Rebel Fleet- The Iblis Assault Ladder.

By Drakkars, in Star Wars: Armada Fleet Builds

Greetings fellow commanders. I present to you this new tactical doctrine I have been working on, in hopes of gaining your critique and comments on how it can be improved.

First off, here is the list

Iblis Assault Ladder

Faction: Rebel Alliance
Points: 392/400

Commander: Garm Bel Iblis

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

[ flagship ] MC80 Command Cruiser (106 points)
- Garm Bel Iblis ( 25 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
= 148 total ship cost

Modified Pelta-class Assault Ship (56 points)
- Ahsoka Tano ( 2 points)
- Fighter Coordination Team ( 3 points)
- Assault Concussion Missiles ( 7 points)
- All Fighters, Follow Me! ( 5 points)
= 73 total ship cost

CR90 Corvette B (39 points)
- Fighter Coordination Team ( 3 points)
- SW 7 Ion Batteries ( 5 points)
= 47 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

3 B-Wing Squadrons ( 42 points)
1 Jan Ors ( 19 points)
1 Wedge Antilles ( 19 points)
1 X-Wing Squadron ( 13 points)

This is how I've played it so far (very limited testing so far). I wanted to see if it was possible to throw activated Bwings directly into the enemy deployment zone on turn 1 and through testing have determinal it is indeed possible. By bringing 3 ships with fighter Coordination teams you send the Bwings quickly forward, then when you activate them they move speed 3 due to All Fighters Follow Me, which allows them to hit enemy ships right in their deployment zone (assuming they line up relatively across from you to start with).

Activation order I went with was Pelta, Corvette, flotilla uses boostem coms to send the xwings to tie up enemy fighters or start bombing and then using a maneuver token boosts forward distance 4 because of quantum storm, allowing it to be in range for BCC.

Finally the mc80 activated and using flight commander and Boosted Comms sends the Bwings to attack the enemy turn 1. Since hopefully this fleet is first player it then activates the mc80 first the next turn allowing another blast of Bwings to land hopefully killing the ship or crippling it for the follow up attacks coming.

So that's how I played it. Initially I'd brought just a plain hwk and Xwing instead of Jan and wedge and added Nora Wexley instead but I wanted more survivability so added in Jan and wedge to hopefully kill Imperial scatter aces. I figure if I go up against a guy with a good Admiral in a Flotilla lifeboat if he deploys it anywhere near my ships it's dead on turn 1 or before it can escape on turn 2 which can be a huge advantage.

In testing against my friends 3 victory star destroyer fleet I killed the first vsd flagship on the first fighter activation of turn 3 (had some bad rolls turns 1 and 2), killed the second by the end of turn 4 and almost had the 3rd killed before it narrowly escaped (mainly because I really screwed up my mc80 flying). So it works.. I just want to optimize it so any feedback would be appreciated.

I've looked at 2 Peltas and a Yavaris as my 3 ships instead and that's also intriguing as it allows more Bomber points (4 Bwing alpha strike with Nora wexley) but losing the big ship and it's strong defenses is a tough trade off.

Look forward to the feedback.

Note any proposed changes please include

3 ships with FCT for the "ladder"

Pelta with AFFM

Flotilla with quantum storm and BCC for the first turn rerolls.

Biggs for Wedge comes to mind, other than that, I'm not seeing anything I'd change.

Looks really good, I like the idea.

1 hour ago, RogueCommander said:

Biggs for Wedge comes to mind, other than that, I'm not seeing anything I'd change.

Looks really good, I like the idea.

I thought about biggs, but with only 1 other Escort I didn't feel like it was worth it. Wedge gives more damage basically which I was hoping was better

Biggs means you escort lasts longer, which is far more important than the 1 or 2 shots wedge will get off. If they're shooting Biggs they're not shooting your B-wings, Biggs+Jan+another Escort= 3-5shots to kill Biggs, then 1-2 more to kill the X-wing all the while you B-Wings are doing their thing. You don't care about fighters in this kind of list, kill the ships and you win.

Nice idea - I tried a variant of this but without Garm.

I like the Garm+AFFM idea but would pair it with Independence to get speed 5 - chuck in Yavaris, a couple of VCXs and Adar on Independence then you can chuck speed 5 B-wings at a target and double tap one of them all on the second activation of turn 1.

1 hour ago, Kendraam said:

Nice idea - I tried a variant of this but without Garm.

I like the Garm+AFFM idea but would pair it with Independence to get speed 5 - chuck in Yavaris, a couple of VCXs and Adar on Independence then you can chuck speed 5 B-wings at a target and double tap one of them all on the second activation of turn 1.

Independence causes the fighters you activate in that way to be unable to attack that turn, which kind of kills the point of sending the bombers in to alpha strike on turn 1. Which is why I'm using the multiple FCT and AFFM

7 hours ago, Teh HOBO said:

Biggs means you escort lasts longer, which is far more important than the 1 or 2 shots wedge will get off. If they're shooting Biggs they're not shooting your B-wings, Biggs+Jan+another Escort= 3-5shots to kill Biggs, then 1-2 more to kill the X-wing all the while you B-Wings are doing their thing. You don't care about fighters in this kind of list, kill the ships and you win.

I will, bow to the combined wisdom here then. Biggs it is!

I like this idea! Perhaps you could upgrade Pelta to Command Ship for better squadron command for your FCT? You will also drop ACM this way, so saves you 3 points. Also you can drop FCT on CR90 in this scenario so another 3 points saved. Not sure how to spend them though. Maybe upgrade to TCR90 for 7 points?

Edited by noggin

All things I've looked at...and want to do, but I'm trying to maintain a bid at the same time for a decent chance at first anyhow. The switch to a command Pelta makes sense but I already have more squadron commands available then I have squadrons so figured the assault version with ACM could at least help burn down shields so the bombers could work better.

Can't get rid of the fct on the cr90 without losing 1 of the moves for the Bwings which slows them down and potentially stops the first turn alpha strike.

I'm made another variant of this that I'm using in a tournament on Saturday, assuming work cooperates, so I'll post results and that list afterwards (don't want to give too much away ahead of time to my opponents lol)

Every time I have faced a Pelta thus far I have cleared it from the board in one activation. If your Pelta is getting in black range to use ACM it is going to be dead. I would consider revising that, otherwise, looks like it would be a fun fleet to try out.

2 hours ago, BrobaFett said:

Every time I have faced a Pelta thus far I have cleared it from the board in one activation. If your Pelta is getting in black range to use ACM it is going to be dead. I would consider revising that, otherwise, looks like it would be a fun fleet to try out.

Mine are 50-50 so far. I've had them be one shot by an ISD, I've also had them be the hero of the match coming in with a 7 blacks dice Sato spot (expanded launchers and concentrate fire) to annihilate something then fly off to safety.

They are comparatively slow and not great for hull admittedly. I try to bring them in late and let another ship or 2 lead the charge in an attempt to distract them.

After playing a few games with a modified list over the weekend I've fine tuned it a bit. Had to make some changes due to misunderstanding a rule or two sadly, and just learning how to control this better.

This is what I've refined it too now

Dodonna Pelta assault
Faction: Rebel Alliance
Points: 393/400
Commander: General Dodonna
Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions


Modified Pelta-class Command Ship (60 points)
- Fighter Coordination Team ( 3 points)
- Expanded Hangar Bay ( 5 points)
- All Fighters, Follow Me! ( 5 points)
= 73 total ship cost


Modified Pelta-class Command Ship (60 points)
- Flight Commander ( 3 points)
- Fighter Coordination Team ( 3 points)
- Expanded Hangar Bay ( 5 points)
= 71 total ship costo


[ flagship ] Nebulon-B Escort Frigate (57 points)
- General Dodonna ( 20 points)
- Yavaris ( 5 points)
- Adar Tallon ( 10 points)
= 92 total ship cost


GR-75 Medium Transports (18 points)
- Bomber Command Center ( 8 points)
= 26 total ship cost


4 B-Wing Squadrons ( 56 points)
1 Jan Ors ( 19 points)
2 VCX-100 Freighters ( 30 points)
2 X-Wing Squadrons ( 26 points)

Swapped Iblis for Dodonna, mainly for point savings but still works. Means the b's don't go speed 3 the first turn, but you save a token from the first turn to allow them to strike properly in turn 2. I say properly as you can still hit enemy ships with b's in turn 1 but you leave them exposed then without the Escort and Jan typically which I don't recommend (tried that on the weekend and while I managed to burn some shields down in turn 1 and get a Yavaris double taps start of turn 2 I also lost a b wing and even Jan ri gh the away in some of these games so I go in a bit more methodically now. I've found I can typically have a victory dropped by the start of turn 3, often without firing a shot from the ships and can deal with moderate fighter defense wings without much trouble. IG88 causes trouble if you run into him...but he always causes trouble if you see him.

The biggest weakness I've seen so far is if you have an enemy that's very aggressive with ISD's who can soak your Bomber damage for a turn or 2 while they chase your ships, though I've been dropping them fairly often as well. I'm in love with the freighters now that I've used them. Those suckers can take a hit and the relay/strategic combo is amazing. Managed to push 3 mines into an ISD the one game after he deployed the Minefields on my side of the board (I was player 1), which was enough to give me the Victory.

Just sharing to see if anyone has any comments or upgrades they can suggest