I have no idea if this list works

By Sybreed, in Star Wars: Armada Fleet Builds

So, I wanted to give RLB a shot and I think the MC80 is the best ship for it. Then, I thought "while you're at it, why not add Yavaris" Cause I haven't played Yavaris in forever... and I felt like E-Wings could fit Yavaris pretty well. Double snipe, double 4-dice AA shot, double bomber.

Why not give it a shot? Unless you guys say it's a stupid list xD

Dodonna bomber list
Author: Vhailor

Faction: Rebel Alliance
Points: 397/400

Commander: General Dodonna

Assault Objective: Station Assault
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] MC80 Command Cruiser (106 points)
- General Dodonna ( 20 points)
- Rapid Launch Bays ( 6 points)
- Electronic Countermeasures ( 7 points)
= 139 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
= 62 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 B (39 points)
- Dodonnas Pride ( 6 points)
= 45 total ship cost

4 B-Wing Squadrons ( 56 points)
4 E-Wing Squadrons ( 60 points)

Card view link

The B-Wings are, obviously, inside the MC80

Edited by Sybreed

Do you not want flight commander?

9 minutes ago, Ginkapo said:

Do you not want flight commander?

it works with snipe?

Flight controllers do. Thats not what i meant though

6 minutes ago, Ginkapo said:

Flight controllers do. Thats not what i meant though

derp. Yeah I thought about it. At 397, I should probably take it... on who though?

edit: The MC80, that's who. Yay, I figure things out by myself!

Edited by Sybreed

update: I went against an opponent who ran exclusively Imperial aces with a ISD-2 that had flight controllers, expanded hangar bay.

I lost 8-3, 3 E-Wings died on turn 2, last one on turn 3, B-Wings never could get a shot on the ISD.

I think my biggest mistake was that Yavaris was a bit by himself vs the aces, and the lack of flak from the MC80 really didn't help get the upper hand. I only killed 3 aces of his list.

But, E-Wings are pretty useless if you can't get snipe to work, and having 6 aces on turn 2 shooting everything down before I had time to react, well, let's just say 3 X-Wings with Biggs would have been a thousand times better.

Drop Rapid Launch bays for Fighter Co-ordination Teams on the MC80. Now you can shove the B-wings forwards turn 1 and again turn 2 where gink's Flight commander shows his worth. This way your B-wings can move and attack turn 2 or 3 and will be escorted by speed 4 E-wings.

A source of Intel would help out. I would go for Jan or HWK and 1-2 X-wings and 1-2 E-Wings to snipe out enemy intel or Mauler or nasty counter attack capable targets. You can always switch your B-wings to anti squadron to help sweep the skies and double tap with them or with E-Wings to really hammer fighters.

On 14/02/2017 at 11:53 AM, Mad Cat said:

Drop Rapid Launch bays for Fighter Co-ordination Teams on the MC80. Now you can shove the B-wings forwards turn 1 and again turn 2 where gink's Flight commander shows his worth. This way your B-wings can move and attack turn 2 or 3 and will be escorted by speed 4 E-wings.

A source of Intel would help out. I would go for Jan or HWK and 1-2 X-wings and 1-2 E-Wings to snipe out enemy intel or Mauler or nasty counter attack capable targets. You can always switch your B-wings to anti squadron to help sweep the skies and double tap with them or with E-Wings to really hammer fighters.

yeah I'll follow your advice, but instead of keeping the E-Wings, I'll add Biggs, 2 X-Wings, Jan Ors. I think just that would have made a world of difference in my game.

And I added medical team to the Neb so it doesn't die too fast (in the hopes I get the lucky crit)

Yavaris with flight commander and fighter coordination team is great, invest those 6 points. You can park your bwings on obstacles, they can't be engaged, hence yavaris can move them with FCT, then activate after that with Fcommander. You get a 1 distance move AND the double tap. This has allowed me to use yavaris' ability way more often, and even to chase down a fleeing demolisher with a bwing.

Note that heavy squadrons do still engage your squadrons so you can't move them with FCT. Hence the obstacle placement is important, put big ones where you expect the battle. And in the late game I often could use it again when I killed most enemy fighters.

Flight Commander also extends yavaris activation range, it is safe for about one turn longer than usual.