Ling's '345th New Republic Patrol Fleet.' (rebels)

By Ling27, in Star Wars: Armada Fleet Builds

As I have been alternating my purchases between Rebels and Empire, I felt it was time for me to try designing a fun to play rebel fleet, based on the few expansions ive gotten. I have the core box, explaining the Nebula-B and CR90, and I picked up Hammerheads because I think they are fun ships. For my command vessel I am going with a Pelta Command Crusier. Why, Ling, would you use that? Because I like the design and I think I can make it work. Its decked out for fighters, so the concept is that it will either be a central ship, or a flanking ship with fighters acting as a screen.

The Hammerhead Sister ships will always take one flank, as to maximize their forward guns ive taken Spinal Armaments. I know they are more expensive but I like the synergy between spinal and gunnery teams. With the Hammerhead's wide front arc it gives the ability to fire at multiple targets.

The CR90 would be central on the Hammerhead flank. Its made up so to disrupt the defense tokens of the targets for the Hammerheads and Nebula.

The Nebula would be the Pelta's battle buddy ship, moving along side to assist in fighter support as well as anti-fighter suppression.

Obviolusly these plans are only deployment plans, and once the battle starts plans change quickly, but it also helps understand the rough outline as to what each ship is there for. Its not the most optimized fleet, but I like the upgrades and feel it would work well for its intended purpose.

Above each ships upgrades and stuff is the name I am giving the ship. I enjoy doing things like that because then it lets me track how each ship is doing personally. And its fun to name things. To explain the name, my ships are going to be painted in a light blue color, oppisite of the Empire's red coloring often seen in propaganda works. And the New Republic Ships in Battlefront 2 have blue accents.

Please feel free to let me know what you think, I am 100% open to if there are ways to better optimize for like, tournements, as I do want to start doing competitive play at some point in the future.

Name: 345th New Republic Patrol Fleet
Faction: Rebel
Commander: Commander Sato

Assault: Blockade Run
Defense: Contested Outpost
Navigation: Solar Corona

NRV Twenty on Us

Pelta Command Ship (60)
• Commander Sato (32)
• Toryn Farr (7)
• Fighter Coordination Team (3)
• All fighters, Follow Me! (5)
• Expanded Hangar Bay (5)
• Phoenix Home (3)
• Flight Commander (3)
= 118 Points

NRV Mind the Gap

Nebulon-B Escort Frigate (57)
• Flight Commander (3)
• Fighter Coordination Team (3)
• Turbolaser Reroute Circuits (7)
• Yavaris (5)
= 75 Points

NRV Nothing to Declare

CR90 Corvette B (39)
• Electronic Countermeasures (7)
• Ion Cannon Batteries (5)
= 51 Points

NRV Not in the Manual

Hammerhead Scout Corvette (41)
• Gunnery Team (7)
• Spinal Armament (9)
= 57 Points

NRV Read the Fine Print

Hammerhead Scout Corvette (41)
• Gunnery Team (7)
• Spinal Armament (9)
= 57 Points

Squadrons:
• 6 x Z-95 Headhunter Squadron (42)
= 42 Points

Total Points: 400

Drop the ECM on the 90b and the TRC on the neb.

Re gunnery teams on the hammerheads, wouldn't disposable capacitors and apt not be better?

Drop those defensive retrofits for better squads. Something with 5 speed, Tyco probably.

For the hammerheads, my personal experience has been that the scout corvettes work best for me. Torpedo corvettes are a hit and miss, as you have to get real close in, even at medium range you are putting your ships in range for the same thing. DCs were fun, for the one time you get to use them in a game. I personally prefer to have consistant fire through a match. This works even better as many local players have at least A floatilla. Same with APT, its great, for the one die it effects. I might be in the minority here, and if I am wrong please let me know.

I see what you mean about the defensive retrofits and stuff. I am thinking Awings as the seem good. I would like to have a number of squadrons. I like the idea of mass fighters (hence the headhunters), but better fighters is the name of the rebel game. So 4x A wings and Gold Squadron?

Lol, what the heck, Spinals on the Hammerheads. That's ... unique lol.

If you're thinking of exchanging reds for blacks at long range for Sato, its not to not be worth its points. Sato is generally used to create a massive number of black dice to reroll with OE. Instead I would use Mothma.

Also, you don't need All fighters for this. You want intensify firepower! =)

Your set up is really weird. Its not optimized for Yavaris or squads... Zs are the cheapest squads you can get...

Also, I would do Heavy Ion Emplacements (if you have it) on the Cr90, no defensive retrofit at all, since, if it dies... I'm not sure you care. You can add Janina's Light too.

Drop Toryn, nothing rolls significant blues.

Drop the Expanded Hangar, keep a squad token around. Also consider using boosted comms instead of Phoenix Home and Flight Commander.

From there you have points to get Airen Cracken at least. If not better squads.

If your Hammerheads are going slow, you could also conceivably try quad battery turrets. Though that takes more navigation finesse.

Yavaris will likely do just fine with QBT too.

So something more along these lines?

Name: 345 New Republic Patrol Fleet (MK 2)
Faction: Rebel
Commander: Commander Sato

Assault: Blockade Run
Defense: Fleet Ambush
Navigation: Solar Corona

Pelta Command Ship (60)
• Commander Sato (32)
• Fighter Coordination Team (3)
• Intensify Firepower! (6)
• Expanded Hangar Bay (5)
• Phoenix Home (3)
• Flight Commander (3)
= 112 Points

Nebulon-B Escort Frigate (57)
• Quad Battery Turrets (5)
• Yavaris (5)
= 67 Points

CR90 Corvette B (39)
• Heavy Ion Emplacements (9)
• Jaina's Light (2)
= 50 Points

Hammerhead Scout Corvette (41)
• Gunnery Team (7)
• Spinal Armament (9)
= 57 Points

Hammerhead Scout Corvette (41)
• Gunnery Team (7)
• Spinal Armament (9)
= 57 Points

Squadrons:
• 8 x Z-95 Headhunter Squadron (56)
= 56 Points