Rebel Wave 3/4 Build

By TTC, in Star Wars: Armada Fleet Builds

I'm generally a Rebel player and love squadron/carrier builds. With the Liberty, though, I just want to get up in it now. So here's my first build.

Comments/critiques/suggestions welcome, but know that I'm going to run this basic build:

MC-80 Battle Cruiser

-Garm Bel Ibis

-Gunnery Team

-Fighter Coordination Team

-Leading Shots

-Enhanced Armament

-XI-7

[she is focused on offense, but with FCT can help position fighters for Yavaris.

I went with Garm because the MC-80 has a Command of 3 and I'm not sure what Interdictor shenanigans will be out there. This will help me have a Nav token on the table and another one coming in Turn 5.]

Nebulon-B Escort

-Yavaris

-Flight Commander

-Fighter Coordination Team

GR-75 Medium Transport

-Bright Hope

-Toryn Farr

-Bomber Command Center

-Boosted Comms

[This ship is there to support the fighter-bombers, rerolling all blues and one die on ship attacks]

GR-75 Medium Transport

-Comms Net

[Gives me some token/command flexibility. No other real purpose other than +1 activation and setup.]

Squadrons:

-Jan Ors

-Hwk-290

-X-Wing

-X-Wing

-Y-Wing

-Y-Wing

-Nym

-Scurrg H-6

=399 points

Objectives:

-Precision Strike

-Fire Lanes

-Superior Positions

Would there be any advantage to splitting up some of the upgrades between the 2 transports so that one isn't such a target? That way when you do lose one you'll still have some decent squadron support?

Would there be any advantage to splitting up some of the upgrades between the 2 transports so that one isn't such a target? That way when you do lose one you'll still have some decent squadron support?

Good question. My concept is to fly the Bright Hope into the action (probably between the Neb and Liberty), lending bomber and blue die support while also using Boosted Comms to keep the squadrons in the fight. The Comms Net will likely hide behind the Liberty and is just there to support with commands--not directly support the fight. I could put Boosted Comms on the Comms Net Transport since it'll be distant, but could still lend squadron activation support--but at the cost of some of its direct command support.

An earlier iteration of this had the second Transport running Repair Crews. When I did the math in my head, I didn't think that was a good use of points, since realistically I could only see it healing ~3, maybe 4, damage over the course of the game.

Edited by TTC

Put BCC on the comms net transport. It's a range 5 effect, while Toryn Farr is a range 3 effect. The cheaper transport can then still contribute from further away. It's a passive effect to you don't need to waste orders to do so, unlike boosted comms. Even if you need to edge into red range of enemy ships you've got your evade and scatter tokens to survive.

Put BCC on the comms net transport. It's a range 5 effect, while Toryn Farr is a range 3 effect. The cheaper transport can then still contribute from further away. It's a passive effect to you don't need to waste orders to do so, unlike boosted comms. Even if you need to edge into red range of enemy ships you've got your evade and scatter tokens to survive.

The great thing about the Liberty...

Never mind the maneuvers; I can just go at them.