Strong RitR Custom Commander Combos

By JadinED, in Star Wars: Armada

Looking forward to Rebellion in the Rim, which incredibly strong custom campaign commander effects combos with fleets do you love to test out?

Master Coordinator III
After fleets are deployed, each friendly ship may gain a [squad] token. When a friendly ship resolves a [squad] command, the squadron it activates can be at close-long range. If that ship spent a [squad] token, it may activate 1 additional squadron.

With this commander, Yavaris can double-activate 4 squadrons at long range with a squadron command & token.


Command Staff
"You gain 1 additional [officer] icon in your upgrade bar."

In other words, your flagship gains another officer slot, allowing combos of 2 officers on most ships or 3 officers on Phoenix Home. It probably doesn't make much of a difference whether you have 3, 4 or 5 officers in an SSD.

- Captain Rex/Iden Versio + Flight Commanders let you put raid tokens on enemy ships after your movement. You may use them on a Liberty with Engine Techs and a movement of 3+1, on a Raider or really any other flagship.

Which combos do you plan to try out?

Edited by JadinED

You could do the Rex combo with the Phoenix Home title.

1 hour ago, xero989 said:

You could do the Rex combo with the Phoenix Home title.

Sure, but in RitR, the fleets are only up to 250 points large. Would you really want to take the kinda subpar Pelta, for which you pay the points premium for the fleet command slot; a support ship in a small fleet where not many other ships and squadrons may be supported?

Pelta Command Ship (60)

• Captain Rex (5)
• Engine Techs (8)
• All fighters, Follow Me! (5)
• Phoenix Home (3)
• Flight Commander (3)
= 84 Points

Nebulon-B Escort Frigate (57)
• Flight Commander (3)
• Nav Team (4)
• Yavaris (5)
= 69 Points

GR-75 Medium Transports (18)
• Comms Net (2)
• Bright Hope (2)
= 22 Points

Squadrons:
• Ten Numb (19)
• 4 x B-wing Squadron (56)
= 75 Points

Total Points: 250

I'm not saying that a fleet like this with Master Coordinator III and Rapid Deployment would be bad.

Ordnance Experts seems really good. All ships get black flak essentially. Or Ion Technicians + Leading shots to make some long range reds more consistent on ISDs, Mon Cal Heavies, VSDs. **** you could just remove a blank for a blue for free.

The big trick, as always, is surviving long enough without it to get it 🙂

Honestly, going to aim at getting Ambush Gunner and Rapid Deployment. Just a good, interesting combo as I plan on running some fighters for either faction. Though at some point I would like to aim for a Swarm heavy squad build using the Command Staff and Master Cordinator...

But you only get 5 command points right?

"

1 hour ago, Ling27 said:

But you only get 5 command points right?

"The total of the tiers of a commander's abilities cannot exceed four."

Is it allowed to have ship titles in RitR?

50 minutes ago, JadinED said:

"

"The total of the tiers of a commander's abilities cannot exceed four."

Okay cool, so yeah you could run Ambush Gunner 2, Ready Defender, and Repair Expert to play a defensive style fleet. I like it.

6 hours ago, JadinED said:

Sure, but in RitR, the fleets are only up to 250 points large. Would you really want to take the kinda subpar Pelta, for which you pay the points premium for the fleet command slot; a support ship in a small fleet where not many other ships and squadrons may be supported?

3 corvettes supported by IF seams pretty decent. Not sure how long it would take to build up the support structure for it but it seams solid to me.

Pelta Assault Ship (56)
• Flight Commander (3)
• Engine Techs (8)
• Intensify Firepower! (6)
• External Racks (3)
• Phoenix Home (3)
• Captain Rex (5)
= 84 Points

CR90 Corvette A (44)
= 44 Points

CR90 Corvette A (44)
= 44 Points

CR90 Corvette A (44)
• Ray Antilles (7)
• Tantive IV (3)
= 54 Points

Squadrons:
• Dash Rendar (24)
= 24 Points

Total Points: 250

Could someone as reference post the Doc with the rules again?

I was sure I bookmarked the page but I can't find it anymore.

So when it says the total of the tiers of a commander's abilities cannot exceed four - that means I can have one tier-3, and one tier-1 or two tier-2s for example?

9 minutes ago, eliteone said:

So when it says the total of the tiers of a commander's abilities cannot exceed four - that means I can have one tier-3, and one tier-1 or two tier-2s for example?

Any combination that equals 4 yes.

So for me ISD with comand staff wulf and vanto Master Navigator 1 and Master Gunner 1

Master Navigator 1, Infiltrator 1, Mater Gunner 1, Master Engineer 1/Repair Expert 1

Admonition flagship with Agate/Rieekan

1 hour ago, Muelmuel said:

Master Navigator 1, Infiltrator 1, Mater Gunner 1, Master Engineer 1/Repair Expert 1

Admonition flagship with Agate/Rieekan

You can't use Agate/Rieekan with the custom commander.

2 minutes ago, TallGiraffe said:

You can't use Agate/Rieekan with the custom commander.

Good point. Walex on the officer slot then

1 minute ago, Muelmuel said:

Good point. Walex on the officer slot then

I mean if you just want to make a super flagship go ahead. Your other ships won't benefit much.

On 9/18/2019 at 8:14 PM, JadinED said:

Sure, but in RitR, the fleets are only up to 250 points large. Would you really want to take the kinda subpar Pelta, for which you pay the points premium for the fleet command slot; a support ship in a small fleet where not many other ships and squadrons may be supported?

I've been using the Pelta quite a lot. I'm becoming convinced it's pretty good. Compared to the nebulon it's defences are much better presumeing the neb can be side shot. More squadron command is very valuable in the rebel fleet. It's weapons are marginally better as is it's low speed manuvering. It's only downside is its lack of 3 speed and weapon slot. I'd pay 9 points for all of that.

I like the Pelta more than the Nebulon both visually, and gameplay wise. A lot of people have issues with a lack of speed 3 on something, but I hardly ever go over speed 2 anyway, so I dont mind slow ships. I want the enemy to move into range of my guns, not me move into range of theirs. Its a very key difference in a game where you shoot then move...

Exactly. Last game I had with the pelta neither it, nor two of my nebulons went above speed one. The third nebulon that did go above speed one only did so for the first turn to setup a good firing line. Absolute victory, tabled him with no ships lost.

Granted his list was terrible.

I flew Yavaris at speed 3 once...it went off the table.

On September 18, 2019 at 4:14 AM, JadinED said:

Sure, but in RitR, the fleets are only up to 250 points large. Would you really want to take the kinda subpar Pelta, for which you pay the points premium for the fleet command slot; a support ship in a small fleet where not many other ships and squadrons may be supported?

Yeah....no. Already planning to tweak that to 700 points.