Secret of Nym

By whiskeytango, in Star Wars: Armada Fleet Builds

Don't actually play Rebels, but my buddy who does is always lamenting their lack of straight forward firepower, so I thought I'd build something for him to try out. Thoughts and opinions very much appreciate, you're not going to hurt my feelings

Secret of Nym 2
Author: whiskeytango86

Faction: Rebel Alliance
Points: 400/400

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Jamming Barrier
Navigation Objective: Superior Positions

[ flagship ] MC80 Battle Cruiser (103 points)
- General Dodonna ( 20 points)
- Mon Karren ( 8 points)
- Raymus Antilles ( 7 points)
- Gunnery Team ( 7 points)
- Medical Team ( 1 points)
- X17 Turbolasers ( 6 points)
- Spinal Armament ( 9 points)
- Overload Pulse ( 8 points)
= 169 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Fighter Coordination Team ( 3 points)
- X17 Turbolasers ( 6 points)
= 71 total ship cost

CR90 Corvette A (44 points)
- Lando Callriassian ( 4 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
= 61 total ship cost

GR-75 Medium Transports (18 points)
- Adar Tallon ( 10 points)
- Boosted Comms ( 4 points)
- Slicer Tools ( 7 points)
= 39 total ship cost

1 Nym ( 21 points)
3 X-Wing Squadrons ( 39 points)

You are going to spawn an unholy argument that has taken over every sub on this forum by placing Mon Karren and XI7's on the same ship!

But seriously, I do have some suggestions that you can take or totally disregard at your leisure.

-Take Mon Karren off the Lib (if you roll even 1 accuracy it won't be helping you that much with XI7's. Though some swear by it.)

-Replace XI7 on CR90 with TRC

-Replace Slicer tools with BCC

-Replace ECM with Jainas Light on the CR90

-Get a Jan Ors in there for the X-Wings. If you need points, ECM, Overload Pulse, and the XI7's on Yavaris would all be on the chopping block, and in that order if it were up to me. Alternatively, you could drop all three of those and pick up Jan and some more X's or a Jan and Luke.

Alternatively you can do none of those things and run it how it is, cause it will work fine as it laid out. :)

Interesting... alright, this look any better? BCC on the transport is so obvious, that was a big miss on my part.

Secret of Nym 2
Author: whiskeytango86

Faction: Rebel Alliance
Points: 400/400

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Jamming Barrier
Navigation Objective: Superior Positions

[ flagship ] MC80 Battle Cruiser (103 points)
- General Dodonna ( 20 points)
- Mon Karren ( 8 points)
- Raymus Antilles ( 7 points)
- Gunnery Team ( 7 points)
- Medical Team ( 1 points)
- X17 Turbolasers ( 6 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 165 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Fighter Coordination Team ( 3 points)
= 65 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

GR-75 Medium Transports (18 points)
- Adar Tallon ( 10 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 40 total ship cost

1 Nym ( 21 points)
3 X-Wing Squadrons ( 39 points)
1 Jan Ors ( 19 points)

Flight commander on yav. Torynn Farr somewhere to get triple shot on nym.

Good call on the leading shots, that's crucial for that one shot where you NEED to kill that ship right on this activation. Because of course on that shot you will roll like garbage (happens to me all the time), so you need a way to reroll.

And I would definitely take Ginks advice and put Toryn on one of the ships for nym

Edited by MandalorianMoose

With Dodonna, I would take XX-9's over spinal armaments. Way more damage potential, plus shenanigans. Cheaper too.

I would totally drop the MK title....but only so you can name the ship the Nicodemus. ;)

Edited by Maturin

can confirm, xx-9s are mean on this puppy, doubly so with dodonna

If you take off the MK, and go to ff9's, I believe you have exactly the right points to add toryn and flight commander and stay at 400. It's like the universe agrees this is the right choice cause when does that ever happen when you want to make alterations to your fleet.

Thanks for all the advice guys! We'll definitely take it into consideration.

I've gotta say, I'm surprised by the lack of support for MK. I think it seems like a great title, what gives?

Thanks for all the advice guys! We'll definitely take it into consideration.

I've gotta say, I'm surprised by the lack of support for MK. I think it seems like a great title, what gives?

Its on a Red+Blue Die platform that is already rolling more than enough Accuracies to make its own effect redundant.

If it were on a Red+Black Die platform... Goddess Above And Below, it would be a Card for the Divine!

Thanks for all the advice guys! We'll definitely take it into consideration.

I've gotta say, I'm surprised by the lack of support for MK. I think it seems like a great title, what gives?

Its on a Red+Blue Die platform that is already rolling more than enough Accuracies to make its own effect redundant.

If it were on a Red+Black Die platform... Goddess Above And Below, it would be a Card for the Divine!

fair enough

Thanks for all the advice guys! We'll definitely take it into consideration.

I've gotta say, I'm surprised by the lack of support for MK. I think it seems like a great title, what gives?

Its on a Red+Blue Die platform that is already rolling more than enough Accuracies to make its own effect redundant.

If it were on a Red+Black Die platform... Goddess Above And Below, it would be a Card for the Divine!

fair enough

However, it would make sense with an Intel Officer, SW7s on either version of the ship, and with something to allow you to reroll/replace/"choice-keyword" red accuracies for greater, straightforward damage potential. Like a star cruiser w/IO, veteran gunners, QTC, SW7s, and spinal or XX9. That's 4 gauranteed damage plus a potential of 4-5 rerollable red dice, not counting Concentrate Fire shenanigans. Against a single defense token. And you can Intel the brace.

It also runs counter to how you would normally like to run that type of ship. The majority of the upgrades it can take work toward def token mitigation, and the more of those you take the less effective MK becomes.

If you were running it with XX-9, Spinal, and SW7 then MK and something like intel officer could work together. You could intel the brace, and mon karren would either make them discard AND not redirect or not brace at all and choose between Redir/Contain/Evade.

Another option to make the most of MK is to run it naked. Just the ship and the title. Now you have a pretty effective def token mitigator on a 104 or 111 pt 8 hull ship. If you wanted a liberty in a heavy bomber fleet, or an MSU type fleet where every point is going to be needed, this may not be a bad set up.

Essentially, the moment you add heavy turbo's, XI-7, OLP, or whatever else in your other upgrade slots that effects def tokens, and you add in the chance to roll an accuracy there is just too much mitigation and you end up not needing MK.

The only problem I have with that sort of a setup is trying to keep track of my order of operations for all of my Upgrades...

...

Roll Dice.
Intel Officer.

Hope I have a Red Acc for Quad Turbos
Spend 1 or more Red Accs

Reroll everything with Vet Gunners.

Seriously Park, right as I am about to hit post I get the notice another response went up saying the same thing as me. Egads what a ninja.

Although I wholeheartedly disagree with you on rerolls and QTC's. With MK you want sheer damage, and no accuracies because each accuracy is one less choice MK is disabling and one less damage you could be dealing.

Seriously Park, right as I am about to hit post I get the notice another response went up saying the same thing as me. Egads what a ninja.

Although I wholeheartedly disagree with you on rerolls and QTC's. With MK you want sheer damage, and no accuracies because each accuracy is one less choice MK is disabling and one less damage you could be dealing.

And yes Dras, the amount of remembering to do for this combo is a lot, but it's a powerful shot when done right. And it's a lot of points for a single shot on one ship, but this is all part of the fun–taking a gamble. Advanced Gunnery can also work on it, but that's just a really attractive balloon begging to be popped–again, taking a gamble leads to a lot of fun

Edit: also, I think the most useful post regarding the MK thus far was the one about taking a naked Mon Karren (with maybe Gunnery Team). That actually sounds like the beginnings to a very menacing fleet, and I agree with the analyses.

Edited by Parkdaddy

Ah I see... so you are using QTC to get the extra, extra dice and throw it all back in with vets. You are right, it is an expensive combo, especially since in both of the two times I ran a lib with QTC I went 4 round of firing without throwing a single red accuracy, despite having cf and a token for probably 90% of those shots, making QTC a 10pt paperweight.

I had bad luck, but even a slim chance of that happening is enough deterrant for me to ever run QTC without H9 ever again.