Dodonna - Remote Yavaris Nym

By Dewbacca, in Star Wars: Armada Fleet Builds

Hey chaps,

Newish player trying to come up with something for the Regionals. I've toyed around with Riekaan aces but keep coming back to Dodonna for points savings. Initially I had Nym here over Luke but I realised Nym will waste Dodonna's fishing and Luke will use it well.. Fleets main idea is to keep things at range using the squadrons to deal most of the damage, triple tap Nym Luke shots to strip the largest target's defence tokens fish for nasty crits before moving in.

Dodonna - Luke out, Freighters

Faction: Rebel Alliance
Points: 397/400

Commander: General Dodonna

Assault Objective: Targeting Beacons
Defense Objective: Jamming Barrier
Navigation Objective: Dangerous Territory

[ flagship ] Nebulon-B Escort Frigate (57 points)
- General Dodonna ( 20 points)
- Yavaris ( 5 points)
= 82 total ship cost

Stay at range, use Yavaris squadrons via the Freighters. Used for the double tap following an Adar Tallon catapulted Nym Luke.

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Bomber Command Center ( 8 points)
= 28 total ship cost

This will need to be close in for bomber command, maybe Toryn on here? I'd need to drop a Y-Wing for her I think though.. (or lose TRC from the vette)

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship cost

I love Jaina's Light title, too good not to take. I'd originally tried to for a cheapish torpedo frigate in here but could make it jive with a full squadron investment.

Assault Frigate Mark II B (72 points)
- Adar Tallon ( 10 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Electronic Countermeasures ( 7 points)
= 100 total ship cost

Standard carrier, Will be positioned to take most of the opponents focus if possible

2 VCX-100 Freighters ( 30 points)
1 Jan Ors ( 19 points)
1 "Dutch" Vander ( 16 points)
1 Luke Skywalker ( 20 points)
3 Y-Wing Squadrons ( 30 points)
1 Wedge Antilles ( 19 points)

Luke is the main focus of the list, fishing for crits through shields along with Yavaris Dutch/Wedge to clear squadrons. The freighters should allow Yavaris to keep range and safety and only close in if needed at the end. Objectives chosen to make use of strategic. Jamming barrier as my ship to ship dice are thoroughly mediocre, Targeting beacons will also help here and Dangerous territory for more Dodonna fishing though I'm tempted by Superior Positions.

Edited by Dewbacca

Little post-initial-spam-check bump

Edited by Dewbacca

I love the concept. I have a very simple question.

How will you protect Luke?

ps. Sato enabled APT Peltas.....

Yea, that is a problem what with the whole escort on a squadron I'd really rather survive! Nym just seemed rather counter productive discarding Dodonna's ability for his own discard defence token.

It will take a few test games but the first few rounds of squadron engagement should be with Wedge/Dutch running from FC'd Assault frigate -> Yavaris triple taps to munch down the enemy squadrons. Luke will try to stay a little safer guarding Jan's flank.. He might go down during this of course, but I may be able to bring him through with Jan's extra braces, if not, it's onto triple attacking Y-Wings :)

Gallant Haven starts looking really interesting in a list like this. You shepherd your squadrons and only leave your protective bubble when you can get clear shots exactly where you want them. You might have to redo the squadron layout to free up the points. You've got an odd number anyway. Toryn Farr would be really nice as well. I find that I want Toryn before I get FC, and Toryn+FC is just brutal when you take anti-squadron shots. And adding FC/FCT on Yavaris is almost too nice not to take.

I know you mentioned keeping everything at range, but I find that rarely works out in practice. There's almost always a turn where an enemy can close leaving at least 2 good turns of shooting, and any kind of heavy anti-squadron build can take out whatever your key units are, especially so far away from the support of your ships. The one way that I see a ranged squadron strategy working is if your first thought is anti-squadron and you plan on hitting very hard, and then when the enemy finally can close with your ships, your squadrons have free reign to bomb in support of your ships. Maybe something like that would work. Give it a try and see.

Thanks for the input vergilius! I hadn't thought about the of number of squadrons issue, dropped a Y-wing for Toryn on the transports and FC on Yavaris.

Gallant Haven would be lovely, it's just where to find the points.. I'll see how a few test games go tomorrow evening.

You're correct though, the idea here is to initially go hard on anti squadron with Dutch and wedge combos. I did you with going full bomber with bugs protecting Luke but I think it will leave my guys a little toothless against fighter lists.

The answer is Biggs and other escort units...... There is really no use for those Ywings.

Gah, I really do love Y-wings though!

If I went super survivable this seems a little tricksy. I'm not sure if Biggs can spread incoming damage to all the Escort aces and allow gallant haven to soak one damage from each?

Dodonna - Luke out, Biggs

Faction: Rebel Alliance

Points: 399/400

Commander: General Dodonna

Assault Objective: Targeting Beacons

Defense Objective: Jamming Barrier

Navigation Objective: Dangerous Territory

[ flagship ] Nebulon-B Escort Frigate (57 points)

- General Dodonna ( 20 points)

- Yavaris ( 5 points)

= 82 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

CR90 Corvette A (44 points)

- Turbolaser Reroute Circuits ( 7 points)

= 51 total ship cost

Assault Frigate Mark II B (72 points)

- Gallant Haven ( 8 points)

- Adar Tallon ( 10 points)

- Flight Controllers ( 6 points)

- Expanded Hangar Bay ( 5 points)

- Electronic Countermeasures ( 7 points)

= 108 total ship cost

1 "Dutch" Vander ( 16 points)

2 VCX-100 Freighters ( 30 points)

1 Luke Skywalker ( 20 points)

1 Jan Ors ( 19 points)

1 Wedge Antilles ( 19 points)

1 Biggs Darklighter ( 19 points)

Why expanded hanger? Go fly

Just remove the CR90, add another transport and take Rieekan.

If I went super survivable this seems a little tricksy. I'm not sure if Biggs can spread incoming damage to all the Escort aces and allow gallant haven to soak one damage from each?

No gallant haven doesn't as Biggs' ability is not an attack (I've made the same mistake). You can brace then Gallant Haven then Biggs though. It makes them sickeningly survivable but you have to keep them close to GH so want Flight Commander on it (to position after GH moves) and not Adar.

No gallant haven doesn't as Biggs' ability is not an attack (I've made the same mistake). You can brace then Gallant Haven then Biggs though. It makes them sickeningly survivable but you have to keep them close to GH so want Flight Commander on it (to position after GH moves) and not Adar.

Ok, that makes sense, thanks. I might combine your advice with dropping the CR90 for another flotilla with adar on it, with a large investment in a small number of squadrons I don't want to lose him entirely.

For that though I'll need to wait until I can buy a second flotilla :)