X, & B, & Hammerheads, Oh My!

By Beerasaurus, in Star Wars: Armada Fleet Builds

It's my first time playing Rebels--after several months straight of ship-heavy Empire--so I'm excited to bring some squadron pain to the table. But since it's my first time I'd love feedback.

Thanks!

Name: X/B Hammerheads
Faction: Rebel
Commander: General Dodonna

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Minefields

Pelta Command Ship (60)
• General Dodonna (20)
• Flight Commander (3)
• Fighter Coordination Team (3)
• All fighters, Follow Me! (5)
• Expanded Hangar Bay (5)
• Phoenix Home (3)
• Ray Antilles (7)
= 106 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• Expanded Launchers (13)
• Garel's Honor (4)
= 57 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• Expanded Launchers (13)
= 53 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bomber Command Center (8)
• Boosted Comms (4)
• Bright Hope (2)
= 39 Points

Squadrons:
• Luke Skywalker (20)
• Wedge Antilles (19)
• 2 x X-wing Squadron (26)
• Keyan Farlander (20)
• Ten Numb (19)
• Dagger Squadron (15)
• B-wing Squadron (14)
= 133 Points

Total Points: 388

One thing that misses for sure is an intel squadron. If the opponent can tie up yoir squads for a turn or two he may just won the game.

And I personally don't like the Pelta. Way too slow and you have nothing to defend it so it will be a juicy and easy target.

I would swap for the following.
Squadrons:
• Jan Ors (19)
• Keyan Farlander (20) or [Nym (21)]
• 2 x B-wing Squadron (28)
• Luke Skywalker (20)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
= 132[133] Points

Biggs and Jan Ors will dramatically improve the life of your escorts and keep Luke Alive (Luke having Escort is his downfall in my opinion), Jan Ors will also allow your Squadrons to move un-impeded by enemy squadrons.
Also I personally think Keyan, Nym and Luke are a lot of points for what they do and need something to highly augment them. My opinion with these three is you need to have a Nebulon-B Escort Frigate with Yavaris, this will allow 2 squadrons that are activated to attack twice. Also having Adar Talon on another ship will allow you to do the following.

Example:
MC80 CC Activates 4 squadrons, they move an attack, one of which is Nym. Nym has re-roll-able black and blue with the bomber command center from the flotilla and Toryn Farr who is on board. Adar Talon is used to toggle Nym's activation slider.
Yavaris activates Nym to make a double attack of 2 black and 2 blue all re-roll-able.

So here you have a 3 black and 3 blue bombing dice threat from one 21 point ace, which for each blue crit you discard a defense token from the target. (9 damage potential or 6 if using the blues to discard defense tokens)
Other combos:
Luke Skywalker can do 3 black that ignore shields (6 damage potential)
Keyan Farlander can do 6 black all re-roll-able when hitting the hull. (12 damage potential)

Norra Wexley is also a good bomber support, making it so your Bombers can use Crits to take out a shield instead, making it so it cant be redirected from the target zone. (Similar to Assault Proton Torpedoes, cant be Redirected or Braced.)

Just some options for you to consider.

Yavaris
Bomber Command Center
Toryn Farr
Adar Tallon
Luke Skywalker
Keyan Farlander
Nym

Edited by grunnax93

Yes some Intel is definitely needed. I like @grunnax93 Squadron build.

You could take it and swap out Farlander for Gold Squadron and trade both Expanded launchers for External Racks. That's nearly 30 points to play with and you can eat into the bid for more. Pelta could become and MC80C or a MC75 or Keep the Pelta and one hammerhead could be a nasty MC30.

Great ideas, everyone. Thanks!

I'm definitely swapping the squadrons out. I want to give more thought to the ships, but either way the Pelta's going.

This is where I ended up for tonight.
Thanks again!

Name: X/B Hammerheads
Faction: Rebel
Commander: General Dodonna

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Minefields

Nebulon-B Escort Frigate (57)
• General Dodonna (20)
• Toryn Farr (7)
• Fighter Coordination Team (3)
• Turbolaser Reroute Circuits (7)
• Yavaris (5)
= 99 Points

Hammerhead Torpedo Corvette (36)
• Hondo Ohnaka (2)
• Ordnance Experts (4)
• Expanded Launchers (13)
• Garel's Honor (4)
= 59 Points

Hammerhead Torpedo Corvette (36)
• Major Derlin (7)
• Ordnance Experts (4)
• Expanded Launchers (13)
= 60 Points

GR-75 Medium Transports (18)
• Adar Tallon (10)
• Bomber Command Center (8)
• Boosted Comms (4)
• Bright Hope (2)
= 42 Points

Squadrons:
• Jan Ors (19)
• Luke Skywalker (20)
• Biggs Darklighter (19)
• 2 x X-wing Squadron (26)
• Keyan Farlander (20)
• 2 x B-wing Squadron (28)
= 132 Points

Total Points: 392

Swap expanded launchers with external racks that will save you 20 points as hammerheads don't survive long that leaves you at 372 points meaning you have 28 points to burn perhaps a gr 75 transport with jamming Fields?

Great note about the survivability, @grunnax93. But why Jamming Fields? Doesn't it hurt me as much as them? Maybe more so given that I'm squadron heavy?

Felt like I could squeeze an extra activation in there... What about something like this? I'd be happy to lend you a third Hammerhead.

Name: Hammertime
Faction: Rebel
Commander: General Dodonna

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Nebulon-B Escort Frigate (57)
• General Dodonna (20)
• Flight Commander (3)
• Fighter Coordination Team (3)
• Yavaris (5)
= 88 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Expanded Hangar Bay (5)
= 31 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Expanded Hangar Bay (5)
= 30 Points

Hammerhead Torpedo Corvette (36)
• External Racks (3)
• Task Force Organa (1)
= 40 Points

Hammerhead Torpedo Corvette (36)
• External Racks (3)
• Task Force Organa (1)
= 40 Points

Hammerhead Torpedo Corvette (36)
• External Racks (3)
• Task Force Organa (1)
= 40 Points

Squadrons:
• Biggs Darklighter (19)
• Jan Ors (19)
• 2 x X-wing Squadron (26)
• Keyan Farlander (20)
• Ten Numb (19)
• 2 x B-wing Squadron (28)
= 131 Points

Total Points: 400

6 hours ago, Beerasaurus said:

Great note about the survivability, @grunnax93. But why Jamming Fields? Doesn't it hurt me as much as them? Maybe more so given that I'm squadron heavy?

If your squadron heavy and they have just enough squadrons to cause issues to your bombers, it is going to be more hurtful to them. When Bombing, I tend to ignore squadrons where possible (Jan Ors), for example 6 TIE Fighter Squadrons and "Howlrunner" means 27 Blue Dice, vs Biggs, Jan, 2 X-Wings, Keyan, Ten Numb and 2 B-wings of 26 Blue and 1 Black. Jamming Fields drops Imperials to 20 Blue Dice and Rebels to 20 Blue Dice, the difference is that Jan Ors, Biggs and 2 X-Wings, can really split the damage around and use braces to make the enemy take 2 maybe 3 turns to kill your escorts. Mean while you do 20 dice un-mitigated.

Just depends on your setup and what your against

12 hours ago, The Jabbawookie said:

Felt like I could squeeze an extra activation in there... What about something like this? I'd be happy to lend you a third Hammerhead.

Name: Hammertime
Faction: Rebel
Commander: General Dodonna

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Nebulon-B Escort Frigate (57)
• General Dodonna (20)
• Flight Commander (3)
• Fighter Coordination Team (3)
• Yavaris (5)
= 88 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Expanded Hangar Bay (5)
= 31 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Expanded Hangar Bay (5)
= 30 Points

Hammerhead Torpedo Corvette (36)
• External Racks (3)
• Task Force Organa (1)
= 40 Points

Hammerhead Torpedo Corvette (36)
• External Racks (3)
• Task Force Organa (1)
= 40 Points

Hammerhead Torpedo Corvette (36)
• External Racks (3)
• Task Force Organa (1)
= 40 Points

Squadrons:
• Biggs Darklighter (19)
• Jan Ors (19)
• 2 x X-wing Squadron (26)
• Keyan Farlander (20)
• Ten Numb (19)
• 2 x B-wing Squadron (28)
= 131 Points

Total Points: 400

I really like this build. I hate that Yavaris is focused entirely on activating 2 squadrons, but the rest is solid enough to make it work. And I like bidding at 400--I want to go second, but have enough activations that I can first/last to devastating effect.

Great call.

I'm really torn about Superior Positions, though. Given the lack of Boosted Comms the position I need the transports in to attack ships from the rear with my squadrons is sketchy. I think I'd rather have control of the obstacles and some mild damage output with Minefields.

Minefields also sounds like a perfectly good choice. Lambdas/VCXs aren’t too much of a concern against maxed squads, after all... :D

37 minutes ago, Beerasaurus said:

I really like this build. I hate that Yavaris is focused entirely on activating 2 squadrons, but the rest is solid enough to make it work. And I like bidding at 400--I want to go second, but have enough activations that I can first/last to devastating effect.

Great call.

I'm really torn about Superior Positions, though. Given the lack of Boosted Comms the position I need the transports in to attack ships from the rear with my squadrons is sketchy. I think I'd rather have control of the obstacles and some mild damage output with Minefields.

Bank a Squadron token on Round 1. That gives Yavaris 3 Squadrons for at least one turn.

The FC/FCT combo on Yavaris helps with Superior Positions. Being able to move before activating squadrons is pretty much just as good as Boosted Comms.