Neb b spam experiences

By Jondavies72, in Star Wars: Armada

You don't always need TRC's though. Sure they push at best 1 damage and can turn a blank into a double but some hits don't need that becuase of braces.

You really have to be aware of getting flanked. Probably would get to expensive and lyr will come in here and tell me how wrong I am, but I would think about nav teams for the edge ships. Madine will be nice for these.

I found that Yav with Keyan and co was very good at protecting one of the flanks. My issue was I could never work out how to protect the other flank of the formation.

The board edge.

I had not thought of MM to be honest, figured I would be burning evades with TLRC, will have a think on that one, playing tonight so I can try out both D and MM.

This fleet will need to be pure wave 2 only, as it's likely to get its first outings before wave 3 becomes legal.

I have run Penta-Neb lists with Mon Mothma but quickly dropped her for Dodonna and then Rieekan.

MM is not great when you have several TRCs in a list (unless of course you are using CR90s & MC30s). Even when using slaved turrets I tended to find any accuracy wouldn't be spent on a brace as each Neb has a backup so the evade is usually targeted and you get little benefit from the admiral.

I switched to 4 Nebs and a TRC90 using the little guy to cover the trailing flank (flying in a shallow staggered echelon) and Yavaris with 3 B-Wings covering the leading flank. 2 X-wings or YT2400s flying in the sweeper position.

It works well against Imperials, either in the slow plodding phalanx role or using speed 3 with the double yaw at the end ability to get round the flanks of larger Imperial ships. Against faster moving Rebels though I struggled especially without initiative where I often wouldn't get a second shot with the front arcs all game.

This is the one I want to try. Its not tweaked yet and needs a fair bit of work I suspect, but I am sure there is something in it:

Madines Nebs
Author: Ginkapo

Faction: Rebel Alliance
Points: 400/400

Commander: General Madine

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Spinal Armament ( 9 points)
= 67 total ship cost

Nebulon-B Support Refit (51 points)
- Engine Techs ( 8 points)
- Slaved Turrets ( 6 points)
= 65 total ship cost

[ flagship ] Nebulon-B Support Refit (51 points)
- General Madine ( 30 points)
- Engine Techs ( 8 points)
- Slaved Turrets ( 6 points)
= 95 total ship cost

Nebulon-B Escort Frigate (57 points)
- Fighter Coordination Team ( 3 points)
= 60 total ship cost

Nebulon-B Escort Frigate (57 points)
- Fighter Coordination Team ( 3 points)
= 60 total ship cost

3 YT-1300s ( 39 points)
1 Rogue Squadron ( 14 points)

Card view link

Fleet created with Armada Warlords

Needs fighters because bombers will wreak your 1 side shields. Against ships, you braces can cut the damage down a lot.

Salvation, Raymus, TRC's make almost every list I make, having an extra dice and a reroll on Salvation is great, especially since you can then modify a blank or regular hit to a crit.

Well I played this list last night Against A fast multi ship list, He went second, I picked superior positions. This was a mistake.....

He Basicly forked me with the three glads, stalled, pealed me with multiple threats, then go his demo to the side, fireball inside, pinned my fighters with his raider.....

Observations, this list playing first superior positions against a highly mobile Small ship list is a mare.

An cr90 b bare bones is a super blocker for the board edge flank, the inner flank needs a guard ( yavaris was ok but if the list is a very high mobile list you can't keep it at arms length), thinking 3 nebs and two CR90 bs may be a option.

Edited by Jondavies72

Nebs just got an indirect buff with Sato, roll any blanks? Thats fine let Sato replace those dice, works with any ship but great for the fickle red of Nebs

Does Sato mean that at long range a Neb can roll 1 red and 2 black dice from the front arc. Or do you roll 3 red then keep the best of them while replacing say the 2 blank results with black dice and getting rerolls effectively in the process?

Basically, it depends on wording.

Do you believe that replacing dice is a way of changing (ergo, modifying) attack dice, even though 'replace' is not listed as a way to modify dice in the Rulebook? Because if you do, then you're effectively rerolling... IF you have paid 32 points for him AND have a Squadron within distance 1 of the enemy.

If you believe that you should be ignoring the rules on effects and timing in order to interrupt a step without being told directly to do that, despite the rules telling you to only do it if directly told, and there being nothing on the card? Then no, you pick up your dice to start to roll, replace them, and then roll them in the first place.

Further discussions are in the Sato MC30 thread.

Basically, it depends on wording.

Do you believe that replacing dice is a way of changing (ergo, modifying) attack dice, even though 'replace' is not listed as a way to modify dice in the Rulebook? Because if you do, then you're effectively rerolling... IF you have paid 32 points for him AND have a Squadron within distance 1 of the enemy.

If you believe that you should be ignoring the rules on effects and timing in order to interrupt a step without being told directly to do that, despite the rules telling you to only do it if directly told, and there being nothing on the card? Then no, you pick up your dice to start to roll, replace them, and then roll them in the first place.

Further discussions are in the Sato MC30 thread.

They have added words before so it is not uncommon.