Rebel WIP Fleet

By Stasy, in Star Wars: Armada Fleet Builds

Hello everybody! Since I'm my own best friend when it comes to casual Armada, I'm hoping for some scrutiny on my current Rebel list. It's not perfect, but it seems to work well.

Right now I'm trying to come up with a very solid list that I can test out my Imperial builds on. This has been doing well against them in the 2 or 3 games I've lined up with myself. One change I'be considered is to break the 80 into 2 ships or build an AF for squad duty. Regardless, opinions wanted!

Jan Ors Bombers (WIP) (395/400)

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Squadrons: Jan Ors (19)

Squadrons: X-wing Squadron (13)

Squadrons: X-wing Squadron (13)

Squadrons: B-wing Squadron (14)

Squadrons: B-wing Squadron (14)

Nebulon-B Frigate: Nebulon-B Escort Frigate (57 + 12)

+ Raymus Antilles (7)

+ Yavaris (5)

Nebulon-B Frigate: Nebulon-B Support Refit (51 + 23)

+ Toryn Farr (7)

+ Spinal Armament (9)

+ Salvation (7)

Rebel Transports: GR-75 Medium Transports (18 + 30)

+ General Dodonna (20)

+ Bomber Command Center (8)

+ Bright Hope (2)

Home One: MC80 Assault Cruiser (114 + 17)

+ Advanced Projectors (6)

+ Leading Shots (4)

+ Home One (7)

Objectives Navigation: Intel Sweep (0)

Objectives Defense: Contested Outpost (0)

Objectives Assault: Most Wanted (0)

The only issue I see is that your B-Wings will either not keep up and lose out on Jan's ability, or you will be forced to fly all your squads at speed 2. The Independence title on the MC80 could help with that.

Yes, but that would sacrifice Home One's ultimate anti-flotilla assistance to pull off, and honestly, I wouldn't do that. keep home one.

What Stasy needs to do here is, unfortunately, Roll with a bit of the Times and embrace the absolute glorious wonder that is Flight Commander and Fighter Coordination Teams... On Yavaris. Instead of Raymus. Because Screw Raymus. He gets choked out in the first 20 minutes.

With it, you can be moving those two B-Wings along at Speed 1, and potentially even getting them into position to Double-Tap without having to activate....

What Dras said, although Raymus is viable.

Edited by Madaghmire

The answer is;

You have indeed found yourself a very fine fleet.

There is however a flaw, as there always is. Your restricted to rolling relatively slowly, that makes your ships easy picking for the fast small ship builds as they can swarm in and escape with very little response. Now you cant be good against everything, but adding fighter coordination teams on the MC80 would allow your ships to kick up a gear, and its worthwhile testing around with comms net instead of bomber command to see whats better.

Flight control team on the neb b will let you move the b wings a extra two if keep within medium distance

Thanks everybody!

-I think I had thought that Home One was an eh choice after a game or two. But ultimately being able to use the accuracy as either a way to cut out brace/contain/scatter is super helpful. In a way, with all those red dice, it's kinda like a CF token. If anything, going to a MC80L would be a valid switch out as well. I did plan on going 2nd most times and I knew that I had to pick objectives that were good with the lack of speed.

-If I want more fighters, I may have to chose between Yavaris & Transports or a MC80H as the primary carrier. May be worth thinking about a future build.

-I think I will switch out Raymus for the FC/FCT combo. Only a few engagements were pivoting on that 3rd activation. I'll also try swapping out the Coms Net for the Bomber Command. That seems like a flavor thing more than anything.

Given my collection, I'll work on a fast Imperial fleet. Probably a MSU sort of thing (I don't have enough raiders to do a traditional build) or maybe something ISD Christmas Tree-ish.