Peer review this fleet

By Warsquid, in Star Wars: Armada Fleet Builds

Squad masher (397/400)
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Assault Frigate Mk.II B (72 + 26)
+ Toryn Farr (7)
+ Reinforced Blast Doors (5)
+ XI7 Turbolasers (6)
+ Gallant Haven (8)

Nebulon-B Escort Frigate (57 + 22)
+ Adar Tallon (10)
+ Turbolaser Reroute Circuits (7)
+ Yavaris (5)

GR-75 Medium Transports (18 + 32)
+ General Rieekan (30)
+ Comms Net (2)

CR90 Corvette B (39 + 5)
+ SW-7 Ion Batteries (5)

Jan Ors (19)
Ten Numb (19)
Biggs Darklighter (19)
2 x VCX-100 Freighter (15)
3 x X-wing Squadron (13)

Targeting Beacons
Fire Lanes
Sensor Net

Using Gallent Haven and Yavaris as the spear heads to maneuver the squads into position and should give them enough protection to allow Ten Numb to wreak any fighter balls they come with. Biggest concern I have is having enough firepower to drop larger capital ship.

Any suggestions?

Hey! Good fleet overall.

I see a role for all the pieces of this fleet except the CR90B. It seems thrown in there in a "just 'cause" fashion. Do you have something in mind for it? At mid range it is going to get one turn of shooting before it is dead, Rieekan isn't going to be able to help it much. It may potentially be better to shift the TRC onto the vette, make it an "A" variant, and free yourself up for concentrate fire double arcs at red range with TRC. The vette has the ability to use TRC twice without ditching a token, so you line a double arc at red range, roll two dice out the front for hopefully at least one non-blank face, TRC the worst result to double hit, and deal 2 damage. If it's accuracy you tag the brace and deal 2, if its a hit you deal 3 and they brace to 2. Then you take your side arc, add concentrate fire, and do it all over again. 4 reliable damage at long range even after braces is what makes the TRC vette such a deceptively strong ship. The Nebulon only has the one evade, doesn't want a concentrate fire command, and NEVER wants to expose it's side arc for any reason limiting it's dual arc. Targeting beacons will ALWAYS get played against this list because you can't score off of it and it's your weakest objective, but that means running Yavaris naked, relying on the 2 objective rerolls, can be a thing.

Also, I know there is a lot of "Rieekan OP" chatter now so you might be wanting to give him shot, but typically in those "OP" lists Rieekan is for the squads, not so much for the ships (except in the case they have not had done their squad activation for the turn) and he won't effect all those generic X-Wings you have there. Maybe a different Admiral would be better for you? Mothma would give more survivability to GH, and thus your squadron ball up front instead of after the fact. Cracken isn't a bad choice to counter MSU's that are typically a strong counter to GH lists. Essentially, look at your options because a Gallant Haven Biggs/Jan ball is going to work as an anti-squad screen brilliantly as you have it laid out even without Rieekan's effect.

Finally, if all your X-wings are tied down with enemy squadrons under Gallant Haven for 5 turns, what is the plan to deal with ships? XI7 on the AF is useful, but because those X-Wings aren't going to die, Gallant Haven probably will because they are going to focus all their fire on it. If you lose GH turn 4, what is going to sink the ISD? 4 red bomber dice and Ten Numb isn't going to be enough, even unopposed. Switching to a TRC vette will help, but you will need to probably play around with your ship upgrades until you find a good balance.

That's exactly the review I was hoping for. I agree with trading out commanders. Going to trade in Mon for survivability. Also making the vette A with TRC because, you were correct, the B was a "because I can".

I think the target beacons would help Yavaris, even while naked. Not many good choices in reds.

I agree in late game firepower but I'm not sure what to do except do some fancy flying and hope for the best.

Thanks for looking at it and giving solid advice.

While you don't have a great candidate to do otherwise, I generally don't put Adar Tallon on Yavaris. I see it done a lot, but the main strength of Adar Tallon is setting up squadrons for a Yavaris double tap. If you put him on Yavaris, the squadron has to be in position at the start of the turn, but on another ship gives you a lot more freedom.

Your squadrons are also in the uncanny valley. They're eating a fair bit of points, but don't have the anti-ship teeth to really make their presence felt given how comparatively weak the battle line is. If you run into a zero bid match (someone with no fighters), they're going to struggle to make their presence felt. A bunch of red dice with no BCC is just way too random even with possible double taps. That's actually the big reason why I couldn't justify Biggs w/ Vanilla X-Wings and Jan. It's a good bit more points than just taking Red Squadron (Luke, Wedge and Biggs) and not really better. As much as I like Relay, it's more of a luxury i.e. once you've got the right level of damage, start worrying about it. As it stands now, it just 30pts that's really not doing enough work on it's own and if your squadrons are just popping other squadrons, there's not so much necessity for the long range squadron coordination. I guess I'd say 30pts in relay with a squadron ball that isn't doing that much work is a case of the proverbial cart before the horse.

Seconded for dropping the CR90 for really anything. It just doesn't feel like it's going to do much or even be a worthwhile distraction. TRC90 or more points in buffing squadrons.

If you are keen on using Rieekan, then I can recommend looking at the link below for inspiration. I tried it once and it is very flexible list :-)