Dan's first ever Rebel build (includes Waves III & IV)

By Sanguinary Dan, in Star Wars: Armada Fleet Builds

There are a few things I'm not sure about here, but I figure I'd let people give me some feedback first. If you'd be so kind anyway. :)

Edit: this is a list I'm looking to field on the table top, not Vassal. So I've only done units in numbers I'm likely to actually have. I.e. No swarm of 2400s

Faction: Rebel Alliance

Points: 395/400

Commander: General Madine

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

[ flagship ] MC80 Battle Cruiser (103 points)

- General Madine ( 30 points)

- Endeavor ( 4 points)

- Chart Officer ( 2 points)

- Gunnery Team ( 7 points)

- Nav Team ( 4 points)

- Spinal Armament ( 9 points)

- XX-9 Turbolasers ( 5 points)

- SW 7 Ion Batteries ( 5 points)

= 169 total ship cost

Nebulon-B Escort Frigate (57 points)

- Salvation ( 7 points)

- Toryn Farr ( 7 points)

- Medical Team ( 1 points)

- Turbolaser Reroute Circuits ( 7 points)

= 79 total ship cost

GR-75 Combat Retrofits (24 points)

- Bright Hope ( 2 points)

- Leia Organa ( 3 points)

- Expanded Hangar Bay ( 5 points)

- Bomber Command Center ( 8 points)

= 42 total ship cost

1 Jan Ors ( 19 points)

1 Wedge Antilles ( 19 points)

2 X-Wing Squadrons ( 26 points)

1 Nym ( 21 points)

1 Luke Skywalker ( 20 points)

Edited by Sanguinary Dan

How are you going to activate those squads?

Waaaay too many upgrades on the battle cruiser.

For the squadrons I was thinking about Squadron Dials from everybody on an Alpha Strike turn. After that they're in the furball and don't need the help.

So I shouldn't treat the MC80 like an ISD and load it up as the core of the fleet? I know it makes it expensive, but will stripping it down buy me another ship? Or just leave it with fewer effects and options?

This is truly my first pass at a Rebel since the game went to 400 points. I don't own an MC80 or AF as the looks and play style didn't appeal. So any and all help will be appreciated. :)

Lets break this down into sections:

Navigation-
- General Madine ( 30 points)

- Nav Team ( 4 points)

- Chart Officer ( 2 points)

Power
- Gunnery Team ( 7 points)

- Spinal Armament ( 9 points)
- XX-9 Turbolasers ( 5 points)
- SW 7 Ion Batteries ( 5 points)

Defence
- Endeavor ( 4 points)

So you will be using navigation as both your most potent attacking tool and defencive play. So why do we need Endeavour? Who is shooting you meaningfully? Did you put yourself in a bad position? Shame on you.

Nav Team and Madine? Why? Is Madine not enough? Shame on you.

Chart Officer? Did you not manage to dodge the obstacle with your turbo'd navigations? Why not? Shame on you.

Add in that Toryn Farr doesnt affect her ship, so Salvation can be a support nebulon, so that saves another 7 points.

Might just get another flotilla and you gain an activation and someone else to help peddle those squadrons.

Hmmm or your could ditch all that and play Star Destroyer :P