Rebel hit and run with Madine.

By Englishpete, in Star Wars: Armada Fleet Builds

The following list suits my play style very well, fast, maneuverable ships, capable of hitting hard, blowing through an enemy line and then coming about for another run.

Madine's Blitzkrieg

Faction: Rebel Alliance
Points: 396/400

Commander: General Madine

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Dangerous Territory

[ flagship ] MC80 Battle Cruiser (103 points)
- General Madine ( 30 points)
- Mon Karren ( 8 points)
- Raymus Antilles ( 7 points)
- Gunnery Team ( 7 points)
- Nav Team ( 4 points)
- Spinal Armament ( 9 points)
- XX-9 Turbolasers ( 5 points)
- Leading Shots ( 4 points)
= 177 total ship cost

Nebulon-B Escort Frigate (57 points)
- Salvation ( 7 points)
- Engine Techs ( 8 points)
- Spinal Armament ( 9 points)
= 81 total ship cost

Nebulon-B Escort Frigate (57 points)
- Engine Techs ( 8 points)
- Spinal Armament ( 9 points)
= 74 total ship cost

4 YT-2400s ( 64 points)

I would drop one Nebulon to a support version as you don't really need the squadron commands.

Use the points to upgrade the Nav team to Engine Techs on the flagship giving all 3 ships the fast speed 4 ability if you need it.

Also take Skilled 1st officers on the Nebs. Have the ships plot alternating Nav & Concentrate Fire commands and the officers can choose between them. In later turns throw in a repair command as reallocating 3 shields back onto the nose of a Nebulon really hurts the enemy as they are protected by your double Braces.

I went back and forth on the Nav Officer vs Eng Techs and went Nav Officer as with Madine, I can double click the movement tool at each joint even at speed 3. If this proves unsuccessful, Eng. Techs will be back.

The Neb's are set as Escorts for the 2 blue anti fighter dice, but I do like the idea of Skilled 1st Officers and may drop a Neb down to accommodate that.