Garm 4: "The Rolling Dumpster Fire"

By BiggsIRL, in Star Wars: Armada Fleet Builds

I've posted this 800 point sector fleet version of the list on discord but I figure this topic deserves to have its own copy as well:

Name: Garm's Rolling Dumpster Fire: Expanded Edition
Faction: Rebel
Commander: Garm Bel Iblis

Assault: Targeting Beacons
Defense: Fire Lanes
Navigation: Sensor Net

MC75 Armored Cruiser (104)
• Garm Bel Iblis (25)
• Strategic Adviser (4)
• Ruthless Strategists (4)
• Electronic Countermeasures (7)
• Ordnance Pods (3)
• Leading Shots (4)
• Quad Battery Turrets (5)
• Aspiration (3)
= 159 Points

Assault Frigate Mk2 B (72)
• Skilled First Officer (1)
• Gunnery Team (7)
• Quad Battery Turrets (5)
= 85 Points

Assault Frigate Mk2 B (72)
• Adar Tallon (10)
• Gunnery Team (7)
• Boosted Comms (4)
• Electronic Countermeasures (7)
• Quad Battery Turrets (5)
= 105 Points

Pelta Command Ship (60)
• Ahsoka Tano (2)
• Fighter Coordination Team (3)
• Intensify Firepower! (6)
• Disposable Capacitors (3)
= 74 Points

MC30c Torpedo Frigate (63)
• Lando Carissian (4)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Admonition (8)
= 84 Points

Nebulon-B Support Refit (51)
• Projection Experts (6)
• Dual Turbolaser Turrets (5)
• Salvation (7)
= 69 Points

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

GR-75 Medium Transports (18)
• Hondo Ohnaka (2)
• Bomber Command Center (8)
= 28 Points

Squadrons:
• Ketsu Onyo (22)
• Corran Horn (22)
• Ten Numb (19)
• Gold Squadron (12)
• HWK-290 (12)
• 5 x Y-wing Squadron (50)
• 2 x VCX-100 Freighter (30)
= 167 Points

Early power up of Aspiration off Salvation who's playing trailer and doesn't have anything better to do rounds 1-2. Strong objective play. Plenty of bomber damage and good ship chip damage. Adds in the Adar Tallon + Rogue Ace shenanigans the original Dumpster Fire ended up dropping.

Edited by Rikash

Just took the list to a tournament I did exceptionally well.

In my first game I played a newer player with an assult frigate, MC80L flotillas and squadrons. She decided to go second we played precision strike. I was able to keep her squadrons tied down until about round 4, and by that time the game was basically over. At the top of turn 2 my assult frigate had, a double arch on her assult frigate, that was moving faster so QBTs happened took out a squadron or two with 4 flight controllered and toryn farr A-wings. She then activated her Assult frigate activated and was stuck in the front arch of the pelta and salvation, top of round 3 activated salvation took out the assult frigate, and forced the mc80L to move into range of an admonition double arch took my shots top of round 4 activated mc 30 agian to finish off the 80, and that was the game, lost some fighters but thats it 10-1.

In my second game I played aginst an Imperial two ship build, against one of our most experienced players. I went first I think he wanted to take advantage of his objectives, I picked Precision strike. End of turn two placed mc-30 in the side arch of the ISD activated it at the top of the round jumped in the rear of the ISD. The ISD tosses squadrons at admonition and shots the pelta out the font pelta survives with 2 hull left the ISD cant clear the pelta so it has to stay put setting up another mc-30 double arch pelta goes double arch shot on the ISD and I had the option to hit a rock and die or hit the ISD and die so I rammed the ISD. Salvation and the Assult Frigate have been plinking away at the quasar. Top of turn 4 MC-30 the rear of the ISD it goes down Salvation finished of the quasars game over 10-1.

The 3rd game well this is where things fell apart. I played against a Reekein admonition, Ordanace MC-75 with 2 flotillas and a group of ace squadrons. He picked my solar corona, I needed to force him to come to me but I got a bit aggressive, and make some key misplays particularly in the squadron game, but it did not help that his dice rolls where absolutely godtier. My first mistake was throwing my A-wings out of Tyoran Farr range, and I placed one A-wing way out of possition to get activated again. Then round 3 he had freed up some of his squadrons to bomb the side of salvation, he brough in his admonition between mine and salvation activated top of the round killed salvation rolled out the side at admonition with a con fire 10 damage! Admo survives with one hull left and takes a retaliation shots at the MC-75 jumps into the rear I was unfortunately not able to get out of short range no matter how I sliced it. He pushed a few squadrons after admonition and Adar Taloned one of them my pelta shot up the 75 and put a little damage on admonition, then my next mistake I should have activated my Assault frigate first and forced his 75 to activate but I did the pelta, took my shots moved then the 75 shot admonition andmonition is now tokenless but alive with one hull. I take my double arch shot on his admonition getting it down to one hull, then setting up another double arch next turn. His adar Taloned fighter killed my admonition. I had though I got the pelta out of close range of his admonition but it was called as in so I was hoping to make his choice between killing the pelta with his 75 or saving admonition sadly he did not have to choose killed the pelta with his admonition con fire out his side at my assult frigate 10 damage again! Brace it and redirct it the atp is a structural damage, admo is unable to get out of long range, and now for my last mistake I forgot to trigger Garm round five I only need 2 damage to kill his admonition with intensity firepower up and complete wiff turn one to a hit opponent would not lt me get con fire token from garm to reroll (undersanable) his admo survies the round. round 6 his 75 is right up on my Assult frigate I feel pretty good because I have my brace 3 shilds and 4 hull he can only attack from his front and is facing the corona makes his attack 8 damage rerolls a blue with con fire token gets accuracy and kills my ship and im tabled. 1-10. It was so unnervingly close though as my assult frigate had a squadron comand with two y wings and an A wing ready to make there bombing run on the 75 who was at 3 helth left no tokens other than contian admonition at one health with no tokens, if I had been able to survive I am almost positive I could have tabled him.

Even with my last game going the way it did I was still happy with how it turned out I made mistakes and it cost me, the mistakes where only exaggerated by my opponents absolutely amazing rolls. The list was probably the most fun I have had with a rebel list in quite some time. I would change a few things about the list I ran here is my version.

Assault Frigate Mk2 B (72)
• Garm Bel Iblis (25)
• Ahsoka Tano (2)
• Flight Controllers (6)
• Boosted Comms (4)
• Quad Battery Turrets (5)
= 114 Points

MC30c Torpedo Frigate (63)
• Skilled First Officer (1)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Admonition (8)
= 81 Points

Pelta Command Ship (60)
• Toryn Farr (7)
• Intensify Firepower! (6)
• Disposable Capacitors (3)
= 76 Points

Nebulon-B Support Refit (51)
• Skilled First Officer (1)
• Medical Team (1)
• Dual Turbolaser Turrets (5)
• Salvation (7)
= 65 Points

Squadrons:
• 4 x A-wing Squadron (44)
• 2 x Y-wing Squadron (20)
= 64 Points

I really like the versatility of the A-wings, but I think I have found lando is a must for admonition as I do expect to go second a lot more then I did, also taking Phoenix home can be nice so I can bank a token on turn one and get IF off on turns 2,3, and 4 without discarding it, nice but not necessary but worth considering I would probably refine it to be more like this.

Assault Frigate Mk2 B (72)
• Garm Bel Iblis (25)
• Ahsoka Tano (2)
• Flight Controllers (6)
• Quad Battery Turrets (5)
= 110 Points

MC30c Torpedo Frigate (63)
• Lando Carissian (4)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Admonition (8)
= 84 Points

Pelta Command Ship (60)
• Toryn Farr (7)
• Intensify Firepower! (6)
• Disposable Capacitors (3)
= 76 Points

Nebulon-B Support Refit (51)
• Skilled First Officer (1)
• Dual Turbolaser Turrets (5)
• Salvation (7)
= 64 Points

Squadrons:
• Y-wing Squadron (10)
• Gold Squadron (12)
• 4 x A-wing Squadron (44)
= 66 Points

Its not much difference but the small varubles can help a lot the loss of boosted comms hurts, but I want to keep my fighters close for Toryn Farr anyway, Gold squadron adds another non heavy fighter and some more synergy with Toryan Farr. Lando will help the 30 survive more as a second player black dice ship. I would love to take Phoenix home but can't find the points I could drop some A-wings for y- wings, but with Toryn Farr and Flight controllers they are basically Tie intercepters with one more hull and a black anti ship and I love it.

Its a great, and fun list I can see myself coming back a twiking it over and over to more fit what I want it to do. As wierd as this list is and as wierd as this may sound this archatype just might, might have some legs.

Edited by xero989

I have been liking Phoenix Home, but that is not a necessary upgrade at all.

16 hours ago, xero989 said:

Its a great, and fun list I can see myself coming back a twiking it over and over to more fit what I want it to do. As wierd as this list is and as wierd as this may sound this archatype just might, might have some legs 

@BiggsIRL and I have been discussing our surprise at how other players have embraced this fleet. Even though we do call it the "Dumpster Fire" it has some really effective pieces in there, so it might be better than we first gave it credit for. It certainly gets a few things right and optimizes the use of a few strong cards.

It's also a generalist, which means it doesn't get rolled over in most matchups and is able to jump on most weaknesses.

Really glad to see others having fun with the archetype and tweaking it to make it their own.

On 2/11/2019 at 11:04 AM, Ginkapo said:

Bank token turn 1. Maybe Ashoka bank turn 2. Discard for a third use as well....

You could even phoenix home vet cap if you wanted...

Token turn 1, Hondo turn 2, Ahsoka Hondo's turn 3, turn 4 burn the card unless you have Comms Net.

I hadn't considered Flight Controllers on the AFII, but I like that addition. I've gotten some but not a ton of use out of Gunnery Team, mostly Flak as I keep my A's back to guard against bombing runs.

I'm trying to fine tune things on my end, right now I'm going with a 64 point fighter wing:

- Y-Wing x3
- Gold Sq
- A-Wing x2

I'll share more of my strategy after worlds.

(thought I posted this like 2 days earlier)

2 minutes ago, BiggsIRL said:

I hadn't considered Flight Controllers on the AFII, but I like that addition. I've gotten some but not a ton of use out of Gunnery Team, mostly Flak as I keep my A's back to guard against bombing runs.

I'm trying to fine tune things on my end, right now I'm going with a 64 point fighter wing:

- Y-Wing x3
- Gold Sq
- A-Wing x2

I'll share more of my strategy after worlds.

(thought I posted this like 2 days earlier)

Are you bringing it???? Is Space Dad finally coming back from picking up all those cigarettes?

6 hours ago, geek19 said:

Are you bringing it???? Is Space Dad finally coming back from picking up all those cigarettes?

Garm can't win Worlds again if no one brings him.

8 hours ago, BiggsIRL said:

I hadn't considered Flight Controllers on the AFII, but I like that addition. I've gotten some but not a ton of use out of Gunnery Team, mostly Flak as I keep my A's back to guard against bombing runs.

I'm trying to fine tune things on my end, right now I'm going with a 64 point fighter wing:

- Y-Wing x3
- Gold Sq
- A-Wing x2

I'll share more of my strategy after worlds.

(thought I posted this like 2 days earlier)

I looked at Flight Controllers, but my AF doesn’t quite use enough squadron commands for me to love it.

Im still planning to try Boarding Troopers in my next game with this fleet.

I tried it out with Flight Controllers as well, and while they indeed added a few dice, (which helped to shoot down Marek) I like to issue squad commands with the pelta. I'm not a big fan of Gunnery teams either. I was wondering with what I could replace FC and Paragon came into my mind. A double-arc hurts with QBT, so make it a little more devastating. I was thinking about some kind of defensive retrofit too.

2 hours ago, sasska said:

I tried it out with Flight Controllers as well, and while they indeed added a few dice, (which helped to shoot down Marek) I like to issue squad commands with the pelta. I'm not a big fan of Gunnery teams either. I was wondering with what I could replace FC and Paragon came into my mind. A double-arc hurts with QBT, so make it a little more devastating. I was thinking about some kind of defensive retrofit too.

I’ve been thinking of Boarding Troopers actually. Not sure I’ll want to play that aggressively with the AF, but I want to at least try it.