Dr. Liberty (Rebel Interdoctors)

By PT106, in Star Wars: Armada Fleet Builds

The rebel version of mass healing list

Dr. Liberty
Author: PT106

Faction: Rebel Alliance
Points: 400/400

Commander: General Madine

Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep


MC80 Battle Cruiser (103 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- X17 Turbolasers ( 6 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 136 total ship cost


[ flagship ] MC80 Star Cruiser (96 points)
- General Madine ( 30 points)
- Gunnery Team ( 7 points)
- Projection Experts ( 6 points)
- Leading Shots ( 4 points)
= 143 total ship cost


Nebulon-B Support Refit (51 points)
- Redemption ( 8 points)
- Projection Experts ( 6 points)
= 65 total ship cost


GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost


GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost


1 Tycho Celchu ( 16 points)

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Fleet created with Armada Warlords

I'm always kind of reticent when I see PE on the admiral's boat... I'd just put him on a Comms Net boat, personally. Either go charge into the back and waste a shot or two to pop the admiral--with minimal impact to the rest of the fleet--or ignore him and he lives. Either way, you win.

Otherwise, though, I love it. Kind of want to try it.

Edited by Ardaedhel

The way I see it, flotillas are too easy to kill nowadays and comms net ship needs to stay in range. Putting Madine on a weaker Liberty (and using her for flanking or flotilla hunting) presents a dilemma for opponent - what ship to attack first.

I've been running a dual Battle Cruiser build with only moderate success. My main problem* is keeping one of the Liberties alive (only 3 activations too). You may get around that with your repair abilities but how do you plan to deal with heavy bomber wings?

I found that 5 A-Wings + Tycho did a decent job of tying up single Intel fleets. I could maybe get away with 4 squads. I Just cant see how you're going to fare well against the ever present Rhymer (especially) with the black AA dice on the McLib.

*Arguably my biggest problem is user error but that's a harder fix!

Edited by ManInTheBox

You may get around that with your repair abilities but how do you plan to deal with heavy bomber wings?

Same way all squadron-light fleets do - kill the carriers. Liberties should be fast enough and strong enough to survive 1-2 rounds of bombing (with that double-brace and a lot of repair).

With the gunnery teams one should be able to get rid of BCCs fast and that weakens Rhymerballs significantly.

You may get around that with your repair abilities but how do you plan to deal with heavy bomber wings?

Same way all squadron-light fleets do - kill the carriers. Liberties should be fast enough and strong enough to survive 1-2 rounds of bombing (with that double-brace and a lot of repair).With the gunnery teams one should be able to get rid of BCCs fast and that weakens Rhymerballs significantly.

Yup, the ability to reach out and trash flotillas quickly and reliably is critical to tackling the current bomber-frenzy meta. Yavaris isn't necessarily your top priority target anymore; the VSD in back definitely isn't. Pop the flotillas that are pushing squadrons, granting rerolls, fixing Slicer Tools dials, and tossing tokens, and you've generally got the list beat as long as your losses on the way in weren't too egregious.

MC30's and Demo can do it by the opening of turn 3; Liberties can often do it by the end of turn 2.

MC30's and Demo can do it by the opening of turn 3; Liberties and ISDs can often do it by the end of turn 2.

FTFY ;) Essentially all my recent ISD builds were fine-tuned to kill flotillas fast.

MC30's and Demo can do it by the opening of turn 3; Liberties and ISDs can often do it by the end of turn 2.

FTFY ;) Essentially all my recent ISD builds were fine-tuned to kill flotillas fast.

Maybe I was too conservative with my flying. I had them decked out with SA and QTL to lock down most defence tokens and pop everything fast but at the cost of GT (I needed Sensor Teams for the QTL trigger).

I still think there's a good list there but maybe not in my hands (yet).

I've been toying with similar builds, but haven't tested any yet. A few observations:

What about engineering teams on the liberties? Paired up with Redemption that's 6/8 engineering points per repair command. With an obvious "lead" or tank ship would your Rhymerball opponent not focus on the Star Cruise first, thus making the investment in its projection teams useless? Getting a support officer on each lib would allow you to set engineering commands on whichever ship was being targeted first.

I've been toying with similar builds, but haven't tested any yet. A few observations:

What about engineering teams on the liberties? Paired up with Redemption that's 6/8 engineering points per repair command. With an obvious "lead" or tank ship would your Rhymerball opponent not focus on the Star Cruise first, thus making the investment in its projection teams useless? Getting a support officer on each lib would allow you to set engineering commands on whichever ship was being targeted first.

I toyed with Eng teams idea but didn't have points for them, otherwise I would've added them to battle cruiser. 4 Eng points with just a token is juicy.

I can see people trying to attack Star Cruiser first and that should be countered in deployment - it shouldn't be used as a tank but more like a flanker, so to attack her, the opponent would need to split forces.

And given that Star Cruiser is weaker offensively, it would allow Battle Cruiser to wreck havoc being relatively unopposed. Also Star Cruiser would have mostly eng commands while Battle Cruiser would mostly do Nav, so it all balances out (while support officers are eating points from a build that is already very tight on that)