Rogue One - First Rebel List - Help Wanted

By EmperorJay03, in Star Wars: Armada Fleet Builds

First real crack at creating a Rebel list. Includes MC80 Star Cruiser for a heavy battle ship. Supported by x2 CR90 Corvettes with some special crew to help pass out and exchange commands as the fight unfolds. General Madine to boost maneuverability and get around Imperial heavy guns. If the opponent brings a Interdictor, we'll keep Navigation Commands going to get around. GR-75's to push fighters and overall support. Rebel Aces list with Hera providing 'Rogue' keyword to the real Rogues, Wedge and Dutch for a nasty 1-2 punch leaving an activated Imperial squadron limping around for Hera to obliterate. Ten Numb and B-Wing compliment come up last and bomb what's left of the Imps ships.

Any thoughts and comments welcome to make this list more formidable.

Rogue One
Points: 400/400

Commander: General Madine

Assault Objective: Precision Strike
Defense Objective: Fire Lanes
Navigation Objective: Sensor Net

[ flagship ] MC80 Star Cruiser (96 points)
- General Madine ( 30 points)
- Mon Karren ( 8 points)
- Engineering Captain ( 6 points)
- Nav Team ( 4 points)
= 144 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Ahsoka Tano ( 2 points)
= 48 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Adar Tallon ( 10 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 43 total ship cost

CR90 Corvette A (44 points)
- Tantive IV ( 3 points)
- Raymus Antilles ( 7 points)
= 54 total ship cost

1 Wedge Antilles ( 19 points)
1 "Dutch" Vander ( 16 points)
1 Ten Numb ( 19 points)
1 Dagger Squadron ( 15 points)
1 B-Wing Squadron ( 14 points)
1 Hera Syndulla ( 28 points)

Edited by EmperorJay03

Try to find the points for a Gunnery Team for the Liberty. If you're serious about using Madine's ability, you should be using Nav commands whether an Interdictor is present or not. As I recall, Nav Team does not stack with his ability. @Drasnighta

Regarding your squadrons, I wouldn't count on Hera giving Wedge and Dutch alpha strike to shut down very many squadrons, but since Dutch's ability adds extra damage otherwise, it should be ok. Just understand most Imperial anti-squadron builds will alpha you like a truck. Under your current scheme Wedge will eat all of that hit, so turning Dagger and Ten into Biggs and a X-wing/YT-1300 should sizably improve your ASq results for only a moderate loss in anti-ship power. I'm also not a huge fan of B-wings generally, so YMMV.

Edited by GiledPallaeon
How did I not catch Maxine?
15 minutes ago, GiledPallaeon said:

Try to find the points for a Gunnery Team for the Liberty. If you're serious about using Maxine's ability, you should be using Nav commands whether an Interdictor is present or not. As I recall, Nav Team does not stack with his ability. @Drasnighta

Regarding your squadrons, I wouldn't count on Hera giving Wedge and Dutch alpha strike to shut down very many squadrons, but since Dutch's ability adds extra damage otherwise, it should be ok. Just understand most Imperial anti-squadron builds will alpha you like a truck. Under your current scheme Wedge will eat all of that hit, so turning Dagger and Ten into Biggs and a X-wing/YT-1300 should sizably improve your ASq results for only a moderate loss in anti-ship power. I'm also not a huge fan of B-wings generally, so YMMV.

Right on point. You have 111 points in squadrons which are not as survivable as you think. An easy way to test this is to stage a mock alpha strike scenario: roll Howlrunner and then three TIEs at your squadron ball. Imagine them targeting Wedge first. Then throw another three TIEs on the next "activation". How many of your ships survive? My bet is you lose Wedge and have a heavily damaged Ten Numb from someone with under 70 points invested. Play out the remainder of the scenario and you'll see that the rest of your squadron proceeds to melt pretty quickly.

For almost the same price of 113 points you can have:

  • Biggs
  • Wedge
  • 2 X-Wings
  • 1 YT 1300 (combined with the Xwings, you have 27 hull points to chew through that Biggs can spread)
  • Norra
  • Ten Numb

This is a ball that doesn't need intel because it's got enough durability to chew itself out of any issues in turns 2-3 and then bring the full force of the squadron to bear (with BCC especially) on any ships in turns 4-.. It can also alpha-strike as well due to its tankiness.

Thanks for the insight and comments, fellas. I love this game but honestly don't get to play that much. I should join a local store to play with liked minded individuals. I have tweeked the list a bit. Have a crack at it and see what you guys think.

Rogue One

Faction: Rebel Alliance
Points: 400/400

Commander: General Madine

Assault Objective: Precision Strike
Defense Objective: Fire Lanes
Navigation Objective: Sensor Net

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Adar Tallon ( 10 points)
- Bomber Command Center ( 8 points)
= 38 total ship cost

CR90 Corvette A (44 points)
- Tantive IV ( 3 points)
- Raymus Antilles ( 7 points)
= 54 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Ahsoka Tano ( 2 points)
= 48 total ship cost

[ flagship ] MC80 Star Cruiser (96 points)
- General Madine ( 30 points)
- Liberty ( 3 points)
- Engineering Captain ( 6 points)
- Gunnery Team ( 7 points)
- Medical Team ( 1 points)
= 143 total ship cost

1 "Dutch" Vander ( 16 points)
1 Wedge Antilles ( 19 points)
1 Norra Wexley ( 17 points)
3 X-Wing Squadrons ( 39 points)
1 Rogue Squadron ( 14 points)
1 Gold Squadron ( 12 points)

So many X-Wings beg for Biggs to keep them alive. Ditch Dutch and Gold, pick generics instead to switch one X-wing to Biggs.

On 4/26/2017 at 11:45 PM, GiledPallaeon said:

Try to find the points for a Gunnery Team for the Liberty. If you're serious about using Madine's ability, you should be using Nav commands whether an Interdictor is present or not. As I recall, Nav Team does not stack with his ability. @Drasnighta

Regarding your squadrons, I wouldn't count on Hera giving Wedge and Dutch alpha strike to shut down very many squadrons, but since Dutch's ability adds extra damage otherwise, it should be ok. Just understand most Imperial anti-squadron builds will alpha you like a truck. Under your current scheme Wedge will eat all of that hit, so turning Dagger and Ten into Biggs and a X-wing/YT-1300 should sizably improve your ASq results for only a moderate loss in anti-ship power. I'm also not a huge fan of B-wings generally, so YMMV.

Nav Team doesn't stack with Madine's ability? That would be weird, 1+1 =2 you should be able to stack 'em.

Edited by buckero0
1 hour ago, buckero0 said:

Nav Team doesn't stack with Madine's ability? That would be weird, 1+1 =2 you should be able to stack 'em.

It's in the FAQ: "GenerAl Madine

When a friendly ship resolves the M command and spends a M dial, it can use this effect to increase a yaw value by an additional 1.
When a friendly ship equipped with Nav Team resolves the M command and spends a M token, Nav Team’s effect is not cumulative with General Madine’s effect."