Dubious rebel fleet.

By Darth Sanguis, in Star Wars: Armada Fleet Builds

I designed this to be a high activation fleet with some heavy punch in it. The Mc80 waits for prey, uses engine techs to get where it needs to go, and double arcs opponents to deliver a consistent 13+ damage at medium per round. Meanwhile the Gr75s push Norra bombers and escort Xs to soften defenses and shred shields. Lastly, skirting the map is Jaina's light, there to collect objectives and last hit damaged ships.


Lemme know what ya think


Dubious Strategy
Author: Darth Sanguis

Faction: Rebel Alliance
Points: 400/400

Commander: Commander Sato

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] MC80 Command Cruiser (106 points)
- Commander Sato ( 32 points)
- Defiance ( 5 points)
- Damage Control Officer ( 5 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- SW 7 Ion Batteries ( 5 points)
= 173 total ship cost

GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
- Bomber Command Center ( 8 points)
= 30 total ship cost

GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
- Comms Net ( 2 points)
= 24 total ship cost

GR-75 Medium Transports (18 points)
- Boosted Comms ( 4 points)
= 22 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship cost

3 X-Wing Squadrons ( 39 points)
1 Norra Wexley ( 17 points)
3 Y-Wing Squadrons ( 30 points)
1 HWK-290 ( 12 points)

Just a thought, but I would probably put Sato on Jainas. I love the idea tank pickle and sticking your admiral on it and giving them no other good targets, but on a command it's best to hedge bets and move whatever points off of it you can, because it becomes more likely it will sink without the second defensive retro.

Other than that, I am a huge fan of blue dice with SW7 just tearing things apart!

I think you should go with leading shots and xi7s instead of qbt and sw7s. I just find that xi7s are at least getting you one extra damage (if not more). And leading shots is such good insurance. since I just noticed this is a sato list, that seems like leading shots is all the more important for those black dice you will be getting

I love the MC80 (usually the A variant). This looks pretty fun! I think I will try to make something similar, but probably will the assault variant.

1 minute ago, Tiberius the Killer said:

I think you should go with leading shots and xi7s instead of qbt and sw7s. I just find that xi7s are at least getting you one extra damage (if not more). And leading shots is such good insurance. since I just noticed this is a sato list, that seems like leading shots is all the more important for those black dice you will be getting

I love the MC80 (usually the A variant). This looks pretty fun! I think I will try to make something similar, but probably will the assault variant.

He is adding blue dice with Sato, not black. Add in blue dice from Defiance, and QBT (and ideally CF) and he will be able to throw 8 blue 1 red out of a mid range side arc in ideal circumstances. Blue dice with SW7 have the same EXPECTED damage (one per dice) as black dice since the chance of blanks and doubles cancels each other out with none of the risk. It won't spike, like XI7's and black dice will, but it also won't be prone to blanks.

Ahhh. Now I understand. :)

14 minutes ago, Tiberius the Killer said:

I think you should go with leading shots and xi7s instead of qbt and sw7s. I just find that xi7s are at least getting you one extra damage (if not more). And leading shots is such good insurance. since I just noticed this is a sato list, that seems like leading shots is all the more important for those black dice you will be getting

I love the MC80 (usually the A variant). This looks pretty fun! I think I will try to make something similar, but probably will the assault variant.

this:

4 minutes ago, BrobaFett said:

He is adding blue dice with Sato, not black. Add in blue dice from Defiance, and QBT (and ideally CF) and he will be able to throw 8 blue 1 red out of a mid range side arc in ideal circumstances. Blue dice with SW7 have the same EXPECTED damage (one per dice) as black dice since the chance of blanks and doubles cancels each other out with none of the risk. It won't spike, like XI7's and black dice will, but it also won't be prone to blanks.

Also, when mixed in with the Y's, defense tokens start to matter less and less. I run a similar build with mc30s throwing black at long and often enough by the time I'm hitting with the Mc30's the Ys have stripped all the shields off a ship...

The Mc80 is a mage who's only spell is magic missile. It throws the same damage, with no peaks or slumps.... but it always hits.

Against a fresh ship, sure, probably no big threat, but add 12 damage from those y's per round... ouch time.