Rebel List Building Challenge

By Bakura83, in Star Wars: Armada

Ok, so I’ve got a 6-person Corellian Campaign coming up and two of the players are enthusiastic beginners. The three intermediate players all want to go Imperial, so I have grudgingly allowed them access to the Imperial half of my collection and agreed to take the two little ducklings under my wing on the rebel team. We are playing Convoy rules and starting at 200, not 400 points. The three intermediates are going to be cheese-mongers and almost certainly all build a starting list with an ISD and one/two other ships and elite squadrons, and I’m looking for some suggested builds that would be fun to play as a beginner and have a hope of defeating an ISD list.

Your restrictions are:

Build two 200 point lists (one for each newb) using only the ships below and the following rules:

- Must include Admiral in the 200 points.

- Max 66pts on squadrons.

- No more than one upgrade per ship.

- Objective cards.

The total pool of Rebel ships are:

x 2 MC80

x 1 MC80 Liberty

x 3 Nebulon

x 3 Corvette

x 2 GR-75

x 1 Pelta

x 1 Assault Mk 2

x 1 MC75

x 2 MC30

x 4 Hammerheads

x 2 (some more) of every Squadron.

I’m happy to cobble something together from what’s left, so don’t worry about the third list.

Ackbar Mk2

Faction: Rebel Alliance
Points: 200/200

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

Assault Frigate Mark II B (72 points)
- Admiral Ackbar ( 38 points)
- Caitken and Shollan ( 6 points)
= 116 total ship cost

GR-75 Medium Transports (18 points)
- Bomber Command Center ( 8 points)
= 26 total ship cost

1 Biggs Darklighter ( 19 points)
1 Luke Skywalker ( 20 points)
1 Wedge Antilles ( 19 points)
= 58 total squadron cost

Making a 200pt list is painful...

Name: The Ack is Back
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery/Most Wanted
Defense: Capture the VIP
Navigation: Solar Corona

MC80 Assault Cruiser (114)
• Admiral Ackbar (38)
• Engine Techs (8)
= 160 Points

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

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

Squadrons:
= 0 Points

Total Points: 200

Pretty straightforward, just brief the new admiral ahead of time on not getting trapped. I chose ET because in addition to helping survivability it makes the 80 more flexible, but there's a case for ECM. Capture the VIP means all you need to do for a round 1 win is keep the flagship alive, whereas Fire Lanes might incentivize enemy Lambdas later.

Name: Carrier Start
Faction: Rebel
Commander: General Rieekan

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

MC75 Ordnance Cruiser (100)
• General Rieekan (30)
• Electronic Countermeasures (7)
= 137 Points

Squadrons:
• Gold Squadron (12)
• Luke Skywalker (20)
• YT-2400 (16)
• Rogue Squadron (14)
= 62 Points

Total Points: 199

This one is built to become a carrier fleet eventually, with a solid mixed-role squadron force. Luke can earn victory points even before the fleet gains a critical mass of squads. APTs would eventually be nice for Precision Strike.

Not sure it'll be good for a new player, but is still an interesting option

Modified Pelta-class Assault Ship 56

General Dodonna 20

Intensify Firepower! 6

Nebulon-B Escort Frigate 57

Quad Battery Turrets 5

Nebulon-B Support Refit 51

Quad Battery Turrets 5

Total cost of ships and upgrades, commander included=200

Leia and CR90s

Faction: Rebel Alliance
Points: 200/200

Commander: Leia Organa

Assault Objective: Targeting Beacons
Defense Objective: Capture the VIP
Navigation Objective: Dangerous Territory

CR90 Corvette A (44 points)
- Leia Organa ( 38 points)
= 82 total ship cost

CR90 Corvette A (44 points)
= 44 total ship cost

CR90 Corvette A (44 points)
= 44 total ship cost

3 Y-Wing Squadrons ( 30 points)
= 30 total squadron cost

The beginners should take Rieekan and Dodonna/Ackbar.

They get 1 gr75 each. Dodonna would take the liberty whereas Ackbar would choose home one. Rieekan synergises with the mc75 and starts piling in the aces.

First round rebels will struggle so dont engage too much.

Your best is probably Sato so you can get use out of those hammers as you are best letting your comrades use the gr75s and cr90s....

Going with the idea of survivability and a bit of a safety net learning to fly.

Mother of Evasiveness
Author: Cynanbloodbane

Faction: Rebel Alliance
Points: 198/200

Commander: Mon Mothma

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] MC30c Scout Frigate (69 points)
- Mon Mothma ( 30 points)
- Foresight ( 8 points)
= 107 total ship cost

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
= 26 total ship cost

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

2 Z-95 Headhunter Squadrons ( 14 points)
= 14 total squadron cost

The Z95s are to give the new player something expendable to learn the squadron game. He can always upgrade later as he gets the hang of it.

Mothma let's him learn to fly without making an accidental swerve into medium range a death sentence. Bright hope is just Anoying! Hopefully it will keep the Imp players off balance.

Player 1:

AF Mk II with Ackbar
MC30 Scout with TRC

Rogue Squadron

Objectives: Opening Salvo, Planetary Ion Cannon, Intel Sweep

Player 2:

CR90 B with Rieekan
Nebulon-B Escort with Yavaris
GR-75

Ten Nunb
Norra Wexley
Dagger Squadron

Objectives: Most Wanted, Fighter Ambush, Minefields

This is all very helpful, thanks.