Rieekan Aces for my second tournament

By noggin, in Star Wars: Armada Fleet Builds

Hello there.

TL;DR -> please, comment on my fleet.

I'm quite new player with one tournament under belt, looking for advice. There is new upcoming tournament locally and I will not have enough time to test my fleet, so I thought I'll ask here.

It is rather typical Rieekan I think. I want those aces to do 200% performance with Yavaris and Adar Tallon. I'm not sure about AF2. Should I use version B? What upgrades? I can't force myself to fly admiral on transports especially after my first tournament when he was on CR90 and died far too often. Also, contested outpost or hyperspace assault?

During my first tournament I fought mostly rebels with Liberty and some corvetts/mc30 and one imperial fleet with screed, demo, second glad and fireball. Not sure how I will deal with other fleet archetypes, like Interdictors, msu, etc. And how to fight demolisher?

I have one of each expansions for rebels, except Liberty, two Nebulons, two fighter packs and two sets off rouges. So no FCT.

All comments appreciated.

Rieekan AF2A, Yav, 2x MT, Aces

Author: noggin

Faction: Rebel Alliance

Points: 400/400

Commander: General Rieekan

Assault Objective: Precision Strike

Defense Objective: Contested Outpost

Navigation Objective: Superior Positions

[ flagship ] Assault Frigate Mark II A (81 points)

- General Rieekan ( 30 points)

- Lando Calrissian ( 4 points)

- Gunnery Team ( 7 points)

- Electronic Countermeasures ( 7 points)

- X17 Turbolasers ( 6 points)

= 135 total ship cost

Nebulon-B Escort Frigate (57 points)

- Yavaris ( 5 points)

- Raymus Antilles ( 7 points)

= 69 total ship cost

GR-75 Medium Transports (18 points)

- Bright Hope ( 2 points)

- Toryn Farr ( 7 points)

- Bomber Command Center ( 8 points)

= 35 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 Luke Skywalker ( 20 points)

1 Wedge Antilles ( 19 points)

1 Jan Ors ( 19 points)

1 Nym ( 21 points)

1 "Dutch" Vander ( 16 points)

2 X-Wing Squadrons ( 26 points)

Very nice list. We have a guy around here who runs this setup and stomps everybody with it (except my MC30's :) ). It has a lot of potential, but it's also not at all easy to fly.

My biggest recommendation is to drop your AF2A to a B and use the points to buy Gallant Haven. Haven makes the whole thing work by allowing your doom pile of squadrons to stay safe inside the GH zone until battle is joined, protecting them from the Imperial Superfriends' otherwise-withering alpha strike. Jan braces + Gallant Haven is horribly hard to punch through.

Drop the XI7--the AF2 doesn't put out the damage to justify them on it. Similarly, you're not going to get much from Nym's ability, because you don't have a strong ship follow-up attack; I'd drop him for a vanilla H-6. Between those two changes, you should be able to afford a second Y-wing. I would suggest trying for a second H-6, but it looks like you only have the one R&V pack, and the Y-wing isn't a huge loss in firepower. I'd also suggest going for two B's instead of the H-6 and Y-wing, but without the FCT/Flight Commander combo, they'll be quite a bit harder to keep them in the fight, so YMMV. When/if you manage to get FC and FCT, though, take those B-wings out for a spin.

I find an A-wing pinner extremely helpful in squadron lists like this, even if you only have one, to keep the TIEs honest. You can probably afford to swap a vanilla X for an A-wing. If you can find a way to get Tycho in there, he's much better for that role, because his defense tokens mean he's probably going to survive until your X-wing escorts catch up with him, and Rieekan means he'll be all up in their grill for a whole turn after he's died. Not sure where that leaves you for points though, so you might need to do some shuffling to make it fit.

Your yellow objective is problematic, in that there aren't a lot of great choices for this fleet. In my opinion, CO is your best option unless you're pretty good at Hyperspace Assault and want to do the whole suddenly, Yavaris! thing.

edit: I just went back and re-read and noticed you said you have two sets of R&V. Durr. So yeah, take two vanilla H-6's for a spin! :)

Edited by Ardaedhel

Very nice list. We have a guy around here who runs this setup and stomps everybody with it (except my MC30's :) ). It has a lot of potential, but it's also not at all easy to fly.

My biggest recommendation is to drop your AF2A to a B and use the points to buy Gallant Haven. Haven makes the whole thing work by allowing your doom pile of squadrons to stay safe inside the GH zone until battle is joined, protecting them from the Imperial Superfriends' otherwise-withering alpha strike. Jan braces + Gallant Haven is horribly hard to punch through.

Drop the XI7--the AF2 doesn't put out the damage to justify them on it. Similarly, you're not going to get much from Nym's ability, because you don't have a strong ship follow-up attack; I'd drop him for a vanilla H-6. Between those two changes, you should be able to afford a second Y-wing. I would suggest trying for a second H-6, but it looks like you only have the one R&V pack, and the Y-wing isn't a huge loss in firepower. I'd also suggest going for two B's instead of the H-6 and Y-wing, but without the FCT/Flight Commander combo, they'll be quite a bit harder to keep them in the fight, so YMMV. When/if you manage to get FC and FCT, though, take those B-wings out for a spin.

I find an A-wing pinner extremely helpful in squadron lists like this, even if you only have one, to keep the TIEs honest. You can probably afford to swap a vanilla X for an A-wing. If you can find a way to get Tycho in there, he's much better for that role, because his defense tokens mean he's probably going to survive until your X-wing escorts catch up with him, and Rieekan means he'll be all up in their grill for a whole turn after he's died. Not sure where that leaves you for points though, so you might need to do some shuffling to make it fit.

Your yellow objective is problematic, in that there aren't a lot of great choices for this fleet. In my opinion, CO is your best option unless you're pretty good at Hyperspace Assault and want to do the whole suddenly, Yavaris! thing.

edit: I just went back and re-read and noticed you said you have two sets of R&V. Durr. So yeah, take two vanilla H-6's for a spin! :)

You only got lucky with those MC30s. :P

Just give him Ben's list why don't you.

Edited by TallGiraffe

You only got lucky with those MC30s. :P

Just give him Ben 's list why don't you.

I'm 8-0 with those MC30's right now, I'll have you know. :)

And I gave noggin pretty much the same input I gave Ben, except I didn't have to tell noggin to take flotillas, he figured that out on his own. In some ways I like this one better: Lando on the AF2 and Adar on a GR-75 is the way to do it.

I arrived at puting those flotillas in my list myself, thank you very much! Yes, you had suggested it, but I was already on the path of doing it at the time, I just needed to try my list with the tantive first. Also I had already had a boosted coms flotilla in my list before I added more. What I will give you credit for is suggesting the A-wing in my squadron build. It proved a big deal against you if I remember correctly in one of our tourneys. You know that time when Luke took out a cr90 and an mc30! In fact I liked it so much I upgraded to Tycho.

So noggin I have a couple of issues with your list. It does need Gallant Haven, plain and simple. I will never leave a Rieekan's aces list home without it. Also Yavaris needs flight commander and flight coordination teams, plain and simple. It is so good. With the thise upgrades the rebels got their own demolisher. It is even better when Rieekan is at the helm with yavaris. If you set it up right you could have 3-4 turns of yavaris triple double tapping squadrons.

Also H-6's are just better than b-wings. They have more hull, more speed, and they have grit. Yes people think grit is overrated, but it is because of that mentality that I find people overlook it and often forget they have that rule and then just send one squadron to tie them up. Even Ard has forgotten about that rule twice in our games. I cant tell you in how many games grit is overlooked. The speed of the h-6's cannot be overstated in a Rieekan list. You only have two ships that can deal any damage to other ships at long range. Once those ships past you b-wings are just not going to have the speed to finish the target off for you. H-6's often do. For example a smouldering ISD or Libery traveling at speed three will get away from a b-wing if it is flying the other direction of your ships. It will not have such luck with an H-6. This often means the difference between 7-4 or and 9-1 victory.

Also since most of your damage is going to be from A double tapping two dice bomber activated from yavaris it is much easier to position those bombers with speed 3 then speed 2. This is especially the case when dealing with TRC corvettes or list designed to slow play you. On top of that h-6's keep up with the ace pilots better, allowing them to be more easily escorted, and giving your escorts a better ability to go on the attack and clear the area for your h-6's. it is harder to clear an area for a speed 2 ship because they are often not in striking range.

Thank you very much for all comments!

Very good points about H-6, Gallant Heaven and Tycho. And of course FC/FCT. My problem with these two is I can't justify spending so much money on interdictor just for two cards. So for now I need to learn to play without them. Also Hyperspace Assault/Contested Outpost. My first tournament I played HA all 4 battles and it went surprisingly well, I won all battles. But I need to play many different scenarios to learn how to do it, so I guess I will choose CO for that tournament.

Rieekan AF2, Yav, 2x MT, Aces
Author: noggin

Faction: Rebel Alliance
Points: 400/400

Commander: General Rieekan

Assault Objective: Precision Strike
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] Assault Frigate Mark II B (72 points)
- General Rieekan ( 30 points)
- Gallant Haven ( 8 points)
- Lando Calrissian ( 4 points)
- Electronic Countermeasures ( 7 points)
= 121 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

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Raymus Antilles ( 7 points)
= 69 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Toryn Farr ( 7 points)
- Bomber Command Center ( 8 points)
= 35 total ship cost

1 Jan Ors ( 19 points)
1 X-Wing Squadron ( 13 points)
1 Luke Skywalker ( 20 points)
1 Wedge Antilles ( 19 points)
1 "Dutch" Vander ( 16 points)
2 Scurrg H-6 Bombers ( 32 points)
1 Tycho Celchu ( 16 points)

Few more questions/ideas for changes:

  • What do you think about using tractor beams? i have used them few times but on MC80 list with Ackbar and I think there is potential to stop key enemy units from escaping my fighters. On AF2 I can only stop small/medium ships, but still can be useful. But where save points? Perhaps dropping one BCC?
  • I wasn't quite sure if I should take second H6 or second vanila X-Wing. In the end of the day, I think Jan will have enough escorts with Luke, Wedge and X-wing and I need some punch, so I took second H6.
  • I'm not sure how Gallant Heaven can survive close to fighters when assaulting ISD/MC80. I guess Lando helps, but do you spam engineering commands on it?

Thank you Ardaedhel and Brikhause again for help. Your comments saved me a lot of time, because it would probably take me few games (which in my case is few weeks) to figure this out by myself.

Edited by noggin

In my experience gallant haven does just fine surviving a front side from an ISD likewise an mc80 (but really it is best to just get in front of the mc80) they even on occasion survive two shots. Usually one and a quarter turns is all you need to down those ships with proper concentration from your squadrons. Also by the time you focus on those types of ships you really dont need GH's protection because most of your opponents squadrons will be gone and even an ISD anti-squadron attack is a joke against ace pilots on their own.