https://archiveofossus.wordpress.com/2018/06/17/the-state-of-rebel-carriers-yavaris/
![]()
For a long time Yavaris has been very strong and the lynchpin of almost every rebel squadron fleet. In this post nerf world, the time has come to question whether it should be the first name of a squadron list still?
Now before we meet the contenders lets discuss whats important in a carrier:
Command Magnitude – When it comes to activating squads, the more the merrier. Using a single high volume activation rather than multiple low volume activations restricts the enemies opportunity to respond. This in turns means that more can be achieved with less, which is of utmost importance with an ‘alpha strike’.
Command Sustenance – Squadrons dont just stop needing activations after the ‘alpha strke’, they need constant support. Treat them like kids, they need the attention, so its important for a carrier to keep up the squadron commands turn after turn.
Command Economy – Its all well and good activating squadrons, but how much does it cost to do so? Theres no point activating 4 squads if it takes a 110 pt ship to do it……… oh hang on, the Imperials actually do that? WOW
Manueverability – Carriers need to be able to keep up with their squads and hold their positioning without the benefit of nav dials. A decent speed and yaw values goes a long way on a carrier.
Resilience – Carriers need to stay alive, squadrons dont give up demanding activations from your carrier till the end of the game, and in general its your carrier that is preventing you from being tabled to give the squadrons time to work.
So lets meet the contenders!
Note – Flight Commander, Toryn Farr and Adar Tallon are not part of the discussion of this article.
The Baby Faced Assassin – Gr75 Medium Transport with Bright Hope title, Expanded Hangers and Bomber Command Centre – 33 points




The cute ship of the bunch, looking so innocent on the table and seemingly no reason to take it seriously.
Command Magnitude – 4 aquad alpha followed by sustained 3 squad activations.
Command Sustenance – Flotillas have nothing better to do than command squads but will need to follow the squads in without any boosted range.
Command Economy – 11pts per activation with bonus Bomber Command rerolls
Manueverability -Pretty good maneuverability, given a good deployment no nav dials required.
Resilience -Scatter and Bright Hope combine to keep this flotilla alive against small threats, but relies on its innocence to survive the big guns. It also doesnt count for tabling.
Overall – Cheap and cheerful, the most cost effective carrier with plenty of benefits for supporting a primarily mixed bomber fighter wing to battle. Excellent with Xwings and Ewings.
The Godfather – MC80 COmmand Cruiser with Fighter Coordination Teams, Boosted Comms and Electronic Countermeasures – 120 points




The heavyweight of the carriers bringing a 4 activation sustained beat along with an extremelly sturdy chassis.
Command Magnitude – 5 squadron alpha with another 4 speed 1 maneuvers.
Command Sustenance – Either this ship is going to want the occasional nav/eng command or a comms net flotilla following behind in convoy.
Command Economy – 30pts per activation with bonus movement
Manueverability – Very limited movement, not particularly helped by nav dials, needs to deploy last.
Resilience – With 8 hull, loads of shields and ECM this ship is tough to bring down.
Overall – A massive chin of a carrier making sure you get the maximum amount of time for squadrons to do their work. Excellent for heavy bombers which need time to free themselves from the enemy before going to work.
The Classic “BLT” – Assault Frigate Mark II B with Gallant Haven Title, Flight Controllers, Boosted Comms and Electronic Countermeasures – 97 points





We’ve all seen this combination flying around the tables, a slice of reliability, sprinkling of defensive resolve and a topping of added guns between a boosting range and boosting damage sandwich.
Command Magnitude – 4 squad alpha and continuous 3 squad activations.
Command Sustenance – A generous nav chart will let this ship keep the squad dials coming with boosted range to keep the squads in range.
Command Economy – 32pts per activation with bonus damage reduction and damage boost.
Manueverability – Very good flexibility in movement and guns that quite happily strafe the enemy.
Resilience – Uses speed to stay out of the worst of the enemy attacks and ECM to weather the rest. Reasonably robust.
Overall – Old school this combo was used to keep Awings going primarily because it is a very good secondary carrier whilst concentrating on long range fire. Works well with small and medium squad screens.
Speedy Gonzalez – Modified Pelta Class Command with Fighter Coordination Teams, Expanded Hanger Bays and All Fighters Follow me – 73 points




This package really brings the thrusters giving multiple boosts to get your squads into position.
Command Magnitude – 5 squad alpha plus 4 speed 1 manuevers and bonus speed boosts all round.
Command Sustenance – Rolling at max speed 2 and no guns worth getting on target the pelta can concentrate on the job at hand. May have issues keeping up with the fight.
Command Economy – 24 pts per activation with bonus speed and movements.
Manueverability – Very slow and not particularly maneuverable, however it has no urgency to get to the centre of the fight so should be able to follow at speed 2 reasonably well.
Resilience – Not fanastic, only increased by its lack of need to go brawling and can hang back as a trailer clearing the rear of the fleet of enemy ships.
Overall – A poor mans MC80 without the difficulty in trying to keep guns on target, and with squad activations coming in at 24pts to 30pts the benefit is obvious. Similar to the MC80 works well for moving slow squads.
The Third Musketeer – Hera Syndulla – 28 points

Taking up the role of the third flotilla, Hera Syndulla breaks the restriction on the number of 20pt carriers in your list.
Command Magnitude – 2 squad command every round without fail.
Command Sustenance – Inbuilt unstoppable sustenance.
Command Economy – 14 pts per activation with a restricted timing.
Manueverability – Can turn on a dime.
Resilience – Being a squad the threat from enemy ships is reduced and a brace is useful. Tends to last a while and if she is taking heat then your other squads arent.
Overall – If you already have 2 flotillas in your list for their 11pt squad activations she gives you access to 14pt squad activations. Not to be sniffed at.
The Legend of Zorro – Nebulon B Escort Frigate with the Yavaris Title and Fighter Coordination Teams – 65 points



Rumours can be found in far flung regions of this ship, whispers only though as its rare for discussions of its existance to go unsquashed by the authorities.
Command Magnitude – 3 squad alpha followed by sustained 4 attack activation.
Command Sustenance – Excepting a slicer target on its back, Yavaris tends to have nothing else to do.
Command Economy – 32pts per activation / hopefully 16pts per attack
Manueverability – Reasonable movement, however unable to turn away from an enemies guns.
Resilience – Can take an initial beating with pride, however struggles under sustained fire, yet because of its weak sides has limited ability to disengage. Will inevitably be killed giving up points to the enemy.
Overall – To get the benefit of the 16pt squad attack activations really requires some infrastructure in the form of Adar Tallon and fighter coordination teams elsewhere. Best used to get double benefit out of specialist aces, otherwise there are cheaper and easier options elsewhere within the rebel arsenal.