Garm Assault fleet

By Keljoren, in Star Wars: Armada Fleet Builds

Hello Admirals

I'm new and I have been toying with a fleet with a more obscure Commander so any advice and or tips would be helpful. I am trying to run this as the pelta and the Nebs go forward causing damage with their front firepower as the Cr 90 flank and harass. The fighters are only for CAP and the gr 75 is more token giving.

Thank you Keljoren


Assault Garm

Faction: Rebel Alliance
Points: 394/400

Commander: Garm Bel Iblis

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] Modified Pelta-class Assault Ship (56 points)
- Garm Bel Iblis ( 25 points)
- Tactical Expert ( 6 points)
- Engine Techs ( 8 points)
- Expanded Launchers ( 13 points)
- Intensify Firepower! ( 6 points)
= 114 total ship cost

Nebulon-B Support Refit (51 points)
- Slaved Turrets ( 6 points)
= 57 total ship cost

Nebulon-B Support Refit (51 points)
- Slaved Turrets ( 6 points)
= 57 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost

4 A-Wing Squadrons ( 44 points)
= 44 total squadron cost

Garm works best with 3 command ships. The CR90s and flotilla aren't really benfiting from his ability. Also, if your going to have a Pelta with Garm, Phoenix Home should be an Auto-include. Your fleet isn't bad, but the Commander you've chosen for it won't help it much.

Welcome aboard!

I like Garm with Nebs - I used to fly them myself back in the day.

I like the slaved turrets on the supports - 5 red with cf and IF reduces the unreliability a bit. And if they get in the side then you still get 3 red and a blue, which ain’t bad.

Garm lets the Support have a redirect function (kind of) with a repair token, and speed to 3 to escape as necessary.

Good choices I think.

The corvettes are less good with Garm - they spend turn 1 gaining a token anyway...

Also TRC doesn’t go well with intensify firepower - they are unlikely to roll 2 blanks to modify - this is controversial, but I think it’s either TRC or IF, not both.

If you have the ships or can borrow, I’d suggest taking 2 supports in place of the corvettes. Form a proper gun line...

I have some Pelta thoughts too.

Tactical officer isn’t great - he does nothing a skilled first officer doesn’t do better for 5 points less on a command 2 ship.

Even a Weapons Liasion is a better choice with all the tokens floating around - 3 points saved is enough for Phoenix Home, which gives your Comms Net Gozanti something to do in the first round. Add in Lando Calriassian to get the Flagship a second chance at life.

I would also add Engine Techs, and drop Expanded Launchers - 13 points is too much - try and get an External Racks for 3 points.

Objectives

Opening Salvo is a good choice, except that it pretty much guarantees a dead corvette at long range against any kind of ISD or M80 - but drop the corvettes and problem solved!

(Most wanted is ALWAYS the best option when you have a flotilla - and usually when you don't - Nebs shooting 6 red at range against the objective ship - nice!)

Hyperspace is a good choice, but I think with the gun line you are better off with Contested Outpost - you only need to hold it 3 turns to make it worthwhile - and few folks are going to be keen to fly into that Gun Line front arc.

Superior Positions is not a good choice - anyone with a few Squads will pick it straight away - Nebs only have a small rear arc, but you don't have the squadrons to keep them away for long enough. I think Solar Carona gets you the same effect without the associated downside.

Here's what I would do in your place... (assuming you have cards, ships, etc, or access to borrow them)

Faction: Rebel
Commander: Garm Bel Iblis

Assault: Opening Salvo
Defense: Contested Outpost
Navigation: Solar Corona

Pelta Assault Ship (56)
• Garm Bel Iblis (25)
• Lando Carissian (4)
• Engine Techs (8)
• Intensify Firepower! (6)
• External Racks (3)
• Phoenix Home (3)
• Weapons Liaison (3)
= 108 Points

Nebulon-B Support Refit (51)
• Slaved Turrets (6)
= 57 Points

Nebulon-B Support Refit (51)
• Slaved Turrets (6)
= 57 Points

Nebulon-B Support Refit (51)
• Slaved Turrets (6)
= 57 Points

Nebulon-B Support Refit (51)
• Slaved Turrets (6)
= 57 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• 4 x A-wing Squadron (44)
= 44 Points

Total Points: 400

Edited by LTD

I really like this - happy to chat further if you would like.

A slaved Nebulon without Salvation is always a waste of points. Also without any ways to reroll those reds.

I played against a very similar list and it is so easy to destroy the Nebs in exchange for only a little damage due no rerolling.

Edited by Norell