Rebels: Squadrons + GR75s

By Artifixprime, in Star Wars: Armada Fleet Builds

Thinking of taking this fleet to an event at the weekend.

I'm going heavy on squadrons and have picked X-Wings to do a lot of the heavy lifting - the thinking being that with Bomber Command that their red dice should be more reliable, but they can also handle other squadrons should the need arise.

The plan is to split it into two groups:

AF2(B), GR75, Luke, Wedge, Scurgg x2, Y-Wing

Salvation, CR90(A), GR75, X-wings x3

The AF2 and it's GR75 both have boosted comms to stay avoid getting close.

How it fares will largely depend of how I manage to use it, but any glaring weaknesses?

Rebels Fleet (400 of 400 pts)
Commander: General Dodonna (20 pts)
Flagship: (83 pts)

  • Assault Frigate Mark II B(72 pts)
  • Boosted Comms (4 pts)
  • Electronic Counter Measures (7 pts)

Fleet Ship 1: (30 pts)

  • GR-75 Medium Transports(18 pts)
  • Boosted Comms (4 pts)
  • Bomber Command Center (8 pts)

Fleet Ship 2: (65 pts)

  • Nebulon-B Support Refit(51 pts)
  • Salvation (7 pts)
  • Skilled First Officer (1 pts)
  • Slaved Turrets (6 pts)

Fleet Ship 3: (51 pts)

  • CR90 Corvette A(44 pts)
  • Turbolaser Reroute Circuits (7 pts)

Fleet Ship 4: (31 pts)

  • GR-75 Medium Transports(18 pts)
  • Expanded Hangar Bay (5 pts)
  • Bomber Command Center (8 pts)

Squadrons (120 of 134 pts):

  • 3x X-Wing Squadron (39 pts)
  • 1x Luke Skywalker X-Wing Squadron (20 pts)
  • 1x Wedge Antilles X-Wing Squadron (19 pts)
  • 2x Scurgg H-6 Bomber (32 pts)
  • 1x Y-Wing Squadron (10 pts

Objectives: Most Wanted , Hyperspace Assault , Dangerous Territory

A lack of intel is my worry.

Drop Wedge or Luke for Jan. She will allow your bombers to get stuck into ships and not be pinned. Her braces keep the standard X-Wings alive while their escort rule protects her.

Or you can drop one BCC and the skilled 1st officer to convert the Y-wing into Jan.

Edited by Mad Cat

A lack of intel is my worry.

Drop Wedge or Luke for Jan. She will allow your bombers to get stuck into ships and not be pinned. Her braces keep the standard X-Wings alive while their escort rule protects her.

Or you can drop one BCC and the skilled 1st officer to convert the Y-wing into Jan.

HERESY

ALL HERESY

(Well, its a difference of opinion, anyway :D )

Yes, Intel is **** well needed here... But its about getting said intel without compromising the offensive firepower of the list.

I'd look at replacing a single standard X-Wing with a Single Standard HWK.... Yes, you don't get the Double-Brace ability of Jan to pass around, but you maintain the Offensive Firepower of both Luke and Wedge. Plus, Double-Overlapping Rerolls with Multiple BCCs only ramp up the ablity of Scurrgs and others... Letting you play the risk game.

So certainly, I agree with MadCats's assertion that Intel is required... IT IS.

But I provide an alternative to get what is needed - Intel - for Cheap, without compromising what you already have.

Thanks for the feedback.

I'd been kinda thinking to do without Intel and rely on raw firepower to deal with anything that tries to hold them up.

Have decided though that discretion might be better than valour in this case :)

Have dropped boosted comms from the GR75 and changed the lone y-wing for a standard HWK. Had 2 points left so Jaina's Light on the CR90

The other option (instead of Jaina's) is Bright Hope on one of the Transports. Pick one to be more offensive and "up there", and make it that one.

It makes it stupidly-resilient to enemy bomber craft, can dish out some anti-squadron of its own, and still dance against ships at long range...

Good looking list, but your deployment plans need more work. Rigidly planning on splitting your forces may not be the best plan of action - have backup plans for deployments in case you want to keep your fighters together, for instance.

I totally agree with Dras about Bright Hope over Jaina's Light (as much as I love that title).

Have you considered bumping the NebB to Yavaris + FC + FCT?

I took the Bright Hope title in the end and played this fleet last night against my mate's Imperial list: tooled up ISD2 (with Knnstantine), Interdictor and a decent squadron ball.

It was all over by turn 3 really as I'd sunk the ISD and destroyed most of the squadrons.

Learning points:

X-Wings are very handy in a scrap. The regular ones were ground down in the end, but more than accounted for themselves. Luke also took one for the team (well, several) and Wedge was an assassin.

Konstantine comes into his own later in the game - had the ISD not gone down when it did, my AF2 would have been out of squadron command range as it had had it's speed increased to 3. Sneaky.

Oh, and Bright Hope lived longer than it had any right to - it managed to survive a close range volley from the ISD, but due to poor rolls and taking one less damage was able to limp away.