Rebel ram fleet

By Vexx77, in Star Wars: Armada Fleet Builds

So I previously posted an Imperial ram fleet and wanted to make a Rebel counterpart as well. The idea is pretty much the same:

1. fly in and ram stuff

2. repair with reinforced blast doors

3. shoot

4. Either ram some more or fly away.

The fleet is ultra fast and with Rieekan as admiral it should be extra deadly as a "zombie" ship is still able block, shoot and ram. Motti ISD´'s with hardened bukheads are obviously going to counter this fleet, but in the event I face such ships its up to the MC75 to do the majority of the work. Bomber balls are also going to be an issue since I have no bomber defense, however, lots of bombers means few ships, so the plan is here to quickly engage and hopefully table the opponent before losing too many ships myself.

The GR75 is only there to add an extra activation and Leia can be used as an emergency to change the MC75's commands. Tractor beam is a bit of an experiment but the reasoning behind this upgrade was that it helps to slow down enemy ships, making it easier to pin down and block enemy ships.

Any thoughts on this fleet? Anything I can do to optimize it? Would you change the objectives?

http://armadawarlords.hivelabs.solutions/view_list.php?token=203264&key=05dccbdf4a9dd52287dae22102569d58

Faction: Rebel Alliance
Points: 392/400

Commander: General Rieekan

Assault Objective: Most Wanted
Defense Objective: Jamming Barrier
Navigation Objective: Solar Corona

[ flagship ] MC75 Ordnance Cruiser (100 points)
- General Rieekan ( 30 points)
- Strategic Adviser ( 4 points)
- Ordnance Experts ( 4 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- External Racks ( 3 points)
- Assault Proton Torpedoes ( 5 points)
= 159 total ship cost

CR90 Corvette B (39 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
= 52 total ship cost

CR90 Corvette B (39 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
= 52 total ship cost

CR90 Corvette B (39 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
= 52 total ship cost

CR90 Corvette B (39 points)
- Engine Techs ( 8 points)
- Reinforced Blast Doors ( 5 points)
= 52 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Leia Organa ( 3 points)
- Comms Net ( 2 points)
= 25 total ship cost

= 0 total squadron cost

Sounds fun.

How about SW7s on the CR90s ? They guarantee 3 damage (or 5 if you double arc) plus 1 for concentrate fire, before you make your escape. You would need to ditch the GR-75 or other upgrades though.

I like this kind of fleet - I have been working on improving a similar build, though with Hammerhead Torpedo Corvettes and a MC-80 flying pickle flagship. Like you, I've gone with Rieekan now over Dodonna for the zombie factor. The reason I went with Hammerheads is you want to get them close in, so I like the black dice they add for extra potential damage since I'm going to be in knife range anyway.

While I like the double taps your engine techs provide, I went with boarding engineers and external racks on my 4 corvettes - once I get some damage on a target, I'm fishing for flipping over double damage criticals. I also expect to lose at least one corvette per star destroyer - that's why I'm now using Rieekan - but prefer to punch them rather than save myself, so have external racks on each as well and all of them are task force Organa.

Good luck! It's fun to fly.

Oh, also, I went with totally different objectives: Fleet Ambush (I know, I know, folks don't think that's a good choice, but with 5 ships and strategic adviser, plus a few squadrons of a-wings solely to fend off bombers, I like it), station assault, and dangerous territory.

Just to be clear, there is a specific reason that fleet ambush isn't often taken. There are definitely cases where you can make good advantage of fleet ambush as player 2. But the problem is that there are some first player fleets that will absolutely murder you with it instead. Avoiding Fleet Ambush is as much about avoiding a particular type of rock-paper-scissors matchup as anything else.

Classic example: Demolisher-MSU (ie, high-activation fleet + Demo). Demo waits you out just outside red range, and then smacks you in the face at the bottom of turn one and the top of turn two. Modern Example: Pryce on an ISD. Same thing, only with one huge whallop at the top of turn 2.

I flew with fleet ambush in a Madine list for a while, and had some substantial success with it. Then one day someone managed to put a pair of slicer tools in my face, and suddenly my navigation-dependent fleet couldn't navigate.

There was some talk about Raddus making good advantage of Fleet Ambush, since he can use it to maximum effect, but I don't know if anyone has actually worked out the risk kinks.

37 minutes ago, jbrandmeyer said:

There was some talk about Raddus making good advantage of Fleet Ambush, since he can use it to maximum effect, but I don't know if anyone has actually worked out the risk kinks.

Profunditied Garel's Honor does not understand these "risk kinks" you speak of. 😀

Unless you mean taking it... then yeah, it's bad, because you need an answer to everything and a reason to want it, and any fleet capable of that would likely wreck game balance. Even Raddus is happy with PIC or something that doesn't allow 2-ship to potentially pop his flagship right off the bat.

Yeah, I meant a Raddus fleet putting Fleet Ambush as their own Yellow objective. In this mission, player 2 makes the drop on a preferred flank of player 1's ambush zone at the top of turn 1. No risk to the flagship, since you make the drop before P1's first activation. Just the ordinary aggro-P1-in-your-face risks... starting even earlier!

Its sortof like deciding that the best way to deal with an in-your-face P1, is to be in their face even faster.

Regarding the OP's fleet, maybe consider hyperspace assault for the yellow? The only thing more annoying than an arc-dodging CR90 is one that didn't even have to dodge an arc at all. You can't zombie all of the CR90's at once, anyway.

@rastahotep I definitely thought about adding SW7s but I dont know what to cut. I reckon the tractor beams are expendable, but I´´m not too keen on dropping the flotilla. I think its pretty important to dominate activations in these types of fleets. I guess I could maybe drop a CR90 for a 2nd flotilla and then kit out the other three CR90s but I´´m not sure thats such a good idea either.

@Aahz 1 I tried running two hammerheads and two CR90bs along with a Liberty Madine fleet at a tournament. My experience was that the CR90s did really well, while the hammerheads were too slow to achieve much. Oftentimes when I finally got the hammerheads into position they were all threatened and found myself needing to activate three ships at once at the start of each turn. Maybe they work a lot better with Rieekan - its definitely worth a shot, but my experience is that the CR90s speed makes them able to dodge front archs and their ability to double ram is sooo good. It makes them able to instantly take out MC30s if you can activate last/first.

@jbrandmeyer yeah I thought about hyperspace assault - maybe it is actually the better choice. My reasoning for not initially picking it was that jamming barrier sort of helps cover my advance and that the CR90s are fast enough to get where I need them, but then again, being able to threaten rear archs at the start of turn 2 is pretty powerful. Also, what about the blue objective? Is solar corona or dangerous territory the better choice here?

Edited by Vexx77