Hi everyone,
I'm looking for some info regarding the combinations of Rebel Commanders that have been used for 4 fleet and 6 fleet set-ups for the CC Campaign. I'm not looking for complete lists, just the commanders.
Thanks!
Edited by Admiral WigTHi everyone,
I'm looking for some info regarding the combinations of Rebel Commanders that have been used for 4 fleet and 6 fleet set-ups for the CC Campaign. I'm not looking for complete lists, just the commanders.
Thanks!
Edited by Admiral WigT4 fleet rebel is basically:
Dodonna plus one. He is too good in team games.
Dodonna/Sato has been my favorite Suggestion.
Yeah, Dodonna is the auto-include of commanders for me. After that I think Ackbar, since at 500 points you can have a nice amount of broadsides in a list, and after that , if you still have fleets, Mothma MC30s are fun, and Sato gets more ships/squads to use his ability on, and Leia (not out yet) MSUs. . . essentially anything else, but first Dodonna and second Ackbar.
I'm not surprised that Dodonna seems to be at the top of the list so far given the damage he can potentially bring to a battle.
It's not just the damage his fleet can do, he's auto-include in team games because he's the only commander on either side that can effect the whole team. Every other commander only benefits the fleet they're attached to, but Dodonna affects the opponents so his player can pick and choose face up damage cards dealt by anyone on the rebel team. That's why someone should always bring him in CC campaigns
18 minutes ago, Odomir said:It's not just the damage his fleet can do, he's auto-include in team games because he's the only commander on either side that can effect the whole team. Every other commander only benefits the fleet they're attached to, but Dodonna affects the opponents so his player can pick and choose face up damage cards dealt by anyone on the rebel team. That's why someone should always bring him in CC campaigns
Thank you for pointing that out. I'll have to treat Dodonna with extra care as I don't want him to slant the results of my research.
He's odd. The key point is that every other commander gives YOU a bonus. "When attacking you may..." "All you ships gain..." etc. Dodonna applies when YOUR OPPONENT does something (in this case draw a face up damage card) and in a multiplayer game all opponents are your opponents, even if it's your team-mate causing the damage and not you
Rieekan is extremely useful for hindering enemy movement options if you run him in the CR90B wolf pack. Not only do Cr90Bs with SW-7s hit like freight trains, they make excellent road blocks for setting up allied shots from Dodonna, Ackbar, or Sato.
No love yet for Cracken, Madine, or Bel Iblis.
Dodonna is the go-to Rebel commander in any kind of team game thanks to his sneaky circumvention of the "your commander only applies to you" rules. The others aren't as important, but rule of thumb is that expensive commanders scale better with larger fleets than less expensive ones do. Sato is very good if your group rules that friendly squadrons trigger his ability for his ships. Ackbar scales very well with large engagements, especially with lots of support from other fleets to mitigate his weaknesses. Mothma is always good. Madine is nice for navigating around in what can get to be a pretty crowded engagement area. Rieekan is good during the campaign, and certainly not bad during the AOA.
The other, non-commander consideration for the All Out Assault is that having a large ship in all--or at least most--fleets is very advantageous. You have to set aside either one large or two small/mediums at the start of the AOA, and you hyperspace in up to one ship per player per turn. So, if you're not running any large ships, you're forced to drop two activations and two deployments to hyperspace reinforcements, and can only deploy one of the two per player per turn.
Dropping three large ships in from hyperspace at the same time is game-winningly good. The only AOA I've gotten to do so far was 2v2, but my team had two ISDs, and the other team had only one MC80 between the two fleets. The ridiculous advantage gained by parking a pair of ISD1s pretty much wherever we chose on turn 2 cannot be overstated. I can only imagine it would be similar with 3 pickles or Liberties.
7 hours ago, Ardaedhel said:Dodonna is the go-to Rebel commander in any kind of team game thanks to his sneaky circumvention of the "your commander only applies to you" rules. The others aren't as important, but rule of thumb is that expensive commanders scale better with larger fleets than less expensive ones do. Sato is very good if your group rules that friendly squadrons trigger his ability for his ships. Ackbar scales very well with large engagements, especially with lots of support from other fleets to mitigate his weaknesses. Mothma is always good. Madine is nice for navigating around in what can get to be a pretty crowded engagement area. Rieekan is good during the campaign, and certainly not bad during the AOA.
The other, non-commander consideration for the All Out Assault is that having a large ship in all--or at least most--fleets is very advantageous. You have to set aside either one large or two small/mediums at the start of the AOA, and you hyperspace in up to one ship per player per turn. So, if you're not running any large ships, you're forced to drop two activations and two deployments to hyperspace reinforcements, and can only deploy one of the two per player per turn.
Dropping three large ships in from hyperspace at the same time is game-winningly good. The only AOA I've gotten to do so far was 2v2, but my team had two ISDs, and the other team had only one MC80 between the two fleets. The ridiculous advantage gained by parking a pair of ISD1s pretty much wherever we chose on turn 2 cannot be overstated. I can only imagine it would be similar with 3 pickles or Liberties.
So, when choosing commanders and the composition of each fleet, it's best to assume that an AOA will occur. Let's say in a six fleet set up, on the Rebel side, the fleets using Ackbar and Rieekan have at least one large ship each. The third fleet using Mon Mothma is a mix of medium and small ships. Would you say that the Mothma fleet needs to be at least four ships strong to function effectively in the AOA scenario?
14 minutes ago, Admiral WigT said:So, when choosing commanders and the composition of each fleet, it's best to assume that an AOA will occur. Let's say in a six fleet set up, on the Rebel side, the fleets using Ackbar and Rieekan have at least one large ship each. The third fleet using Mon Mothma is a mix of medium and small ships. Would you say that the Mothma fleet needs to be at least four ships strong to function effectively in the AOA scenario?
To attempt to answer your specific question: if Mothma doesn't have a large ship, then 2 of her ships will go to hyperspace, and only come out one at a time. So if she has 3 ships, only 1 will be useful the first turn. The more ships she has, the more impact they'll have. If most of her fleet (or any fleet) is in hyperspace at the start of the battle, then the enemy is essentially fighting 2.5 fleets for the first few turns, thus potentially allowing them to turn the tables on the enemy sufficiently such that the addition of the ships from hyperspace don't change the course of the battle.
Now, I have yet to actually play an AOA, so bear that in mind whilst reading my posts. However, keeping in mind the probability of the AOA occurring, I would approach fleet building like this:
Under the assumption that there will be an AOA, each side should attempt to have their fleets harmonize. So treat each fleet as a third of the main fleet, able to split off and work on its own, but also able to operate and cooperate with the other two fleets. Thus I find that some campaigns have a Bomber Fleet, an Gunnery fleet, and an MSU/Mixed fleet, so when the AOA commences, you have a bomber part, a heavy fighter part, and the swift intercept ships, without worrying about splitting those functions between three fleets and reducing their overall effectiveness. For example, you could have a Rieekan Bomber List, an Ackbar Gunnery List, and a Dodonna mixed Medium/small list, so that the gunners get full benefit form Ackbar, as opposed to being spread out in all three fleets and thus only some of them getting Ackbar's benefit. Furthermore, Ackbar doesn't need to worry about supporting too may fighters, 'cause Rieekan's taken care of that.
34 minutes ago, GhostofNobodyInParticular said:So treat each fleet as a third of the main fleet, able to split off and work on its own, but also able to operate and cooperate with the other two fleets. Thus I find that some campaigns have a Bomber Fleet, an Gunnery fleet, and an MSU/Mixed fleet, so when the AOA commences, you have a bomber part, a heavy fighter part, and the swift intercept ships, without worrying about splitting those functions between three fleets and reducing their overall effectiveness.
Basically, its build divisible fleets customized to the strengths of each commander and the role each plays. So, in theory each Rebel commander should have a specific fleet suited for a specific function, i.e., bomber command, fighter defense, ship to ship offense, etc.
7 minutes ago, Admiral WigT said:Basically, its build divisible fleets customized to the strengths of each commander and the role each plays. So, in theory each Rebel commander should have a specific fleet suited for a specific function, i.e., bomber command, fighter defense, ship to ship offense, etc.
That's how I think it should be. Granted, you have to ensure that the fleet is balanced to be viable against all threats, but if you give each fleet a clear preference in the way it works, when you combine all of them, they can work together more efficiently.
Edited by GhostofNobodyInParticular1 minute ago, GhostofNobodyInParticular said:That's how I think it should be. Granted, you have to ensure that the fleet is balanced to be viable against all threats, but if you give each fleet a clear preference in the way it works, when you combine all of them, they can work together more efficiently.
I think we're on the same page here as my research seems to heading in this direction.
If you are considering commander combos only, Dodonna has to be the first choice for Rebels. Sato is the only one that takes advantage of him with long range APT shots. All of the rest of the Rebel's admirals don't play off Dodonna.
For the grand fleet composition - the theory that you have your bomber fleet, main battle line fleet, and your flanker/interceptor fleet that each player built with an ideal admiral is nice, but you need to make it to AOA first. Each fleet has to stand on its own.
I do do recommend at least a large ship for each fleet if possible. Though two AFmk2 in a fleet would be interesting to warp in. With speed 3 and red dice, they can chase well.
3 hours ago, Church14 said:If you are considering commander combos only, Dodonna has to be the first choice for Rebels. Sato is the only one that takes advantage of him with long range APT shots. All of the rest of the Rebel's admirals don't play off Dodonna.
For the grand fleet composition - the theory that you have your bomber fleet, main battle line fleet, and your flanker/interceptor fleet that each player built with an ideal admiral is nice, but you need to make it to AOA first. Each fleet has to stand on its own.
I do do recommend at least a large ship for each fleet if possible. Though two AFmk2 in a fleet would be interesting to warp in. With speed 3 and red dice, they can chase well.
Indeed, if the fleets can't make it through the guantlet why plan for the AOA.
I would think that two AF 2's would be the equivalent of a large ship, especially if they worked in tandem. It's fortunate that the Alliance has a few of them, including the Gallant Haven and the Paragon.
Logic is that a bomber fleet is a pretty good battle defense fleet and a fast flanker fleet is a good offensive fleet, thus doing well during the general campaign anyway.
Still no Cracken or Bel Iblis.
So far I've played Sato and then Madine. I'm liking Madine (with two MC80 BC's and 3 GR's), but Sato was fun in a big list (9 activations, 8 squadrons). Overall I think Sato is more useful in this scenario though. Cracken is great for keeping your ships alive through the campaign, so there's that (I've been trying to find a way to make him work with AFMKII's). Bel is....eh in terms of CC. He's nice for a list built around him, and I could picture some 4 or 5 AFKmkII list making good use of him, but not too useful specifically in the context of CC.
11 hours ago, Admiral Theia said:So far I've played Sato and then Madine. I'm liking Madine (with two MC80 BC's and 3 GR's), but Sato was fun in a big list (9 activations, 8 squadrons). Overall I think Sato is more useful in this scenario though. Cracken is great for keeping your ships alive through the campaign, so there's that (I've been trying to find a way to make him work with AFMKII's). Bel is....eh in terms of CC. He's nice for a list built around him, and I could picture some 4 or 5 AFKmkII list making good use of him, but not too useful specifically in the context of CC.
I see Cracken as the "synchronized swimmer;" everything has to move at speed three and always in formation. Have you tried an AF MkII conga line with him?
I see Bel Iblis as a big ship guy, usually MC80 Liberty ships. Four or five AF's might be interesting with him.
4 hours ago, Admiral WigT said:I see Cracken as the "synchronized swimmer;" everything has to move at speed three and always in formation. Have you tried an AF MkII conga line with him?
I see Bel Iblis as a big ship guy, usually MC80 Liberty ships. Four or five AF's might be interesting with him.
I've not tried Cracken with the line. I like him with the small ships, the 30's and 90's. I love flying at speed 3-4 and spamming nav commands.
1 hour ago, Admiral Theia said:I've not tried Cracken with the line. I like him with the small ships, the 30's and 90's. I love flying at speed 3-4 and spamming nav commands.
That's exactly my favourite type of fleet to fly. I've been cooking up some plans to fit in an Assault Frigate too, but I haven't had a chance to try it yet.
5 hours ago, Admiral WigT said:I see Cracken as the "synchronized swimmer;" everything has to move at speed three and always in formation.
Interesting, I like to fly my Cracken ships all over the place rather than in formation. But maybe that's just me, and I'm not at all claiming it's the smartest thing to do.
It's also good to note that stubbornly staying at 3+ just because of Cracken may not be the best choice in every situation. It's definitely the more fun choice though.
2 hours ago, Villakarvarousku said:It's also good to note that stubbornly staying at 3+ just because of Cracken may not be the best choice in every situation. It's definitely the more fun choice though.
I wouldn't characterize this as stubbornness...more of playing to Cracken's strength, and definitely having fun with it.