Liberty Neb Phalanx

By Greyh Seer, in Star Wars: Armada Fleet Builds

I'm toying with a list for a tournament. I've had some success but I'm not sure where I need to tweek this list. I have a few questions concerns. I'd love to get anyone's thoughts!:

1.) I may be trying to do too much with both the phalanx and the bomber wings? Having both a bomber contingent without maxing squadron points and putting points into squads that could be used to give my ships more red dice or affect those dice somehow feels dangerous.

2.) Can I handle a Rymer/Fireball with this list? My fighter contingent is multipurpose and should be able to intercept a bomber wing for a turn or two, but will it be enough?

3.) Is there enough firepower between the ships and squadrons to handle something like a duel ISD Christmas tree list?

Let me know your thoughts! Thanks!

Faction: Rebel Alliance
Points: 398/400

Commander: General Dodonna

Assault Objective: Opening Salvo
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

[ flagship ] MC80 Battle Cruiser (103 points)
- General Dodonna ( 20 points)
- Raymus Antilles ( 7 points)
- Gunnery Team ( 7 points)
- Spinal Armament ( 9 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 156 total ship cost

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 65 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Adar Tallon ( 10 points)
= 72 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 32 total ship cost

1 X-Wing Squadron ( 13 points)
1 Jan Ors ( 19 points)
1 Norra Wexley ( 17 points)
1 Green Squadron ( 12 points)
1 Gold Squadron ( 12 points)

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Fleet created with Armada Warlords

A very solid list, it has only one problem: As soon as one enemy ship gets out from your front arc, you're in grave danger. All your ships are notoriously weak on their sides so you'll have very tough time if you can't keep the enemy on your point.

I run a similar list and do well with it, just swapping yavaris for a Pelta and Sato instead of Dodonna (different fighters too but phalanx style still)

You definitely have the fire power to tangle with ISDs the issue is your survivability. You will need to flank big targets or at least do your best to kill them before they get into close range on you where an ISD can pop both of your nebs in one round of shooting.

I'm toying with engine techs or Entrapment Formation on the Pelta to try to get some more mobility instead. Just a thought for you to consider

2 hours ago, Norell said:

A very solid list, it has only one problem: As soon as one enemy ship gets out from your front arc, you're in grave danger. All your ships are notoriously weak on their sides so you'll have very tough time if you can't keep the enemy on your point.

I agree with your logic. Currently my thought is to try to anchor one flank with the board edge and use the transports as blockers on the other flank. To be honest though, I feel like that is a weak answer. Perhaps using Madine instead? Any ideas?

2 hours ago, Drakkars said:

I run a similar list and do well with it, just swapping yavaris for a Pelta and Sato instead of Dodonna (different fighters too but phalanx style still)

You definitely have the fire power to tangle with ISDs the issue is your survivability. You will need to flank big targets or at least do your best to kill them before they get into close range on you where an ISD can pop both of your nebs in one round of shooting.

I'm toying with engine techs or Entrapment Formation on the Pelta to try to get some more mobility instead. Just a thought for you to consider

I also toyed with the pelta but I'm honestly unsure how to use it. It ends up being more expensive than the yavaris and I'm not sure how to fly it. I may give it a try though. I guess it would hold a flank better than a neb though...

Well, I ran this in a game last night, and I did not do well. Most of the fault was my deployment and commands...but I did learn some things about how the list works that are causing me concern.

I'm concerned that the list is trying to do too much. The basic premise of the list is to be a slow-moving, red dice chucking phalanx that punishes any ship that comes in. What happened in this game though, is that a Bomber heavy list (jan, wedge, biggs and lots of xwings) kept the ships out of my range for a few turns and the enemy squadrons ripped my squadron force to shreds.

Now, to be fair, my poor deployment meant that Yavaris wasn't running the squads until turn 3, but by then it was too late.

Still - this experience has made me wonder if perhaps I have too many resources dedicated to anti-ship squadrons and need to shift some of those points over to squadrons that are more anti-squadron focused...or maybe just shunting those points into more activations?

Thoughts?

In my experience with rebel lists....you're 100% right.

The fact is the battle cruiser flies right in the face of what you're looking to do: use Yavaris

Basically you're sinking too much into an asset that isn't supporting what you wanna do...remember this game is a game within a game. You gotta have each asset working together or you're gonna fall short.

If you HAVE to keep this build, I'd drop the Yavaris, and throw in A-wings and Sato...because quite frankly you're gonna need those blacks when you bump into a camper in the corner.

Well, I did make some changes to the list for a tournament I went to. I switched out Yavaris for a Pelta and changed my fighters to A-Wings. It did much better...but I find I'm still struggling to deal with fast flankers. I feel like I may need to put a Nav order on my Liberty at turn 3 or 4 as an insurance policy....?

Faction: Rebel Alliance
Points: 395/400

Commander: General Dodonna

Assault Objective: Opening Salvo
Defense Objective: Fire Lanes
Navigation Objective: Solar Corona

MC80 Battle Cruiser (103 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Spinal Armament ( 9 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 136 total ship cost

Modified Pelta-class Assault Ship (56 points)
- Projection Experts ( 6 points)
- Shields to Maximum! ( 6 points)
= 68 total ship cost

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 65 total ship cost

GR-75 Medium Transports (18 points)
- Repair Crews ( 4 points)
= 22 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- General Dodonna ( 20 points)
- Bright Hope ( 2 points)
- Comms Net ( 2 points)
= 42 total ship cost

1 Shara Bey ( 17 points)
1 Green Squadron ( 12 points)
3 A-Wing Squadrons ( 33 points)