Beginners Yavaris Fleet

By scootermac23, in Star Wars: Armada Fleet Builds

Hi all, just looking for some feedback on my first Yavaris build.

Faction: Rebel

398/400

Commander: General Cracken

[ flagship ] Nebulon B Escort Frigate (57 points)

  • General Cracken (26 points)
  • Adar Tallon (10 points)
  • Fighter Coordination Team (3 points)
  • Yavaris

Total points: 101

MC30c Torpedo Frigate (63 points)

  • Ordnance Experts (4 points)
  • Reinforced Blast Doors (5 points)
  • Assault Proton Torpedoes (5 points)

Total points: 77

GR-75 Medium Transports (18 points)

  • Bomber Command Center (8 points)
  • Boosted Comms (4 points)
  • Bright Hope (2 points)

Total points: 32

Assault Frigate Mark II B (72 points)

  • H9 Turbolasers (8 points)

Total points: 80

Squadrons:

  • VCX-100 Freighter x2 (30 points)
  • Jan Ors (19 points)
  • Norra Wexley (17 points)
  • YT-1300 (13 points)
  • Dagger Squadron (15 points)
  • B-wing Squadron (14 points)

Squadron points: 108

I have played once using this build, and lost because of my bad deployment and piloting of the Nebulon B. Everything else seemed to go pretty well, but I'd love some advice on ways to improve the list.

Hey Scootermac, always good to try new things. I have a few suggestions although in the end it is just my own opinion ;)

Lose Boosted Comms on the Bright Hope and put General Cracken on board. This ship never has to come close to the fight as long as your VCX-100s are close to your fighters. This ship can stay at distance 5 of your fighters and command all day using the 100's relay ability. Plus the Bright Hope is a pain in the butt to kill so Cracken should be safe. This should also make the Yavaris a cheaper target for the enemy. Currently it is a fragile ship with a lot of eggs floating on her.

My additional observation is that your Bombers are slower then the fleet they are supporting. Your taking a group of fast ships with fighters that can't keep up without some serious help. May I suggest swapping the B-wing and Dagger squadron out for 2 additional Y-wings? At this stage drop the YT-1300. Between Dagger Squadron/B-wing/YT-1300/boosted comms removal you add in 2 Y-wings and 2 X-wings. Maintains your escort squadrons, all can use Norra Wexley, and now they all move quicker.

Another point is to lose Adar Tallon and add in Raymus Antilles. You may as well get 3 squad activations every time you use Yavaris. With Adar you still need to wait until the squadron step or have another ship reactivate the squadron you switched the dial on.

For the Assault frigate MkII, drop the H9s, add Electronic Countermeasures to keep that ship on board longer. One of each defence token can get hairy. AT this stage that should leave you enough pts to add Dual Turbolaser Turrets to the ship and leave you at 399 pts.

Edited by Wes Janson

I haven't used reinforced blastdoors yet. But played a few games with yavaris and assault frigate.

Anyway, since 4 life on the mc30 makes it a gamble when you should activate the blast doors i think you would be better of playing admonition. If you need survivability. Or even Lando just to remove a god roll.

And now I noticed wes answered so I agree with him. I can also suggest you make room for Gallant Haven on af just to make your squadrons a bit tougher. Could even use ahsoka tano instead of raymus for points but that will cost one squadron activation later. I like to use adar talon on yavaris when running dutch to deactivate 3 squadrons, with a comms net transport or tantive iv to provide tokens.

Something like this:

Fleet yavaris (399/400)
=========================
Assault Frigate Mk.II B (72 + 15)
+ Electronic Countermeasures (7)
+ Gallant Haven (8)
MC30c Torpedo Frigate (63 + 17)
+ Ordnance Experts (4)
+ Assault Proton Torpedoes (5)
+ H9 Turbolasers (8)
Nebulon-B Escort Frigate (57 + 7)
+ Ahsoka Tano (2)
+ Yavaris (5)
GR-75 Medium Transports (18 + 36)
+ General Cracken (26)
+ Bomber Command Center (8)
+ Bright Hope (2)
Jan Ors (19)
Norra Wexley (17)
2 x VCX-100 Freighter (15)
2 x X-wing Squadron (13)
Gold Squadron (12)
Y-wing Squadron (10)

Gold I think is useful because so many heavy squadrons. And H9 on mc30 one shots gozantis and rebel transport.

Problem with Gallant Haven is the speed to use cracken, you will outfly your squadrons. So you can drop Gallant Haven, bright hope titles, ahsoka, and h9 to use one more transport with comms net. Need to be more careful with crackentransport(comms net) then. Or just drop GH title for admonition on mc30 or raymus on yavaris.

I am a casual player so there will be flaws. :P

3 hours ago, Wes Janson said:

Hey Scootermac, always good to try new things. I have a few suggestions although in the end it is just my own opinion ;)

Lose Boosted Comms on the Bright Hope and put General Cracken on board. This ship never has to come close to the fight as long as your VCX-100s are close to your fighters. This ship can stay at distance 5 of your fighters and command all day using the 100's relay ability. Plus the Bright Hope is a pain in the butt to kill so Cracken should be safe. This should also make the Yavaris a cheaper target for the enemy. Currently it is a fragile ship with a lot of eggs floating on her.

My additional observation is that your Bombers are slower then the fleet they are supporting. Your taking a group of fast ships with fighters that can't keep up without some serious help. May I suggest swapping the B-wing and Dagger squadron out for 2 additional Y-wings? At this stage drop the YT-1300. Between Dagger Squadron/B-wing/YT-1300/boosted comms removal you add in 2 Y-wings and 2 X-wings. Maintains your escort squadrons, all can use Norra Wexley, and now they all move quicker.

Another point is to lose Adar Tallon and add in Raymus Antilles. You may as well get 3 squad activations every time you use Yavaris. With Adar you still need to wait until the squadron step or have another ship reactivate the squadron you switched the dial on.

For the Assault frigate MkII, drop the H9s, add Electronic Countermeasures to keep that ship on board longer. One of each defence token can get hairy. AT this stage that should leave you enough pts to add Dual Turbolaser Turrets to the ship and leave you at 399 pts.

All good advice

The only thing I would add is that your MC30 needs admonition, this is a far better investment that renforced blast doors, but you will need to find 3 more points.

In my experience cracken will not work with thus list:

1) yavaris will want to slow roll at the back

2) The assault frigate likes to kite around the side, not charge around at speed 3

3) MC30s do not generally like being to quick in and out of their attack runs, unless they are part of a specifically designed fast fleet, otherwise they overextend and get eaten.

3) Your fighters will not be able to maintain protection on a speed three fleet. The only way to do this would be to stick them so far out the front they risk being Alpha striked. A fleet that plans to spend most of its time at speed three needs speed 4-5 fighter support.

All in all you should only take cracken for a fleet build to spend all its time manovering at speed3-4 and spending navigate commands like confetti to counter control fleets and position for attacks. That's CR90 and MC30 spammers backed up by YTs.

doddona, Madine or the zombi Lord would be better choices to lead your fleet

Edited by Jondavies72

Adar on another ship than yavaris would allow you to set up a squadron for a double tap with yavaris. E.g. fly keyan next to a ship, shoot, then yavaris him for a total of 6 black dice. Or wedge for 18 blues into a squadron. Or 3 ten numb shots.

Also put in more bombers or more escort so your few bombers survive.

Cracken is hard to fly here. Af2 will have to navigate a lot on speed 3. So only yavaris and gr75 will command squads. Yavaris slow rolling would be good. But maybe it can jump in with 3, shoot front, jump over enemies, shoot 2 feom back. Might work after all, tell us how it went!

Thanks heaps for the suggestions, it is very much appreciated!