First list, seeking advice

By DrunkenAqualish, in Star Wars: Armada Fleet Builds

Hello everyone, first post here as I've just taken the plunge. I've seen the game played but never played it before myself - but I've just bought the rebel half of a local imp player's starter plus a couple of ships from ebay. My decisions here were partly based on which ships I thought looked and sounded cool, but I tried to build some synergy in as well, based around Mon Mothma's ability making a couple of CR-90s and a MC30 torpedo frigate hard to kill, and using Luke and Nym to either ambush or punish those who try to gang up on Leia's Nebulon B.

Proton Bombardment Fleet

Faction: Rebel Alliance
Points: 400/400

Commander: Mon Mothma

Assault Objective: Precision Strike
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory


[ flagship ] Nebulon-B Escort Frigate (57 points)
- Mon Mothma ( 30 points)
- Redemption ( 8 points)
- Leia Organa ( 3 points)
- Nav Team ( 4 points)
= 102 total ship cost


CR90 Corvette A (44 points)
- Tantive IV ( 3 points)
- Raymus Antilles ( 7 points)
- Engineering Team ( 5 points)
- Electronic Countermeasures ( 7 points)
= 66 total ship cost


CR90 Corvette B (39 points)
- Jainas Light ( 2 points)
- Leading Shots ( 4 points)
= 45 total ship cost


MC30c Torpedo Frigate (63 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Enhanced Armament ( 10 points)
= 87 total ship cost


3 X-Wing Squadrons ( 39 points)
1 Nym ( 21 points)
2 Y-Wing Squadrons ( 20 points)
1 Luke Skywalker ( 20 points)

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Fleet created with Armada Warlords

My main concern at the moment is that I might not have quite enough squadron command to make proper use of all those fighter squadrons - 5 capacity for 7 squadrons, so some would probably end up falling behind; BUT! If my understanding of the rules is correct, combining Captain Antilles with the Tantine IV, and keeping it close to Leia's Nebulon B, will give me enough spare squadron command tokens to keep Luke's fighter/bomber wing moving. It's my hope that they can rack up lots of victory points pinging ISDs and VSDs repeatedly after Nym mucks up their defenses. I'm envisioning ad-hoc groups of Luke+Y-wing, Nym+X-wing, X-wing+Y-wing, and 1 lone X-wing squadron dedicated to guarding Antilles' corvette.

(Note that I don't have any upgrade cards specifically from the MC30 expansion - hence the lack of rapid reloading. But since I already have other sources of black shooting, with Luke and Nym, I figured increasing its blue broadsides would work almost as well.

Another version of the same fleet:

Faction: Rebel Alliance
Points: 400/400

Commander: Mon Mothma

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions


MC30c Scout Frigate (69 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Enhanced Armament ( 10 points)
- Assault Concussion Missiles ( 7 points)
= 100 total ship cost


[ flagship ] Nebulon-B Escort Frigate (57 points)
- Mon Mothma ( 30 points)
- Redemption ( 8 points)
- Leia Organa ( 3 points)
= 98 total ship cost


CR90 Corvette A (44 points)
- Tantive IV ( 3 points)
- Raymus Antilles ( 7 points)
- Engineering Team ( 5 points)
- Electronic Countermeasures ( 7 points)
= 66 total ship cost


CR90 Corvette B (39 points)
- Jainas Light ( 2 points)
= 41 total ship cost

3 X-Wing Squadrons ( 39 points)
2 Y-Wing Squadrons ( 20 points)
1 Scurrg H-6 Bomber ( 16 points)
1 Luke Skywalker ( 20 points)

I decided that it might be worth going ahead and bumping up the MC30 to a stronger version since I'm only bringing one of them, and stripping down the CR90B. I'm expecting to mostly keep the CR90s at long range from the enemy, sniping and trying to make a soft spot in their shields so that the squadrons and Nebulon B can get in and do damage, while the MC30 fires off broadsides from medium range to finish off ships that have had a couple points of damage put on them.

MC30 - Its debatable which is stronger, arguably the torpedo is in some circumstances as blue dice are better than red dice without Turbolaser Reroute Circuits. With redundant defense tokens you dont need ECM to get them working, instead take the title Admonition! You will also find that gunnery teams isnt particularly helpful on this ship, whereas ordnance experts makes those black dice sing:

MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)

- Assault Proton Torpedos ( 5 points)

- Admonition ( 8 points)
= 80 total ship cost

Squadrons, with Raymus Tantive and Neb Escort you can activate 4 squadrons per turn. Raymus Tantive does 1 with dial and 1 with token, the Nebulon does 2 with dial. Arguably you might be better just dropping the Ywings, but in all honesty, play it and see. Easiest way to learn. If you really want them to sing, try Yavaris instead of Redemption!

I would also drop Engineering team and Electronic countermeasures from Tantive as its too small a ship for so many upgrades. You seem to have the common tendency to overupgrade ships.

Thanks for your quick reply, Ginkapo! I've read up on the nuances of the rules and common fleets at the 400p level, and realize that you're probably right. One outright mistake I was making until you pointed it out was disregarding the difference between squadron command DIALS and squadron TOKENS, which means that even with the Neb and both CR90s including Raymus generating squadron moves, I can still only have 5 squadrons reliably moving. As far as the ships being over-upgraded and sometimes not using the best possible options, well... I'm just now getting into the game and still short in both cards and ships. I don't have any of the standard MC30 upgrade cards, only the base ones and the CR90 pack ones. That being said, I tried to implement your advice where I could and resigned myself to buying a couple of card singles... Here's my latest revision, probably still with work to be done.

Luke and Pals
Author: DrunkenAqualish

Faction: Rebel Alliance
Points: 400/400

Commander: Mon Mothma

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


MC30c Scout Frigate (69 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
- Assault Concussion Missiles ( 7 points)
= 101 total ship cost


[ flagship ] Nebulon-B Escort Frigate (57 points)
- Mon Mothma ( 30 points)
- Yavaris ( 5 points)
- Leia Organa ( 3 points)
= 95 total ship cost


CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Raymus Antilles ( 7 points)
= 53 total ship cost


CR90 Corvette B (39 points)
- Tantive IV ( 3 points)
- Overload Pulse ( 8 points)
= 50 total ship cost


1 Luke Skywalker ( 20 points)
3 X-Wing Squadrons ( 39 points)
1 "Dutch" Vander ( 16 points)
1 Y-Wing Squadron ( 10 points)
1 Scurrg H-6 Bomber ( 16 points)

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Fleet created with Armada Warlords

How important is it to have ship commands for 100% of your non-rogue squadrons? Here's my thinking: All of my squadrons are bombers and I'll always be looking for ways to get them towards enemy ships... but it's inevitable that the opponent will have some squads of their own to get in my way. Therefore, at least some of my groups of fighter-bombers are going to get intercepted by something nasty. So i'll be sending Dutch and the red-shirt squadrons in first, while Luke and the Scurrg advance more slowly (on squadron turns) and maneuver around the developing dogfights so they can go after enemy ships ASAP. Since they have defense tokens, if the enemy chooses to let my other swarm through in favor of pouncing on Luke and the Scurrg, Luke's defense tokens will keep them alive long enough for the 5-strong X-wing/Y-wing wave to kill or cripple a ship with a weakened facing.

As for the electronic countermeasures - I haven't removed them yet but I'm thinking about it (if I could find some useful upgrades to replace them). My way of thinking is that because I have Mon Mothma in command, those evade tokens become more powerful... and therefore I might want to use them on two separate attacks, even letting a damage through to save up to cancel a critical on an anticipated future attack, etc.

In the future if I get involved in any actual tournaments, hopefully I'll have a broader pool of ships to pull from and a better selection of cards.

How did you end up with an mc30 without the title upgrades?

Which cards are you considering buying singles of? It wont be worth it, we can propose alternatives!

I ordered an MC30 without any upgrade cards (but including ship cards obviously) off of e-bay for about 1/3 of the list price (including shipping). Since the game store where I plan to play sells card singles for couple bucks or so apiece, I figured I'd still come out ahead even if I had to separately pick up one I missed out on. In any case - is 'Admonition' really that useful if I have Mon Mothma commanding? I understand that it's nice to be able to cancel two dice with evades instead of just one. But as my biggest ship, I figure it'll always be getting shot at more than once anyway, and if it's even at medium range, the evades work just fine. It is probably true that with 2 of them, the ECM isn't worthwhile, though. This is also why I have the Y-wing squadrons: I bought them separately because most players apparently don't like them. Admittedly it's partly an aesthetic choice for me, I always liked how they looked...

Anyway, thanks again for your help. Here's my current list I'm playing around with; the best I can do with the cards I have plus just two singles (ordnance experts and advanced projectors). I realize they may not be optimal; but MC30 with enhanced armaments is... not bad, right? It's got a broadside comparable to a star destroyer's front, more or less. I also beefed up the squadrons with some more big names instead of upgrading the ships quite as lavishly.

Mon Mothma and Kids

Faction: Rebel Alliance
Points: 400/400

Commander: Mon Mothma

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions


[ flagship ] Nebulon-B Escort Frigate (57 points)
- Mon Mothma ( 30 points)
- Redemption ( 8 points)
- Leia Organa ( 3 points)
- Engineering Team ( 5 points)
= 103 total ship cost


MC30c Torpedo Frigate (63 points)
- Ordnance Experts ( 4 points)
- Advanced Projectors ( 6 points)
- Enhanced Armament ( 10 points)
- Assault Concussion Missiles ( 7 points)
= 90 total ship cost


CR90 Corvette B (39 points)
- Tantive IV ( 3 points)
- Raymus Antilles ( 7 points)
- Electronic Countermeasures ( 7 points)
= 56 total ship cost


CR90 Corvette B (39 points)
- Dodonnas Pride ( 6 points)
= 45 total ship cost


1 Luke Skywalker ( 20 points)
3 X-Wing Squadrons ( 39 points)
1 "Dutch" Vander ( 16 points)
1 Y-Wing Squadron ( 10 points)
1 Nym ( 21 points)

Card view link

Fleet created with Armada Warlords

Hello man, welcome to the game ! :D Hope you enjoy it and have a great time !

So, a couple of comments on your last list and general tips ;)

To begin with, if it is your first games, I would highly recommend using ships with little upgrades, and more of them. You need to take the habit of maneuvering and positioning your ships before you can play with them with full efficiency. I know that you've watched some games, but it's really different once you're at the helm ;) There is a fine balance to find between the number of ships and the number of upgrades on each ship, and having very outfitted smaller ships is a risky proposition when you begin, because the survivability of smaller ships highly depend on how you are able to position them to reduce damage intake. And at the same time ensure that you deal significant damage.

My personal feeling at 400 points is that 4 small ships doesn't bring enough tank for the list. You're very right to have at least 4 activations, but if you plan on fielding small ships, I would actually go with 6 instead of 4 (of course, that will force you to cut on both squadrons and upgrade cards, and provided you have the ships).

To give you some example, I would play 4 small ships at 300 points back in Wave 1 and even then it felt quite light. When I play 4 ships at 400 points, it's usually 2 Medium and 2 small. And there's a reason behind this, it's because you can try to avoid combat, but you won't avoid all the combat. Which means that when you are effectively in combat, you want your fleet to have enough sustain to survive the engagement.

Furthermore, when you actually avoid combat, you're usually not in a good spot to inflict good damage, putting you at a disadvantage when chasing the points.

I also think that you might have too many squadrons. Not that having too many squadrons is bad, but you have more squadrons than you have total squadron activations through squadron commands (6 including Raymus' token vs 7 squadrons). Considering that you aren't likely to use all these ships simultaneously with squadron commands, you will be losing a lot of efficiency of your squadrons when you want to move and shoot with them (because they can only do that with a squadron command). After your few first games, you will really get the feeling of how important well timed squadron commands are if you want to get the fullest out of your squadrons.

For the first games, you'd gain a lot by limiting yourself to 4 X-Wings including Luke or Wedge as Rebels, because the X-Wings are an awesome fighter overall and great when learning. Not only they have a wide profile of potential targets, but they also are a great baseline to measure other Rebel squadrons, so you'll really get a feel for the other squadrons just playing the X-Wings ;)

Finally, I'd recommend that you start your first games with :

1) The initiation scenario to give you a feel of the ship maneuvers and how damage works

2) A 300 points games to give you a feel of how the game scales up from the initiation scenario

You can of course jump in at 400 points, but I'm concerned that you will be bombarded with way too much information to manage without having witnessed it first on smaller scale.

Hope that helped ! I don't want to sound like an annoying idiot but I really think you can benefit from these advice ;)

Hello man, welcome to the game ! :D Hope you enjoy it and have a great time !

...

Hope that helped ! I don't want to sound like an annoying idiot but I really think you can benefit from these advice ;)

Hello, and thank you for the advice! I do appreciate it and realize you're probably right. Just so we're clear I HAVE played the initiation scenario... sorta (we had to call it off after two turns due to time constraints), I'm considering this my first "real" list. Anyway, looking at the lists that are posted in here, I'd gotten the impression that 400 points was the only points level anybody played anymore, and I didn't want to go in with the assumption that whatever random player I met up with at the game store would have to sit down and laboriously construct a new list just to play against me. That being said - you're probably right, and I won't learn very much getting curbstomped by a 400 point Imp fleet full of bruisers. So here's a trimmed and rebuilt 300 point list with all of the capital ships virtually naked.

Ray and Leia's Excellent Adventure

Author: DrunkenAqualish

Faction: Rebel Alliance

Points: 300/300

Commander: Mon Mothma

Assault Objective: Precision Strike

Defense Objective: Hyperspace Assault

Navigation Objective: Dangerous Territory

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

- Mon Mothma ( 30 points)

- Leia Organa ( 3 points)

= 90 total ship cost

MC30c Torpedo Frigate (63 points)

= 63 total ship cost

CR90 Corvette B (39 points)

- Tantive IV ( 3 points)

- Raymus Antilles ( 7 points)

= 49 total ship cost

CR90 Corvette B (39 points)

= 39 total ship cost

3 X-Wing Squadrons ( 39 points)

2 Y-Wing Squadrons ( 20 points)

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Fleet created with Armada Warlords

I didn't want to give up the Y-wing squadrons, A) because I've loved that ship for literally as long as I can remember (the X-wing computer games taught me to love star wars), and B) because I feel like I'm over-paying for the X-wings if I don't have anything in the list for them to escort. That escort ability is factored into their 13 point cost, right? In my intro game they only got one round of shooting in against some TIEs so I don't have a good feel for how strong they are yet. Also, as I understand it, a black die is better than a red die, for cheaper, and the Y-wings are also tougher. Again I'm not experienced, but looking at their stats, I ask myself "Why WOULDN'T I want two squadrons of these in any fleet I build?"

Anyway, as far as getting into the 400 point range, part of the reason I haven't invested in any more ships is because I've always loved the MC80 Liberty cruiser. I'm planning to get one as soon as they're released at my local game store. Here's another list I came up with, swapping the Neb B out for a Liberty, which combined with Raymus's Tantive corvette can move 4 squadrons a turn, which combined with the other corvette can keep the squadrons moving.

Midrange Rebels

Author: DrunkenAqualish

Faction: Rebel Alliance

Points: 400/400

Commander: Mon Mothma

Assault Objective: Precision Strike

Defense Objective: Fire Lanes

Navigation Objective: Dangerous Territory

[ flagship ] MC80 Star Cruiser (96 points)

- Mon Mothma ( 30 points)

- Liberty ( 3 points)

- Spinal Armament ( 9 points)

- Leading Shots ( 4 points)

= 142 total ship cost

MC30c Torpedo Frigate (63 points)

- Leia Organa ( 3 points)

- Assault Concussion Missiles ( 7 points)

= 73 total ship cost

CR90 Corvette B (39 points)

- Tantive IV ( 3 points)

- Raymus Antilles ( 7 points)

= 49 total ship cost

CR90 Corvette A (44 points)

- Dodonnas Pride ( 6 points)

= 50 total ship cost

3 X-Wing Squadrons ( 39 points)

1 Y-Wing Squadron ( 10 points)

1 Nym ( 21 points)

1 "Dutch" Vander ( 16 points)

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Fleet created with Armada Warlords

I'm hoping to get a chance to play either this weekend or next, will post how it goes.

You are current about the cost of escort. Awings and ywings go together as a complementary combo if you are interested.

Non bomber black dice are about the same as bomber red dice.

Sorry if I've been bumping this excessively but I made one more minor revision to the list, swapping some x-wings and Leia for the Scurrg, since a) I love the model, and b) due to grit it doesn't really need an escort even if my opponent brings TIEs (and at 300 points, it seems like a lot of people don't even bother with squads).

Raymus Amos

Faction: Rebel Alliance
Points: 300/300

Commander: Mon Mothma

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Intel Sweep


MC30c Torpedo Frigate (63 points)
= 63 total ship cost


[ flagship ] Nebulon-B Escort Frigate (57 points)
- Mon Mothma ( 30 points)
= 87 total ship cost


CR90 Corvette B (39 points)
= 39 total ship cost


CR90 Corvette B (39 points)
- Tantive IV ( 3 points)
- Raymus Antilles ( 7 points)
= 49 total ship cost

2 X-Wing Squadrons ( 26 points)
2 Y-Wing Squadrons ( 20 points)
1 Scurrg H-6 Bomber ( 16 points)

I'm pretty happy with this one. My main decision at the moment is whether to go the route of diversifying and getting an MC80 (even though Mothma won't benefit it and I love her power), or get some rebel transports for Toryn Farr and squad activations, and continue going squadron-heavy.

This list at the moment should be... very straightforward to play. The ships spread out, hang back at long to medium range, chew on enemy shields opportunistically, and let the swarm of bombers and MC30 broadside do their stuff. By sending the squadrons way out in front of the ships I'm hoping they can achieve a screening effect, and discourage VSDs and the like from plowing past them at full speed to get point-blank with me by threatening their rear arcs.

I like the look of that 300 points list ! I think it's good to try the game with different ship types.

To be honest, I think you might not need as many Bombers if you want to put some upgrade cards (your MC30 will love Admonition, and your CR90B will love Overload Pulse !). But I'm nitpicking so far and I think you'll enjoy this list.

The ultimate advice here.

GO AND PLAY. You've been pondering your first list too long. GO AND PLAY.

The ultimate advice here.

GO AND PLAY. You've been pondering your first list too long. GO AND PLAY.

This is excellent advice! And yesterday afternoon, I finally did! My opponent had been preparing for a high points game and since I said I'd already played some of the starter, we compromised on a 350 points game, and I used a slightly trimmed version of the earlier lists. I learned a lot, and have a much better handle on how the game works now.

My opponent was running an ISD 2 with Tarkin, a (non-demo) Gladiator, a Raider, and a few TIE interceptors and Howlrunner, plus various upgrades on those. As to the outcome, well... there's no nice way to say it. I got destroyed. My fleet got left face down in the ditch on the side of the hyperspace highway, etc etc. Everything except the (crippled) MC30 (which I did, actually, have the 'Admonition' card for and used) was wiped out by the bottom of turn 3.

I think I've learned a bit more about how hard it is for little fragile ships like the CR90s to stay out of the lethal frontal arc of an ISD, when Tarkin is giving floods of nav tokens to everybody. The good news is that my squadrons did pretty well - they absorbed a lot of firepower and provided the only kills in some TIE interceptors, as well as Luke and Nym managing to come within striking distance of killing the gladiator, but then being unable to catch up to it due to lacking any more friendly ships to give them activations...

Anyway - the main thing I learned is how important movement and turning is, and how tricky it is to estimate where enemy ships are going to be in a turn... there is a big difference playing against a "real" opponent instead of another newbie player who is just trying to move you into his frontal arc and then slowly drift there at speed 1.

Anyway, I got an extra Nebulon expansion pack and made a new list. As tricky as they are, I'm still committed to learning how to use swarms of small ships well.

Nebbish Rebels

Faction: Rebel Alliance

Points: 400/400

Commander: Mon Mothma

Assault Objective: Most Wanted

Defense Objective: Fire Lanes

Navigation Objective: Superior Positions

MC30c Torpedo Frigate (63 points)

- Foresight ( 8 points)

- X17 Turbolasers ( 6 points)

= 77 total ship cost

Nebulon-B Escort Frigate (57 points)

- Yavaris ( 5 points)

- Raymus Antilles ( 7 points)

= 69 total ship cost

Nebulon-B Support Refit (51 points)

- Salvation ( 7 points)

- X17 Turbolasers ( 6 points)

= 64 total ship cost

[ flagship ] CR90 Corvette A (44 points)

- Mon Mothma ( 30 points)

- Jainas Light ( 2 points)

= 76 total ship cost

CR90 Corvette B (39 points)

- Overload Pulse ( 8 points)

= 47 total ship cost

2 X-Wing Squadrons ( 26 points)

2 Y-Wing Squadrons ( 20 points)

1 Nym ( 21 points)

Ok, so now you understand the game.

How do those objectives give you a strong advantage

Ok, so now you understand the game.

How do those objectives give you a strong advantage

Well, first of all, one of the players at the game store advised that "Fire Lanes" was a great objective to put in your selection, since the opponent will never pick it (knowing that you can abuse it by putting all of the tokens right in the middle of your deployment zone and get 45 VP every turn for the first 3 turns at least).

"Most Wanted" is because it seems like an ability that adds +1 die to all attacks gives the most benefits to a list with a lot of ships (5 is still a lot in 400, right?). Furthermore, since I have Mothma leading the list, an objective ship that wants to focus on running away and staying alive probably can.

"Superior Positions" because again, I have a lot of ships, so I'll have more chances to make shots at rear hull zones, thus disadvantaging heavy lists with ISDs and the like.

I'm definitely open to suggestions on which objectives would fit better however (the one I played with was 'Hyperspace assault').

Ok, so now you understand the game.

How do those objectives give you a strong advantage

Well, first of all, one of the players at the game store advised that "Fire Lanes" was a great objective to put in your selection, since the opponent will never pick it (knowing that you can abuse it by putting all of the tokens right in the middle of your deployment zone and get 45 VP every turn for the first 3 turns at least).

"Most Wanted" is because it seems like an ability that adds +1 die to all attacks gives the most benefits to a list with a lot of ships (5 is still a lot in 400, right?). Furthermore, since I have Mothma leading the list, an objective ship that wants to focus on running away and staying alive probably can.

"Superior Positions" because again, I have a lot of ships, so I'll have more chances to make shots at rear hull zones, thus disadvantaging heavy lists with ISDs and the like.

I'm definitely open to suggestions on which objectives would fit better however (the one I played with was 'Hyperspace assault').

Most Wanted is fair because it allows you trade your small ships for anything better, sometimes at no cost. Your reasoning is good here.

Superior Positions is also a fine in a swarm list. You may not get a chance to make those rear shots, but you are going to know where he is before you ever set up.

Salvation absolutely loves Hyperspace Assault. Firelanes is iffy for your list. You've got to be absolutely certain you can win it. Your list just doesn't have the kind of dice it will need to win on Firelanes consistently. I'd stick with Hyperspace Assault.

Firelanes requires tokens to be placed distance 4 from your edge, and then first player can move by 2. Which equates the centre of the map.

Superior positions encourages your opponent to turtle. Its a depressing objective.

Superior positions encourages your opponent to turtle. Its a depressing objective.

It's also a great opportunity to set up pincer maneuvers while limiting the opponent's ability to flank you and it's own maneuvering ! With ships on both sides, it's pretty easy to make rear arc shots and score them points :D If the enemy doesn't castle up, you're also sure to be able to pick off the stray sheeps.

In terms of objectives :

- Assault :

Most wanted is always a pretty strong choice here ! If you can put 2 small double arcs on a larger ships, that's 4 extra dice on 4 attacks per turn, so you're very likely to bring down the whale, while protecting your own weaker ships. Because the choice is operated after deployment, you can also make sure that you mitigate being counter deployed.

You could potentially go for Precision Strike with your 5 Bombers, and XI7s. It can totally work.

Forget Advanced Gunnery, you neither have the arc nor the dice pool in a large ship based meta.

Considering 40% of your ships have a low initial range, opening Salvo is a risky gambit. If you had 2 CR90A and a Scout Frigate, it would be a very, very nasty objective if you can make sure that either of your 3 frigates are the targets of the initial attack (because CR90s melt under large dice pools !). Just picture this, a Scout Frigate throwing 2R 2Bla, 2 Nebs throwing 3R 2Bla and 2 CR90 throwing 2R 2Bla. Pretty scary !

- Defense :

Hyperspace Assault can work, but it benefits most from close range ships that can threaten to instagib a target if it's not activated first and as such mess up your opponent's activation strategy. Think dropping your Torpedo Frigate behind a Star Destroyer that has no good targets this turn ! Try to avoid the Yavaris + B-Wing combos as they're easily mitigated by sacrificial squadrons held in reserves near the objectives. One of my opponent at the Regionals highly bet on this strategy and it bit him in the ass because I just threw 4 TIEs to TIE him up.

You can also think about Fleet Ambush even though it's a two edged sword. It allows you to break formations and get the most out of your larger activation pools. Be wary of faster larger Imperial ships that will probably be able to tank it though. But think about it, in a situation where you'll face an ISD + smaller ships for example, you can deploy your Yavaris and Salvation right in front of their most menacing arc (and trust me, the fornt arc of a Neb B can tank a front arc ISD shot with no problem with double Brace if you spam Engineering Commands and repair 1 shield + switch one from the back).

Fire Lanes like Vergiilius said, you can't ensure the win, because you'd like to be able to ensure 6 dice on each objectives so that only an ISD can score them for you. Which means range and larger pools.

Contested Outpost is out here since you don't have a Cd3 ship.

- Navigation :

Superior positions works well with swarms for reasons cited above !

Dangerous Territory is also interesting with your list, due to you having a large amount of ships and also for the fact that it is an objective that will reduce the dice pools of the enemy due to obstructions while punishing him for taking the objectives. Don't necessarily try to win more points than him (although it's preferable), but get him to score points himself and enjoy him wasting Engineering Commands for damage he inflicted to himself !

Minefields is a big no here. You just don't have the hull points and you want to keep your options open in terms of movement rather than closed.

Intel Sweep : I can't really comment on it as I haven't really played it yet (I should !). It seems to favour larger, speedier ships like the AFMK2 or the ISD because you need both speed to race to the objectives and tank to sustain being priority target since you broadcast your trajectory usually. I'd need to try this out !

? Who are you playing that doesnt turtle in a corner with superior positions?

? Who are you playing that doesnt turtle in a corner with superior positions?

Everyone's meta is different. So far, I have only read about people turtling in the corner in Superior Positions. I've been a big fan of Intel Sweep from the beginning, which by the way, loves speed 4 ships.

? Who are you playing that doesnt turtle in a corner with superior positions?

So, you think it's unable to get someone in a pincer when they start in a corner ? :P It's pretty easy when you think about it : main force going forward in the middle of the table preparing for a 90° turn when they reach the enemy DZ, other half of the force going from the "south" corner almost directly in front of them.

The point is giving them opportunities to split up, nothing that a good maneuver can't do !