Rebel split forces/dual battle-groups

By DakkaDakka12, in Star Wars: Armada Fleet Builds

The thought process was to have 2 big ships thin on upgrades to fit in a surprising amount of activations, it led me to thinking having a fleet that can break off into two battle-groups might be fun, I would probably have 1 hammerhead follow alongside each large ship, and the rebel transport would stay near the mc-75 as I feel it is a little squishier than the mc-80 because of its defense tokens.

I have a few questions.

1: is an 11 point bid reasonable? it seems to be bigger than most of the lists I see on here.

2: I imagine quad laser turret only works if you have it on your whole fleet, is it worth it? I didn't have many points to fit squadrons If I wanted to try a bid.

3: What are the biggest weaknesses you can see with this list? My thought would be to split my forces during setup, and force my opponent to split his forces or focus on one side of the board, whichever one of my forces is facing the majority of his list will be defensive and try to waste his time while I can focus on objectives with my other force, of course this plan would depend on what the objective is.

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Name: Now Thats a fleet!
Faction: Rebel
Commander: General Dodonna

Assault: Targeting Beacons
Defense: Fire Lanes
Navigation: Salvage Run

MC80 Command Cruiser (106)
• General Dodonna (20)
• Quad Laser Turrets (5)
• Redundant Shields (8)
= 139 Points

MC75 Armored Cruiser (104)
• Quad Laser Turrets (5)
• Redundant Shields (8)
= 117 Points

Hammerhead Scout Corvette (41)
• Quad Laser Turrets (5)
• Slaved Turrets (6)
= 52 Points

Hammerhead Scout Corvette (41)
• Quad Laser Turrets (5)
• Slaved Turrets (6)
= 52 Points

GR-75 Medium Transports (18)
• Repair Crews (4)
• Quad Laser Turrets (5)
• Bright Hope (2)
= 29 Points

Squadrons:
= 0 Points

Total Points: 389

Edited by DakkaDakka12

1) Those Hmmerheads won't add much to your fleet before they die. Slaved Turrets won't do much without a way to reroll those red dice.

2) So many QLT is unnecessary. They won't save you from a fighter swarm, Tycho+Shara may do more work than QLTs all around.

3) Splitting this fleet wouldn't be a good idea. The MC75 is maneuverable but has dreadful defense tokens (and you have no ECM to use them either!). Alone, an easy pray to a hit-like-bricks pair of ships. The MC80 is slow and sluggish. An easy prey for several small ships or a kitted-out ISD. Whatever you do, half of your fleet dies if you split your forces.

4) No dice mitigation in general is a very bad omen for a fleet relying this heavily on red dice.

4 hours ago, Norell said:

1) Those Hmmerheads won't add much to your fleet before they die. Slaved Turrets won't do much without a way to reroll those red dice.

2) So many QLT is unnecessary. They won't save you from a fighter swarm, Tycho+Shara may do more work than QLTs all around.

3) Splitting this fleet wouldn't be a good idea. The MC75 is maneuverable but has dreadful defense tokens (and you have no ECM to use them either!). Alone, an easy pray to a hit-like-bricks pair of ships. The MC80 is slow and sluggish. An easy prey for several small ships or a kitted-out ISD. Whatever you do, half of your fleet dies if you split your forces.

4) No dice mitigation in general is a very bad omen for a fleet relying this heavily on red dice.

1- I cant find many rerolls in Rebels, all I can think of is running a Pelta with Intensify Firepower, or the Caitken and Shollan weapons-team.

2 I thought that QLT would only be useful if it's on the whole fleet as my opponent can just go after whatever ships don't have them. Running Tycho & Shara, would probably be better anti squadron, but my fleet would have to be in 1 big group to make use of them.

3 Keep in mind, my plan was whichever force seems to draw the majority of the enemy will play defensively and kinda do a slow retreat before heading towards the other half of my list, alternatively if the objective is one with multiple objectives, my opponent is forced to split forces or hard push toward 1 objective.

3A The MC-75 has TERRIBLE defense tokens, and thats why I am keeping the repair crew transport with him. Do you think ECM would be better than the redundant shields? command 3 is quite rough if your shields get blasted off unexpectedly.

3B The MC-80 is slow, but I had figured that it would be ok if it had 1 of the Hammerheads supporting it, as the Hammerhead would prevent any mobile flankers from hugging it's rear arc, and the MC-80 + hammerhead is 6 red dice(7 if I double arc the mc-80) and the Hammerhead will probably do firepower command spam after it gets a navigate token so probably 8 red dice while at long range?

3C BTW i was planning on having the big ships pointed diagonally toward my opponent's edge so I can close while presenting a broadside, the Hammerheads will be on my board edge side of their respective big ships to force shots at them to be obstructed.

4 similarly to 1, the only thing I know of to better support red dice is TRC, but nothing in my fleet can spare an evade to activate a TRC.

Would I be better off dropping the Rebel transport and upgrading everything with the points difference? just not sure how great 4 activations is.

If you're just taking Dodonna because he's cheap fine but to maximize his potential you need things that force face ups, that's when he really starts to get fun. Make the hammerheads into torpedo variants perhaps one being Garel's honor and put APTs on them and the MC75. ECM instead of redundant shields for sure. A big yes on the repair crews though I've used them to good effect paired with MC75s before. QLTs aren't going to do anything beyond negligible damage, even with Toryn Farr, whom you did not include either invest those points in ordnance or just replace them with Tycho and Shara.