CC Rebel List?

By ierthling, in Star Wars: Armada Fleet Builds

Hey guys - just getting into Armada, and the locals are starting up the Corellian Conflict campaign. They're totally cool with proxies, which is good cause I don't have a ton of stuff yet, but poking around I thought I'd see if I could work out a list just using stuff I actually own. At this point I have the Core, an extra set of the core Rebels, and Home One. Here's the list I came up with:

CC Ackbar

Faction: Rebel Alliance
Points: 395/400

Commander: Admiral Ackbar

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Intel Sweep


[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Electronic Countermeasures ( 7 points)
= 159 total ship cost


Nebulon-B Escort Frigate (57 points)
- Enhanced Armament ( 10 points)
= 67 total ship cost


CR90 Corvette A (44 points)
- H9 Turbolasers ( 8 points)
= 52 total ship cost


CR90 Corvette A (44 points)
- H9 Turbolasers ( 8 points)
= 52 total ship cost

5 X-Wing Squadrons ( 65 points)

Any thoughts? And am I correct in thinking that the restrictions are just 400 points but only one upgrade per ship? Thanks guys!

You are correct on the restrictions. ECM and Neb B for anti squadrons? For CC, I think its decent.

Ackbar and nebulons is a no-no. Also change the H9's to TRC's. Maybe change the Neb and 1 CR90 to a MC30 Scout (with gunnery teams) and a flotilla. Jan or Biggs instead of an Xwing would be good additions. Also try to use all 400 points as no need for a bid

Well, I wouldn't try to use Ackbar with that Nebulon. It may be tempting, but its a trap. One shield on the flank hull zones means the Nebulon gets rocked if it tries to use its broadside. I'd use something to buff the Nebulon's nose guns, like turbolaser reroute circuits. Enhanced armament will just tempt you to kill that Neb.

And to the folks telling the OP to used mc30s...he only has the mc80,2 cr90s, and 2 Nebulons. :)

Best of luck!

Thanks guys! Yeah I've got a pretty limited assortment right now, but next month when my gaming budget refreshes I'm hoping to expand into things like the Mk2, flotilla, better fighters, etc. I hadn't thought about the shields on the nebulon being an issue with Ackbar, so thanks for pointing that out. Maybe Madine instead, which gives me room to maybe take Luke and fiddle with the other upgrades a little.

Ok if you're limited to those ships but can use proxy's don't take Ackbar. I'd consider Dodonna (all round useful and combo's with Luke), Sato (Combo's with Salvation but you may be limited as I guess you only have Xwings) or Rieeken (not sure he's so great without unique squadrons or in the campaign. I think Dodonna would be your best bet.

MC80 Assault, ECM, Dodonna 141

2x CR90A, TRC 102

Neb B Escort, Yavaris 62

4 Xwings 52

Luke 20

Biggs 19 (I'm aware you don't have Biggs but someone must have if you're doing the campaign so borrow or proxy.

Total 396

Not ideal but best I can do. Other option could be less fighters and Take a Neb B support and salvation as well.

Thanks Vae - yeah, I will probably end up just proxying a bunch of stuff, but since the campaign rules limit the number of upgrades anyway, I thought I'd see if I could put something together with what I have. From here my plan is to grab AF-MK2 and Fighters / Rogues for sure. Would you say MC30 or Transports should be a higher priority on the shopping list?

As much as I love MC30's the flotillas are useful in almost every list.

I see the Flotillas getting a lot of love around the forums, but I'm not sure I totally get them, other than in terms of pure cheapness for activation advantage. What is it that makes people like them so much?

For 18 points (rebel medium transport) you get:

1 deployment

1 activation

2 squadron command (especially good with Relay)

1 black anti squadron

Good upgrades (e.g. Bomber command, comms Net)

A potential blocker vs an enemy ship (e.g. Vs demolisher which has difficulty killing it)

A potential blocker vs your own ship (if you need to stop it for some reason)

A lifeboat for your admiral to hide on (again Relay keeps it still useful while hiding far away)

A potential mine sweeper as generally it will die to any shot it can't scatter so it makes not a huge amount of difference if it has 1 or 3 hull.

Edited by Vae