Rebel Squadron Sqwarm

By Imperial Navy Hairdresser, in Star Wars: Armada Fleet Builds

Yo, so I've been trying to get bomber command working for me and it hasn't gone well (mostly because I've been flying my squadrons badly, but I'm getting better). The first iteration of this list had an MC80, yavaris, 2GR75s and as many bog standard xwings as I could, but how is this?

SQUADRON SQWARM

Faction: Rebel Alliance

Points: 397/400

Commander: General Dodonna

Assault Objective: Precision Strike
Defense Objective: Fleet Ambush
Navigation Objective: Superior Positions

GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 30 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- General Dodonna ( 20 points)
- Bright Hope ( 2 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 45 total ship cost

Assault Frigate Mark II B (72 points)
- Toryn Farr ( 7 points)
- Flight Controllers ( 6 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
= 98 total ship cost

Assault Frigate Mark II A (81 points)
- Lando Calrissian ( 4 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
= 98 total ship cost

1 Jan Ors ( 19 points)
1 "Dutch" Vander ( 16 points)
1 Wedge Antilles ( 19 points)
4 X-Wing Squadrons ( 52 points)
1 Luke Skywalker ( 20 points)

This one is going to be pretty meta-dependent. You're very heavily invested in anti-squadron. Yes, you have secondary anti-ship capability in that fighter wing, but you're sacrificing a lot of punch for that strong anti-squadron capability. Which is fine if your meta skews heavily toward squadrons and you can be pretty sure it won't be wasted points. If not, I'd dial back the anti-squadron investment: consider dropping one or more of the following: Wedge, Flight Controllers, a couple of vanilla X-wings. Replace with H-6's, B-wings, or (if you're keeping Flight Controllers) Y-wings.

This list is going to be banking pretty heavily on luck of the die...

AF2's can be scary opponents against ships... with reasonably lucky rolls.
X-wings can be respectable bombers... if you don't roll a handful of accuracies and blanks.
Luke Skywalker can be game-changingly amazing... if you manage to fish up his crits (44% chance if he's in BCC range).

If you're comfortable with having some mind-blowingly good games and some frustratingly bad ones where there was nothing tactically you could have done better, this might be a fun one to run. Personally, that's not my style, and I find it incredibly frustrating, but others feel differently--that's just a decision for you to make.

One other point: drop Fleet Ambush. You gain nothing from it, and put yourself in a terrible position to lose horribly on round 1 if you face the wrong list (Demolisher, MC30s, or possibly even a strong intel-supported bomber list). This fleet wants time and space to maneuver, to use the speed 3 on those AF2's to jockey for a good position--Fleet Ambush denies you that time. I'd probably go for Firing Lanes in this list, AF2s are pretty good for that. Contested Outpost is another option, though the advent of the Interdictor has made it a somewhat dangerous choice.

Pop Toryn Far onto one of the transports so she can buff the Guppies

Cheers for the advice - my local meta tends to be fairly low on squadrons but there are a couple of people who tend to use a lot. I thought x-wings with BCC would cover both bases nicely, but yeah maybe it is a little over the top anti-squadron wise. I'll drop flight controllers and change a couple of vanilla xwings to something more bomber.

As for the ships, I'm not totally set on using AFIIs, I'd happily swap them out for something else. The only thing I don't have is Liberty. Maybe I should go with MC80 command + yavaris?