Thoughts on a defensive and offensive rebel build

By EagleScoutof007, in Star Wars: Armada Fleet Builds

I'm looking at doing a build with at least 2 peltas and MC80 Assault Cruiser. I want to be able to take a beating, but hit hard back. I have all the expansions. So far I have this:

MC80 Assault Cruiser-

-spinal Armament

-Reinforced Blast Doors

-Advanced Projectors

-Engining team

Pelta 1(command or assault veriant)-

-Projection experts

-shields to maximum

Pelta 2(command or assault verian)-

-Projection experts

-Entrapment Formation

Any thoughts on what I could add, change or a commander I could use. This is a work in progress possibly a list for store championship in August.

Edited by EagleScoutof007

Projection experts will lock two ships into engineering commands for the duration of the game. My worry is that might be tbe biggest drawback of this fleet. It is not very command flexible.

58 minutes ago, BrobaFett said:

Projection experts will lock two ships into engineering commands for the duration of the game. My worry is that might be tbe biggest drawback of this fleet. It is not very command flexible.

I've added a GR-75 with Leia and Comms net. Garm might work with this too. 4 A-wing two being Tycho and Shara. I might test this out with some friends next week

It's a tanky list but a Demolisher can take one of your Peltas out fairly easy, you'd have to be real careful with your activation order to get the best padding from moving shields around.

The MC80 build has staying power but you might get tangled up with an ISD forcing you to use it's engineering on itself.

If you bring the Assualt Pelta's and find points for those torpedo slots your fleet will have a better punch.

Also, what Admiral were you thinking? Garm would be good for those tokens.

You could take Sato but as tempting as those 8-12 black dice (El or RR+CF, repeat for 2nd Pelta) from the Pelta sound it leaves you no way to lock down defensive tokens, unless you're changing the two red to blue. You could get an attack pool of 4 black/ 2 blue.

Edited by eliteone
Clarity

This is something I'll just tinker with and practice flying. If anything I may need multiple threats to keep my opponent busy and not focus fire on the mc80

I had the same idea a couple months ago and played it for a few games. Did fairly well with it, was fun. Here's the list i used for ideas for ya.

Couple things- you want engine techs on the mc80. It needs to be fast enough to get in front of key targets (like demolisher) to shield your weaker ships so they can finish them off. Using redemption lets you get that extra engineering point which helps alot to pass shields while still keeping shields maxed. I could have sworn I had ahsoko in there but I guess I didn't save that one. I'd recommend you get her if you can, as her and garm can combine to allow the mc80 to have an engineering token every single turn. As long as you can keep the enemy focusing on the mc80 (which should be ahead of your other ships in their face) it can get 7 shields a turn passed back to it from STM and projection experts, then have another 8 engineering points to use for hull damage or other shield regen.

The one game I played with it like that my friend focused only on the mc80 trying to kill it. It soaked about 40 damage through the course of the game and ended turn 6 almost full health/shields. Weaknesses may be heavy bomber wings (never faced) and people who manage to get behind you and pick off your smaller ships (which makes the game really close to a draw basically)

Just food for thought.

Faction: Rebel Alliance
Points: 400/400
Commander: Garm Bel Iblis
Assault Objective: Blockade Run
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona
[ flagship ] MC80 Assault Cruiser (114 points)
- Garm Bel Iblis ( 25 points)
- Engineering Captain ( 6 points)
- Engine Techs ( 8 points)
- Advanced Projectors ( 6 points)
- Reinforced Blast Doors ( 5 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 177 total ship cost
Modified Pelta-class Assault Ship (56 points)
- Raymus Antilles ( 7 points)
- Projection Experts ( 6 points)
- Assault Proton Torpedoes ( 5 points)
- Shields to Maximum! ( 6 points)
= 80 total ship cost
Modified Pelta-class Assault Ship (56 points)
- Projection Experts ( 6 points)
- Assault Proton Torpedoes ( 5 points)
- Entrapment Formation! ( 5 points)
= 72 total ship cost
Nebulon-B Escort Frigate (57 points)
- Redemption ( 8 points)
- Projection Experts ( 6 points)
= 71 total ship cost

12 hours ago, Drakkars said:

I had the same idea a couple months ago and played it for a few games. Did fairly well with it, was fun. Here's the list i used for ideas for ya.

Couple things- you want engine techs on the mc80. It needs to be fast enough to get in front of key targets (like demolisher) to shield your weaker ships so they can finish them off. Using redemption lets you get that extra engineering point which helps alot to pass shields while still keeping shields maxed. I could have sworn I had ahsoko in there but I guess I didn't save that one. I'd recommend you get her if you can, as her and garm can combine to allow the mc80 to have an engineering token every single turn. As long as you can keep the enemy focusing on the mc80 (which should be ahead of your other ships in their face) it can get 7 shields a turn passed back to it from STM and projection experts, then have another 8 engineering points to use for hull damage or other shield regen.

The one game I played with it like that my friend focused only on the mc80 trying to kill it. It soaked about 40 damage through the course of the game and ended turn 6 almost full health/shields. Weaknesses may be heavy bomber wings (never faced) and people who manage to get behind you and pick off your smaller ships (which makes the game really close to a draw basically)

Just food for thought.

Faction: Rebel Alliance
Points: 400/400
Commander: Garm Bel Iblis
Assault Objective: Blockade Run
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona
[ flagship ] MC80 Assault Cruiser (114 points)
- Garm Bel Iblis ( 25 points)
- Engineering Captain ( 6 points)
- Engine Techs ( 8 points)
- Advanced Projectors ( 6 points)
- Reinforced Blast Doors ( 5 points)
- Spinal Armament ( 9 points)
- Leading Shots ( 4 points)
= 177 total ship cost
Modified Pelta-class Assault Ship (56 points)
- Raymus Antilles ( 7 points)
- Projection Experts ( 6 points)
- Assault Proton Torpedoes ( 5 points)
- Shields to Maximum! ( 6 points)
= 80 total ship cost
Modified Pelta-class Assault Ship (56 points)
- Projection Experts ( 6 points)
- Assault Proton Torpedoes ( 5 points)
- Entrapment Formation! ( 5 points)
= 72 total ship cost
Nebulon-B Escort Frigate (57 points)
- Redemption ( 8 points)
- Projection Experts ( 6 points)
= 71 total ship cost

I may try this out. It looks fun. Maybe adjust to get Ahsoka in there. Thanks!

Fighter coordination teams. Bwing spam with jan, spare hwk and toryn

@EagleScoutof007 here's my proper list with ahsoko and a few other tricks that I posted before. Knew I had an updated version just not sure why it hadn't saved. Give it a try and let me know how you like it!

Edited by Drakkars

@Drakkars I'll have to check this out too. My group plays on fridays. I'll make sure to post the results by then! ?

Is there any kind of formation you'd recommend flying these ships? I thought of using the MC80 as a shield of sorts to force my opponent to shoot it. Maybe have the nebulon-b tale behind?

8 hours ago, EagleScoutof007 said:

Is there any kind of formation you'd recommend flying these ships? I thought of using the MC80 as a shield of sorts to force my opponent to shoot it. Maybe have the nebulon-b tale behind?

That's exactly it. Mc80 needs to engine tech hard the first 2-3 turns to get up in front and be the big threat, physically blocking other ships as needed. Remember it has engineering captain so you never want to actually have engineering queud up, always a concentrate fire or navigate for the engine techs. Neb b slow rolls from behind staying in projection expert range and using TRC to force damage through. Peltas are to guard your flanks and to contribute *ok* damage at targets or flak to try to drive fighter groups off. You have lots of good flak with that setup, it can definitely kill squads if they try to engage you at long range with them. Just make sure your smaller ships stay in support range of each other to pass shields around as needed and protect each other.

Also really try to work those objectives. Contested outpost you can sit on to get lots of points and it will be really hard to drive you off. Salvage run well it works well if you don't fight a strategic fleet but you can always swap that around as needed. I just figured against most people it will either get them rushing for the salvage right into the big guns of your mc80 (which with engine techs should get in range of the salvage after 1 turn) or scare them away from it giving you free points.

I went with advanced gunnery for the third as it's there to first make the mc80 even scarier, but more importantly to make it a bigger target. I want people wasting shots on it. Face it though, if the mc80 dies it's almost a guaranteed loss anyhow since its almost half your fleet points (or a close fight anyhow, you won't be getting a 10 point win if it's gone for sure).

Just keep an eye out for ships that like to first last you to escape and try to block them with the mc80 or the trail ships so that even if they manage to jump past the mc80 that they land in the bread basket of the clean up ships.

Hope that helps!