon Mothma ( 30 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 108 total ship cost

MC30c Scout Frigate (69 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 78 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

Needs More Star Destroyer :P

Needs More Star Destroyer :P

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Feels like it would be a mad rush to do damage fast because enemy squadrons could easily kill a corvette a turn without much resistance. Could be fun though.

Feels like it would be a mad rush to do damage fast because enemy squadrons could easily kill a corvette a turn without much resistance. Could be fun though.

True, however Mon Mothma helps with that, especially with the double evades. Though having some sort of fighter screen for even just one turn is advisable. If you are set on trying six activations, then maybe consider taking 2 SW90s and/or changing to torpedo frigates. Mon Mothma really allows you to get in close with these ships, so you may as well try putting in 2 A-wings.

With six activations, you can dictate the flow of battle for a little while, allowing you to safely move 2 or 3 ships (SW90s/torp) into medium range at a time. With a first/last activation, you'll be able to easily close in with 1 torp at a time

Feels like it would be a mad rush to do damage fast because enemy squadrons could easily kill a corvette a turn without much resistance. Could be fun though.

True, however Mon Mothma helps with that, especially with the double evades. Though having some sort of fighter screen for even just one turn is advisable. If you are set on trying six activations, then maybe consider taking 2 SW90s and/or changing to torpedo frigates. Mon Mothma really allows you to get in close with these ships, so you may as well try putting in 2 A-wings.

With six activations, you can dictate the flow of battle for a little while, allowing you to safely move 2 or 3 ships (SW90s/torp) into medium range at a time. With a first/last activation, you'll be able to easily close in with 1 torp at a time

Yeah i don't really feel fighters are really needed with double evade and Mon Mothma but just in case i could do something like this instead:

Rebel Patrol Fleet v2

Faction: Rebel Alliance

Points: 398/400

Commander: Mon Mothma

Assault Objective: Most Wanted

Defense Objective: Fleet Ambush

Navigation Objective: Intel Sweep

[ flagship ] MC30c Torpedo Frigate (63 points)

- Mon Mothma ( 30 points)

- Ordnance Experts ( 4 points)

- Assault Proton Torpedoes ( 5 points)

= 102 total ship cost

MC30c Torpedo Frigate (63 points)

- Ordnance Experts ( 4 points)

- Assault Proton Torpedoes ( 5 points)

= 72 total ship cost

CR90 Corvette B (39 points)

- SW 7 Ion Batteries ( 5 points)

= 44 total ship cost

CR90 Corvette B (39 points)

- SW 7 Ion Batteries ( 5 points)

= 44 total ship cost

CR90 Corvette B (39 points)

- SW 7 Ion Batteries ( 5 points)

= 44 total ship cost

CR90 Corvette B (39 points)

- SW 7 Ion Batteries ( 5 points)

= 44 total ship cost

3 YT-2400s ( 48 points)

I would add titles to both mc30s and move Mon Mothma to corvette. You also want to have at least five points bid.

Curious list. I've not tried to swarm like crazy, but I could see it working.

For first player and activation advantage, SW-7/Bs are definitely possible and justifiable. I think if you're this committed to six activations, you're better off doubling down on your ships than attempting to take what will be a token squadron team. The issue there is that any good bomber force comes with Intel and you're just not going to get the kind of anti-squadron push or lockdown of the enemy bombers that you really need to justify the points in fighters. The high activation total is really there to ensure you dish out damage and because you CAN afford to lose units.

The biggest problem with Bs is that you'll have a sharp learning curve on flying them well, especially with six activations. Although you don't have to spend precious evades to do damage, you also have to fly into medium range where your opponent usually picks up a lot more dice than you do. One thought with a probable first/last activation is to plan on swinging a Corvette-B into medium or close range on the last move, and then move it first to drop shields at the beginning of the next round. Then otherwise use activations to force the opponent to move up into where your MC30s are.

For as many ships as you have, Jaina's light cuts down on obstructions you might face from your own ships.

Beyond that, if you don't mind cutting an activation, I find that you can drop 2 Corvettes and fit in an Assault Frigate Mk-A. This makes a nice home for MM. The extra blue from the front and 2 dice AS actually finds a home in this list, as does the optional Paragon title. It does steady consistent damage throughout the game. Although your extra Corvette potentially does more, you're also not losing damage when you lose a Corvette, and in my experience, you generally lose something eventually against a competent player. You've got your evade at medium range for cancellations, and the opponent is usually too busy with your other ships to focus on MM. Five activations is usually sufficient, and in my experience, it is that first activation in which you exceed your opponent that counts. Beyond that, there seems to be diminishing returns for outnumbering 6 to 4 over outnumbering 5 to 4.

Lando on one of the MC30s would make a cheap substitute for a title if points are tight.

I was thinking about swapping out a TRC90 for some YT2400 just to slow down and block Rhymerballs since they are the greatest weakness of this list.

Rebel Patrol Fleet v3

Faction: Rebel Alliance
Points: 397/400

Commander: Mon Mothma

Assault Objective: Opening Salvo
Defense Objective: Fleet Ambush
Navigation Objective: Intel Sweep

[ flagship ] MC30c Scout Frigate (69 points)
- Mon Mothma ( 30 points)
- Foresight ( 8 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)
- Assault Proton Torpedoes ( 5 points)
= 123 total ship cost

MC30c Scout Frigate (69 points)
- Lando Callriassian ( 4 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)
- Assault Proton Torpedoes ( 5 points)
= 89 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

2 YT-2400s ( 32 points)

I could also ditch the TRCs on the shrimps to make space for a 3rd YT, not sure though wether i want another Rhymerball blocker or more consistent damage on the shrimps.