Ok so am looking for a bit of advice.
Am exclusively a rebel player and a friend and I have recently been hitting 800 pt games and I need help from a strategy perspective. Rebel strategy for me is entrapping and then trying to move off and continue doing so from outside the Imperials main arc. Bombers are sometimes used as softeners though Squall and her threat range have made this a very tough proposition recently.
To me the rebels typically can't match the Empire shot-for-shot and need to focus a lot more on flanking and clever maneuvering by multiple ships but flanking requires room and at 800 the number of ships on the board makes the number of fire zones much larger than a 400 point game. My opponent came at me with 2 VSDs (packing dcaps), an ISD, A raider, a Demolisher, squall and 3 gozantis along with Howlrunner, Mithel, Dengar, Cienna, Valen and a few generics supported by five reserve hangar decks. Jerjerrod in command along with TEA on a chimaera build and he still had a bid of about 9 points.
His triangles project this wall of forward firepower and are close enough to each other that going in between wasn't an option. His fleet was highly maneuverable due to TEA and Jerjerrod. Demolisher and the raider could basically pull 180's while Squall's squadron threat range was enough to disrupt the bomber and interceptor group I had (he could jump me from anywhere really). Flanking on one side meant facing off against the ISD while flanking on the other brought me up against the gravity rift which completely destroyed my attempts to get behind him while his entire group simply pivoted to come at me. (This is partially my fault due to misunderstanding how the gravity well works under Rift Assault).
At higher point counts it seems to be the Imperial's game to lose because of the sheer amount of space they start to occupy on the table which reduces traditionally safe approach options (which the more maneuverability-focused rebel really need). and guns that already start largely pointed in the 'right' direction allowing them to close and fire at their leisure while covering one another. Add that to massive squadron range and Jerjerrod maneuverability and....well I could use a hand. How should I play rebels at 800 points?
Edited by Garrett17Spelling