Rebel Players

By EbonHawk, in Star Wars: Armada

What lists are actually viable for rebels at the moment? Most recent FAQ doesn't affect me too much, I do however feel rebels have taken the heavier hits in the recent FAQs though...

In general id like to know what Rebels think: the top ships/squads we have are? the best combos? Favoured lists etc

:)

Raddus.

Rebels have raddus and that is all that they need.

2 minutes ago, BrobaFett said:

Raddus.

Rebels have raddus and that is all that they need.

I've been enjoying him, how do you play him personally broba?

5 minutes ago, EbonHawk said:

I've been enjoying him, how do you play him personally broba?

I've played a fair amount admo/gr75 x2 + mc75 and it in hyper.

Also played a lot of yavaris/gr75 x2 and max bombers + mc75 in hyperspace.

Lately been playing mc80/gr75 x2 + mc75 in hyperspace.

All have been strong and effective, the max squads version the least so of the 3.

But really, there is no wrong way to play him. You put profundity in hyper and drop 2 shops. You can make profundity your flag and gain an insane amount of drop flexibility. Constants have been the feeling that the mc75 is the optimal raddus ship, since it's double arc is so strong and raddus guarantees it.

But what you use to get it there is totally up to preference.

Edited by BrobaFett

It depends on your meta and experience

For example, locally my Dodonna dual Liberty(GT, IO, XI7, DTT) with 2 flots and squads runs rampant through almost everything.

I ram both Liberties down the enemy throat while my squads tie up things long enough for the cruisers to do their job.

I have a feeling id get my *** kicked at regionals or above. My meta is also no more than 6 people including me right now.

I also enjoy what I call Raddus' revenge

The Raddus ship is a

MC75 Armored with

Hondo, Boarding Troopers, X Racks, Hicap Ions, ECM

Preferably another ship overheats the target's defense tokens( O Pulse or normal attack) then you use BT to discard 3(Brace, Redirects) and then attack with the double arc you setup.

Expensive but fun.

may also result in your opponent rage quitting, flipping the table, crying salty tears or a combination of the three.

Mothma, 4 MC30s, 3 2 GR75s.

24 minutes ago, Ardaedhel said:

Mothma, 4 MC30s, 3 2 GR75s.

With the hit to squads, what do you think of Cracken or Madine?

Has anyone had any success with a Pelta recently?

Im still trying to make Akbar with a MC75, an AFMK2, a MC30 and a transport with light fighters work though it seems its almost aways been better to drop the MC30 for a TRC90 and more fighters or anti fighter upgrades. The FAQ hasn't weakened this list except for maybe the timing for SA so hopefully I will be able to make it shine in whatever the meta settles out to be.

I would like to be able to include IF but I think the pelta tax would be too high.

Edited by Yosh6314
4 hours ago, Admiral Litje said:

Has anyone had any success with a Pelta recently?

@comatose ...

8 hours ago, Admiral Litje said:

Has anyone had any success with a Pelta recently?

I nabbed 8th at a regional recently with a squadron heavy list using my Pelta as the carrier.

Generally I think Rebels continue to be the stronger of the two factions. Every ship is useful, most in almost any type of build. The squadrons and aces continue to be strong. While Rieekan is still dominant IMO, nearly all the admirals are useful (Sorry Cracken, I think it's just you who isn't). The FAQ nerfs seemed to have targeted specific builds while leaving the overall rebel experience strong.

12 hours ago, BrobaFett said:

I've played a fair amount admo/gr75 x2 + mc75 and it in hyper.

Also played a lot of yavaris/gr75 x2 and max bombers + mc75 in hyperspace.

Lately been playing mc80/gr75 x2 + mc75 in hyperspace.

All have been strong and effective, the max squads version the least so of the 3.

But really, there is no wrong way to play him. You put profundity in hyper and drop 2 shops. You can make profundity your flag and gain an insane amount of drop flexibility. Constants have been the feeling that the mc75 is the optimal raddus ship, since it's double arc is so strong and raddus guarantees it.

But what you use to get it there is totally up to preference.

Almost guarantees the double arc.

Personally I prefer a MC80 Star Cruiser with Gunnery Teams, Leading Shots, XI-7 and XX-9 Turbolasers.

9 hours ago, Admiral Litje said:

Has anyone had any success with a Pelta recently?

I really think intensify forward firewpower has upped the usefulness of the Pelta, if you can find some other good reason for it to be in your list.

I've pushed some squadrons with it with Raddus, and it has most of the time survived and been able to clean up the damage put on by bigger threats. Intensify really helps the Pelta's own damage output to be more reliable. If you are also helping 1-2 other ships meaningfully, and the Pelta has a role, it's not too bad. I used it with an ordnance MC75 Profundity with lots of upgrade, naked Jaina's Light CR90, Pelta with intensify and disposable capacitors, and nested (with Profundity) hammerhead with just external racks, with a flotilla and 2 VCXs/A Wings. The relay part of that would need to be looked at, but I really didn't need Quantum Storm to be doing that much with squadron commands, the Pelta could handle it. The Pelta also saved 11 points on ordnance experts and TRC for the small ships, plus less points lost when they are perhaps destroyed. Now, certainly the CR90 would have been happier with TRC, but it's 7 points that you can use or not use. And with a Raddus ship coming in, which is your big threat, people aren't going to focus on the Pelta (which is going Speed 1 from the backline in my build). I think the disposable capacitors could be dropped too, I generally wasn't getting long range double arcs because I wanted to be sure to present my front with 3 shields towards the nasty enemy big ship. Unlike a CR90 or hammerhead, it is very unlikely for a Pelta to get 1 shotted at long range, as you need accuracies for both evade and brace and XI7s for redirect or a third accuracy, and 8 (9 with XI7) damage from full health. Possible but pretty unlikely. Now, it's hard to escape if the thing shooting you doesn't explode soon, but if you come in later hopefully you won't need to.

Been out way too long to know anything, but how about Rapid Launch Bays?

We just had a thread about bwings maybe being dead because of Yavaris changes, but I think they're still the premier bomber to stuff inside a teched ship and fart out on top of the enemy

Then again, I don't really know if the Flight Commander + Engine Tech + Rapid Launch Bays works as I think it does, but if it does it'd be something cute to do with the mc80 or pelta command or AFmk2 (sans techs)

Empire doesn't really seem to have any bombers that benefit like the B would, as they're all faster and don't hit as hard

Edited by ficklegreendice
1 hour ago, ficklegreendice said:

Been out way too long to know anything, but how about Rapid Launch Bays?

We just had a thread about bwings maybe being dead because of Yavaris changes, but I think they're still the premier bomber to stuff inside a teched ship and fart out on top of the enemy

Then again, I don't really know if the Flight Commander + Engine Tech + Rapid Launch Bays works as I think it does, but if it does it'd be something cute to do with the mc80 or pelta command or AFmk2 (sans techs)

Empire doesn't really seem to have any bombers that benefit like the B would, as they're all faster and don't hit as hard

The trick is to have the nav token, the squadron dial, and the activation advantage for last/first... Because otherwise a handful of Bs don't kill the target (or get tied up by enemy squadrons just being nearby) and your carrier is blasted right afterwards... It is best used as a shoot-drop-shoot-scoot attack, and even then... Its hard to get a lot of use of out of it.

I run a Yavaris/Defiance 2+2 build that I took 2nd at a regionals with (behind a fish farm). It seems to me (partly due to my own ego) to be the likely replacement to the typical Yavaris/Haven. Only 4 activations doesn’t suffer now that flotilla spam is gone. Gallant Haven doesn’t make you immune to flak anymore, so you can’t rely on winning every squad fight ever now. Without that guarantee, you are reminded that you are flying garbagewith a good title. Dropping a transport and Haven for a kitted Defiance is definitely valid.

The most recent nerf does hurt Yavaris, but less so if a second ship in your fleet already had FCT. An MC80C with FCT goes a long way towards that.

Besides that. Rebels still have MC30 swarms, Ackbar gunlines, bombers lists, Raddus, etc. They only really lost the last good non-Ackbar justification to run an AFmk2.

Edited by Church14

I’ve had success both with FCT-BC Double Peltas and IF! Peltas. The double Pelta and Yavaris moving squads around the field is really good. Even when one dies, the FCT on the others means that they can get squads into position to make attacks during the squadron phase without needing a squadron command.

The IF! build is really good in any MSU list. I run the Assault with External Racks so that there is a big deterrent to trying to engage it. IF really let’s you use rerolls to fish for ideal rolls since you can always switch a blank to a single hit. It’s also handy for making your opponent overhear defense tokens when you get accuracies that don’t really help.

TRC90s.....

With intel officers....

...and a pelta with IF!.....

.... hahahahahahah

Everything. The rebels still have everything.

But get real, Raddus is all you need. Drop in a '75, chuckle, table them. Don't believe me? The guy who just won Canada Nationals did it with THREE SHIPS and like all eight 2400's! MC75+'90+flottila... And you thought flottilas were the problem. Only thing he might do differently now is a second 90 instead of a floater.

Real talk, Raddus scares the foul chocolate straight out my pucker hole. And I'm a rebel player!

4 hours ago, ForceSensitive said:

Real talk, Raddus scares the foul chocolate straight out my pucker hole. And I'm a rebel player!

Nice.

All I wanted was a leisurely morning read of this forum, and now I look at the tea I’m drinking and.. eh

11 hours ago, DrakonLord said:

TRC90s.....

With intel officers....

...and a pelta with IF!.....

.... hahahahahahah

I wouldn't do Intel Officers because you should be focusing fire on the same target with multiple shots anyway. Use those points to get a Comms Net GR75 or improve your anti-squad screen.

5 minutes ago, comatose said:

I wouldn't do Intel Officers because you should be focusing fire on the same target with multiple shots anyway. Use those points to get a Comms Net GR75 or improve your anti-squad screen.

meh, Tycho/Shara/a wings x2 costs the same...all the time....

:D

On 4/8/2018 at 3:38 AM, Ardaedhel said:

Mothma, 4 MC30s, 3 2 GR75s.

will never work....Nerfed too hard. I mean you lost a whole transport....

:P

On 4/8/2018 at 4:04 AM, CommanderDave said:

With the hit to squads, what do you think of Cracken or Madine?

They both come back much more strongly, not that either went away. I’ve been running madine for a year and a half to great success. The nerf makes a number of matchups much more bearable. I think it was particularly telling that as resiatant as I was to flotilla spam and toilet bowl to the bottom of activations, that on the end I was running a madine version of aresius’ Dodonna liberty list.

On the overall topic of the thread, we are talking a handful of days, so too early to say. I’d think the new meta will have some similarities to the wave 2 meta in that activation count can reliably vary. Max squads will either come at the expense of ship quality or activation count, making it a harder trade-off, but still perfectly playable. SquAds has always been a compensating factor for being behind in activations.