So in the process of looking for an interesting fleet idea, I decided I wanted to use Nebulon-B's...and that's pretty much it. So what do Nebulon-B's do? Well, they have good range (red dice in every arc with a respectable 3 in the front). They're pretty good at mitigating damage especially in the front at long range as one of the few ships with double brace tokens. For their cost, they're not bad at either role. So that was the basic starting point.
Faction: Rebel Alliance
Points: 393/400
Commander: Commander Sato
Assault Objective: Advanced Gunnery
Defense Objective: Planetary Ion Cannon
Navigation Objective: Minefields
[ flagship ] Nebulon-B Support Refit (51 points)
- Commander Sato ( 32 points)
- X17 Turbolasers ( 6 points)
= 89 total ship cost
Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- X17 Turbolasers ( 6 points)
= 64 total ship cost
Nebulon-B Support Refit (51 points)
- Redemption ( 8 points)
- X17 Turbolasers ( 6 points)
= 65 total ship cost
Modified Pelta-class Assault Ship (56 points)
- Raymus Antilles ( 7 points)
- Assault Proton Torpedoes ( 5 points)
- Shields to Maximum! ( 6 points)
= 74 total ship cost
1 Han Solo ( 26 points)
1 Shara Bey ( 17 points)
1 Hera Syndulla ( 28 points)
2 Z-95 Headhunter Squadrons ( 14 points)
1 Tycho Celchu ( 16 points)
The idea is remarkably straightforward like the Neb-B itself. It flies forward, the black dice from Sato that can usually be provided by the various irritating and hard to tie down squadrons turn the normally dodgy red dice into more capable black dice and the general lack of accuracy is made up for by XI7's which neuter one of the most common defense token types. The ships also spam engineering with STM! to recover 3 or more shields every turn and...well that pretty much it.
The fleets is almost comically effective at long range as the evade and brace tokens mitigate a lot of damage that gets subsequently regenerated and its return fire gets really painful fast especially with Salvation and some of it's con fire salvoes. At medium range, it's still effective, but the addition of blue dice and the weakening of the evade tokens brings it to a more sobering level. At close range, it's far harder to keep the front protecting the side arcs, but this also means the Neb-B's are returning double arc shots at well, so as long as they're not getting one shotted, they can still trade reasonably well.
Really, the only reason it even sort of works is because of how weirdly optimized the Neb-B is as a simple battering ram for it's somewhat modest cost (51 if you aren't splurging for the support version). 3 shields and 5 hull with 2 brace tokens is actually pretty rough to bore through at long range and at medium range should even survive a blast from an ISD2. In practice, I was able on 3 seperate instances to use a combination of STM!, Engineering tokens and commands with Redemption to take a Neb-B whose forward shields had been depleted and who was sitting on a damage card to basically full health (1 free shield from STM, 3 engineering to pull off a card, 2 to restore a shield and 1 to move a shield from AFT to front).
It's certainly not great, but I would bet money you'd win a few games just by surprising your opponent with the combination of long range damage and durability...and of course the 7pts of fury that are the Z-95's because every game needs a hero Bandit!
Edited by MasterShake2