Rebels need advice in our CC first battle (unstoppable Rhymerball))

By Jagged, in Star Wars: Armada

Thanks everyone for your invaluable advice. I will report about our progress ;) and, of course, our first bloody match... Seems that we will have to flee like little pigs on the first battle, but we will have the Sato's list ready and competitive for match 2.

About the comments about the Sato list... Its a list thought to get improved... We said prior starting the campaign that everyone should create a lore friendly list without the usual tournament tricks... In fact, the grand admiral of the empire said that nobody should make a list with a admiral on a flotilla... for lore reasons... and see the list of his teammate Motti admiral... on a flotilla... :) His excuse was he had the list created before that prohibition...Well, we wont put much importance on this because we just want just to enjoy the campaign.

Again, thanks. We will report soon :)

Another potential strategical option for the team if this is might be a continuing issue.. is to drop that fleet for a new 400 pt heavy anti squadron list. (or whatever list is a counter for the one you're facing)

You'll lose a victory point. But over 3 or 4 turns of a bad team match-ups, you might suffer worse.


You'll lose the uniques from the dropped list including the admiral. There are lots of stuff that is good in this game though, so it's survivable.

There might be a points loss if after the first battle your fleet manages to refit and build up a little. Of course if that happens, maybe this option isn't necessary? But even if there was a small point drop, if the future match ups will be much more decisive for your team, then it's would be worth it?

I'm actually curious to hear about other peoples campaign experiences if anyone has dropped a list for a new 400pter and how that went with the rest of the campaign.

Edited by homedrone

I would exho TheToad's suggestion to try and avoid contact until you can lure a Gozanti out and focus it down

Edited by OgRib

The beauty of the CC is you don't have to win every match. Play hit and run, maximize your speed, keep your scars low, and don't lose anything important. A hyperlane raid isn't worth much so throw the match and hope your other games go better. Rhymer can win every round as long as the other fleets lose you'll still come out ahead.

That Rebel Fleet is toast in that match-up, the fighter imbalance is far too high. I get what the list is going for, but it's going to take a lot of upgrades to work. Sadly, I think the MC80 is a really awkward addition there, and it's not going to synergize with the rest of the fleet. But you're committed to it now.

My advice for the Hyperlane Raid would be to deploy with your aft to the enemy (running away). Punch Hyperspace on Turn 4. You'll be giving the Imps an unopposed 120 Credits (so either 40 or 60 to each player, which will really hurt). But that's the outcome I see happening even if the Rebel Player stays and fights, and better he not have to start Round 2 with a bunch of scarred ships. At least the Imperials won't get a Campaign Point for that win, but it's gonna hurt letting them all move to at least 440-460 point fleets, not even counting their Planet Based resource income or if they also win a Show of Force that round.


At least you can take solace in knowing that the other Imperial Fleet(s) are probably a lot less terrifying. Letting one player have all the Imp power cards (Motti, Demolisher, and Rhymer) makes for one terrifying fleet, especailly once he uses his huge boost of income to fully kit out that Demo with Engine Techs, Intel, and Ordnance Experts by next round, but the compensation is that hopefully there are weaker Imperial fleets making up the rest. Just through your weakest fleet against the Rhymer-Demo player every round, run and avoid combat as long as possible, try to win on objective points (or the Player 2 default win if you can), but if not don't be afraid to flee battles with Hyperspace escape. At worst you'll lose 1 Campaign point a round to him, but I guess the hidden perk is that hopefully he'll spend entire games rolling almost no dice and having probably zero fun. So I guess that's something? But, as sad as it is to say, I don't see any starting CC Rebel Fleets competing with all of that, especailly because Imps are going to begin Round 2 with such a huge credit and upgrade advantage.

Best advice, do not engage, Make him chase you down, hopefully he will take the bait and over extend a unit or two which you can gobble up. If you just keep running he may get irritated and throw his bomber ball at your ships unsupported, you can then blue dice it up and follow up with with A wings if you weeken it.

Forget about aggressive action, you are preserving your fleet, at present the rebel list is to unbalanced and the imp list to stacked with the best titles.

Just to report: We, the Rebels, lost on a miseble way, so miserable an unepic, that better not to explain. Almiralls not in flotillas, and the rymer, demolisher nerf came late for us.

Anyway I hope to see mote campaigns ;)

The imperial list you're describing is an extreme offense list, but it's playing defense. I'd say pay the strongest, meanest defense game you can with what you have and jump out everything if you can kill a few ships and squads. Basically, concede the assault. But strategize with your team to ensure they win their own fights. This may result in you ripping open the game if you can force them to repair several of their ships and squads while you "lose" with everything intact.

We started a CC in Juli, the first guy I played against, had only IG88 as Sqd, 2x Gozanti's, 2x VSD2 and 1x ISD2.

I had 9 sqds, the 3x B-wing uniques, 3x A-wings, 2x Xwings. 1x Hwk-290, with Yavaris, MC80 Battle cruiser, 1x Hammerhead and 2x GR-75's.

Guess who only had a Flotilla left when the game ended? He did, only one Gozanti was left at end game.

So even if you have a minimal fighter screen, going below 6 sqds, is IMHO not a good idea.