Rebel counter to cc liat of three ISD II

By mobow213, in Star Wars: Armada Fleet Builds

Look like one person might bring three ISD II, two tie fighters, with ozzel and avenger title.

So besides obj card what the best counter to this list? Three winged mc 80s with gunnery? And rest fighters?

Bunch of mc30 and try to get in the rear shots?

What are you thoughts

This list, if you can fly it well:

Sato Swarm!!

Faction: Rebel Alliance
Points: 399/400

Commander: Commander Sato

Assault Objective: Opening Salvo
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] CR90 Corvette B (39 points)
- Commander Sato ( 32 points)
= 71 total ship cost

CR90 Corvette B (39 points)
= 39 total ship cost

CR90 Corvette B (39 points)
= 39 total ship cost

CR90 Corvette B (39 points)
= 39 total ship cost

CR90 Corvette B (39 points)
= 39 total ship cost

CR90 Corvette B (39 points)
= 39 total ship cost

GR-75 Combat Retrofits (24 points)
- Repair Crews ( 4 points)
= 28 total ship cost

1 Lietenant Blount ( 14 points)
13 Z-95 Headhunter Squadrons ( 91 points)

Mwahahahahaha!!

Just kidding. This i just something I really want to do at least once, for the sheer ridiculousness of the number of models it puts on the table on the rebel side.

In all seriousness though, I would go with something that can dance a bit. If you're going to do the three Liberty styles it should be with Madine, so you can keep them at speed three and dance around them. Lots of navs and nav tokens. If you play it right you won't even need to repair.

Agreed. I did a pair of Madine Dancing Libertys in a Wave III/IV tournament with no experience and it was gorgeous. How's that front arc, ISD, 'cause I aint seen it all day!

Like this:

Madine's Maul

Faction: Rebel Alliance
Points: 398/400

Commander: General Madine

Assault Objective: Close-Range Intel Scan
Defense Objective: Jamming Barrier
Navigation Objective: Dangerous Territory

MC80 Battle Cruiser (103 points)
- Mon Karren ( 8 points)
= 111 total ship cost

[ flagship ] MC80 Battle Cruiser (103 points)
- General Madine ( 30 points)
= 133 total ship cost

MC80 Battle Cruiser (103 points)
- X17 Turbolasers ( 6 points)
= 109 total ship cost

1 Biggs Darklighter ( 19 points)
2 X-Wing Squadrons ( 26 points)

With CRIS, after turn two you're going to just pick up 3 tokens per turn, so why not take the extra 120 fleet points. In CC MoV doesn't matter, just whether you win or lose. Embrace your inner point ***** :-).
With Jamming barrier you try to use it to delay any possible pain from front arcs while you really get into position.

With Dangerous Territory well, you nav better than they nav, so why not cluster the obstacles where you want to fight, grab some objectives. If they do that's fine, because then you'll be better able to surround them and they'll be damaging themselves. You'll make the points back easy.

Agreed. I did a pair of Madine Dancing Libertys in a Wave III/IV tournament with no experience and it was gorgeous. How's that front arc, ISD, 'cause I aint seen it all day!

It's fabulous. I love the 2-0-2 side slip, or the 1-0-2.

I like to call Madine lists some variation on "Fast and the Furious: Rebel Drift"

Or Cracken with 2 MC30, 3 CR90A and a flotilla with some squadrons and a VCX or 2 for relay. Try to keep at red range (until your MC30 pounces) and out of the front arc and he'll have at most 3 red dice vs your evade. He won't have gunnery teams yet which helps but that will probably be his next upgrade.

Another option could be. Yavaris B-wing swarm with an MC80C and couple of flotillas with BCC. Focus down each ISD one at a time. Y wings might be better though due to no FC & FCT yet.

MC30 scouts with Sato and APTs. Drive circles and watch as he cries because you're giving him black crits at long range, while you're just evading his shots. Give them either gunnery teams or OEs. Gunnery teams will help when he chucks 2 ISDs at the same targets, but OE will help ensure the crits. Targetting beacons and strategic squads also help. As will Jamming Barrier/planetary Ion cannon and navigational hazards/minefields. He can easily speed up/slow down to avoid those obstacles, but that will dictate his movement and speed. And your strategic squadrons can move those mines/Jamming Barrier

Also, take at least 1 slicer tool to give him Squadron commands. 2 would be hilarious, in which case you would really only need your As. strategic, and Intel squadrons (because carriers hate slicers). Focus down 1 ISD with the crits and slicertools. It'll melt. Or, if he gets one going at speed 3, and he's banking on slowing down to speed 1 with ozzel to not go off the edge, those slicers are glorious (assuming he has no token).

But really, against something like that, a turtle list has little/no chance when 3 ISDs are in your face. You need to be fleet footed

MC30 scouts with Sato and APTs. Drive circles and watch as he cries because you're giving him black crits at long range, while you're just evading his shots. Give them either gunnery teams or OEs. Gunnery teams will help when he chucks 2 ISDs at the same targets, but OE will help ensure the crits. Targetting beacons and strategic squads also help. As will Jamming Barrier/planetary Ion cannon and navigational hazards/minefields. He can easily speed up/slow down to avoid those obstacles, but that will dictate his movement and speed. And your strategic squadrons can move those mines/Jamming Barrier

Also, take at least 1 slicer tool to give him Squadron commands. 2 would be hilarious, in which case you would really only need your As. strategic, and Intel squadrons (because carriers hate slicers). Focus down 1 ISD with the crits and slicertools. It'll melt. Or, if he gets one going at speed 3, and he's banking on slowing down to speed 1 with ozzel to not go off the edge, those slicers are glorious (assuming he has no token).

But really, against something like that, a turtle list has little/no chance when 3 ISDs are in your face. You need to be fleet footed

This is one list i'd seriously considered for my CC campaign. Three scouts, a transport, and maxed out fighters. When you get into position to dive for the rear flank (or if they have fast chasers like Demo) you can end up chucking up to 8-9 black dice for the double arc-ConFire.

3 ISD's. Yeah, that list is made to kill your ships fast. Your best bet is not to engage them directly and bring in Squadrons, they are the ISD's Achilles Heel. And if he only has two squadrons he won't be able to stop the bombers for more than one round since Ties die fast.

I still say build a balanced list but if this list is a big concern a fleet with a good Squadron support will wreck its day. This is the issue some players are having not realizing Armada does not cater to One-Trick-Ponies and a 3 ISD list is just that, it's meant to kill other ships and they are the best at doing just that but they can not stand an attack from Squadrons for an extended time and if your bombers focus on one of them at a time they will fall fast enough as he scrambles to figure out how to save his butt.

Fast ships that can out flank and stay at long range as you avoid getting close is a must, and Bombers with Rogue or that can receive long range squadron commands should be high on your list. Armada is not a game won by Squadrons normally but and all ISD list most of the time can not be won by Ship on Ship battle, you Have to use squadrons.

Good luck.

Ooh yes, squadrons. I've found that relay works exceptionally well when you want to avoid getting into danger range of an enemy ship. Multiple flotillas with 2 VCXs can basically activate anything you want from anywhere on the board, 2 at a time. It also helps with deployment and being able to delay with all of your squadrons without having to deploy your ships nearby.