Forward Rebels

By stonestokes, in Star Wars: Armada Fleet Builds

I have a friend who likes to play Rebels and likes to go straight at his opponents. I built this fleet for him and to to suit his play style. Comments welcome.

Forward Rebels (400/400)
Rebels

Commander: General Rieekan

Objectives: Most Wanted, Contested Outpost, Solar Corona

[flagship] CR90 Corvette A (44)
- General Rieekan (30)
- Jaina's Light (2)
- Ahsoka Tano (2)
- Turbolaser Reroute Circuits (7)
= 85 total points

MC80 Liberty Battle Cruiser (103)
- Mon Karren (8)
- Leading Shots (4)
- Strategic Adviser (4)
- Engine Techs (8)
- Spinal Armament (9)
- XI7 Turbolasers (6)
- Gunnery Team (7)
= 149 total points

GR-75 Medium Transports (18)
- Bright Hope (2)
- Comms Net (2)
- Toryn Farr (7)
= 29 total points

Hammerhead Torpedo Corvette (36)
- Garel's Honor (4)
- External Racks (3)
- Ordnance Experts (4)
= 47 total points

Squadrons (90/134):
1x Hera Syndulla Ghost (28)
1x Millennium Falcon - Han Solo (26)
1x Wedge Antilles X-Wing Squadron (19)
1x Shara Bey A-wing Squadron (17)

I like it, although i'm not sure of the need for Mon Karren & XI7's on the same ship; the vast majority of the time the opponent will simply choose a defense token that isn't redirect as the one token they are allowed to spend - rendering the XI7's redundant. Something like XX9's might suit better. But ymmv of course

Thanks. :)

Here’s my thinking with XI7... There are a lot of ISDs out there. They have 2 redirects and 1 brace. So if I get 1 accuracy, I can lock out the brace and they can either redirect 1 or contain a crit. If they choose to contain, it is like getting a Structural Damage for free. If they redirect, they will take the crit.

But you might be right, XX-9 might be better. The intention is for the Hammerhead to charge in first and fast, unloading External Racks, ramming for a crit, and then eventually dying, and for Mon Karren to follow up. By that time, there’s a good chance that there won’t be much left of the shields to redirect. I’ll need to test this out a bit.

11 hours ago, stonestokes said:

The intention is for the Hammerhead to charge in first and fast, unloading External Racks, ramming for a crit, and then eventually dying

"Eventually dying" might be sooner than you think. How does this list perform if the Hammerhead doesn't make it to close range?

38 minutes ago, jmswood said:

"Eventually dying" might be sooner than you think. How does this list perform if the Hammerhead doesn't make it to close range?

Don’t know. Haven’t played it yet. I can let you know when I do.

The hope is that Riekkan keeps the Hammerhead alive long enough to deliver its payload. With 5 virtual activations, I think it is pretty likely to work out. The Hammerhead can take one long-range shot from pretty much anything. It takes 7 damage and two accuracies (or 8 damage and 1 accuracy) at that range to kill it. That is unlikely. It will die the next round, but it should hopefully be in close range by then.

Two things can happen with this fleet, either your opponent will try to kite and kill with squads/red dice, or they will meet you head on. The ET on the mc80L kind of solves the kiting issue, though if they go fast enough, you might run into trouble. Going head to head with the opposing ships tends to boil Armada down to a rather straightforward (ha), comparison of the localized firepower and floor/ceiling of the dice.

Long story short, there are going to be matchups that are going to come down to the dice. There is a reason most ship centered lists tend to only invest a handful of points into squads. The 90 points in this list are going to be easy pickings for any antisquadron setup of 60 points. I would say cut it down to 30-50 and get another CR90 or hammerhead and another flotilla. Having the extra activations should make you get more value out of your gunnery team. This will allow you to compete better with lists with the same head to head game plan.

Drop contested outpost. Your mobility is too important to give up.

Disregard if this is for casual play. A highly upgraded ISD with Jerry or Vader will cause serious issues for this list. Equal points of ISD vs Mc80L will typically result in the destruction of the MC80L(due to lack of ECM). Trading the MC80L and the hammerhead for even a highly upgraded ISD is a bad points trade in a tournament. Having two hammerheads means that your opponent is shooting them, not your MC80L.

If he likes to charge, why not ise the king of chargers, Salvation?

On 23/04/2018 at 12:56 AM, stonestokes said:

I have a friend who likes to play Rebels and likes to go straight at his opponents. I built this fleet for him and to to suit his play style. Comments welcome.

Be a better friend. Tell him to play imperials.

As someone who is commonly accused of never deploying with ships not pointed straight at the enemy I can tell you, from experience, that the HH and CR90 will die horrible deaths going straight ahead, especially going second. The very best luck I've had charging straight ahead is with a bomber ball that I can push ahead and follow in, or mc30 torps as first player. Going second will take some careful planning/positioning to get shots in.

I don't mind the Mon Karren and XI7 as it really takes out Star Destroyers... I hate those redirects! The engine techs, though, on a straight-at-you ship might not be that useful. You're going second, waiting for them to come into range. Extra movement isn't your friend. You want them in front of you for as long as possible and will be going slow, I'd imagine.

1 hour ago, durandal343 said:

As someone who is commonly accused of never deploying with ships not pointed straight at the enemy I can tell you, from experience, that the HH and CR90 will die horrible deaths going straight ahead, especially going second. The very best luck I've had charging straight ahead is with a bomber ball that I can push ahead and follow in, or mc30 torps as first player. Going second will take some careful planning/positioning to get shots in.

I don't mind the Mon Karren and XI7 as it really takes out Star Destroyers... I hate those redirects! The engine techs, though, on a straight-at-you ship might not be that useful. You're going second, waiting for them to come into range. Extra movement isn't your friend. You want them in front of you for as long as possible and will be going slow, I'd imagine.

It’s the maneuver... the extra turning you get with that eat click.. it lets you power forward, sideslip and still turn into a rear arc

11 minutes ago, Drasnighta said:

It’s the maneuver... the extra turning you get with that eat click.. it lets you power forward, sideslip and still turn into a rear arc

Yup yup.. I get that too. I've too often been stuck with the Lib and not able to get around things at 3 and then the ET are wasted. But that is more than likely a testament to my poor flying. As second they are almost a must for chasing things down from behind.