RitR Advice

By Rogue3, in Star Wars: Armada

Hey everyone,

I know the new campaign has only been out a couple weeks but our local group is starting one soon and I was looking for some fleet building advice from anyone who is also doing a RitR campaign, or has played other 200 point games. I am a Rebel player and I usually play a bomber/squadron style of play. One of my ships will be a GR-75 medium transports with bomber command centre, but for the rest of my fleet would you recommend one large ship (say a MC80 Command Cruiser) and going squadrons after that, or having two smaller ships (say a Nebulon B and a CR-90/Pelta) and then squadrons?

Would love some tips!

Try a pelta maybe with EHB you'll have more points for squadrons. Also add a TRC-90.

Would like to help but we still dont have access to RitR in NZ yet not till the end of the month suppliers say.

Edited by XR8rGREAT

There are lots of good lists. I personally think, because you are allowed to take 2 unique squadrons in your initial list you have to do that. I would suggest a minimum of 40-50 points of squadrons, 3-4 squadrons total. I don't think you need to start with a ton of squads because there are lots of opportunities to add squads to your list very quickly.

As for ships, just remember none of your ships will be outfitted the way you are used to from the start, keep the future in mind. I have had good luck going with 1 large and a Floatilla, a Medium and a small, and 3 smalls. Of course you need to protect that Large if that is the only thing keeping you from being tabled. Don't necessarily go for a tabling yourself, fly in get enough points for a win and get out.

Shara Bey is a beast for Rebels in this format, I definitely think she is a must in one of your lists as a Rebel. I have also had good luck with Malee Hurra in Rebel lists with either an HWK or a small Squadron compliment that can tie down other squads while she guarantees that crit for something like HIE. I don't think Malee Hurra is as great in a 400 point tournament list but in this format she is great.

For Imperials, I am trying a list with IG88B and Tel Trevura as I think they have some synergies, and they have Rogue because I don't plan to issue many/any squad commands with that list. The other list has Cienna Rey and Howlrunner, I hope to grow that list into a scatter aces list.

In one of the Campaigns I am in, next round based on the Objective (Hired Scum) and using an Ally token my list is going to be 308 points, 175 of which are going to be Squads. So things ramp up quickly and there are lots of opportunities to add more squads.

I’m running a Liberty with the Liberty title (Gained that after game 1). With the squadron commander, that’s 5 flight controller squadrons activated with dial+token


I also have a flotilla that may swap to BCC, but is Comms Net for now. That’s another 2-3 activated.

then a pile of Xwings as space superiority fighter-bombers.

I have the capacity to command 7-8 squads, so I can use ally tokens or other effects that add points to my list without too much overload.

It’s not unbeatable. I’m worried about a particular Arquitens list that could plink Liberty to death fairly quickly. It is silly fun and fairly effective.

I am playing Rebs in our RitR campaign...

Despite the low points limit, be prepared to deal with Star Destroyers.

Keep in mind you can't (permanently) add more ships to your fleet later but you can add squadrons. So pick some ships you like 'cause that's what your stuck with for the long haul. Buy your two Ace squadrons starting out but don't go squadron crazy. You can add more later but more importantly if you take lots of squadrons you're going to end up with lots of understrength (ie: scarred) squadrons pretty quick. Also, even though there is no % cap on squadrons if you loose all you ships you are still tabled. 160 points of snub fighters isn't going to hurt that speed 3 ISD enough before it smashes your single ship and insta wins, so don't build that sort of list.

All obstacles on a 3x3 means you're going to have to deal with them a lot more than you may be used too. Those Commander skills based around obstacles are more useful than they appear. Keep this in mind when flying anything with a large base...

On 10/12/2019 at 12:23 AM, XR8rGREAT said:

Would like to help but we still dont have access to RitR in NZ yet not till the end of the month suppliers say.

Wizards retreat in chch has it.

Do people think the Han Solo Squad might be useful in RitR?

10 hours ago, CMDR Kastor said:

Wizards retreat in chch has it.

Mighty ape still has it down as pre-order and no shops that I buy from have it yet.

17 hours ago, Dameon13 said:

I am playing Rebs in our RitR campaign...

Despite the low points limit, be prepared to deal with Star Destroyers.

Keep in mind you can't (permanently) add more ships to your fleet later but you can add squadrons. So pick some ships you like 'cause that's what your stuck with for the long haul. Buy your two Ace squadrons starting out but don't go squadron crazy. You can add more later but more importantly if you take lots of squadrons you're going to end up with lots of understrength (ie: scarred) squadrons pretty quick. Also, even though there is no % cap on squadrons if you loose all you ships you are still tabled. 160 points of snub fighters isn't going to hurt that speed 3 ISD enough before it smashes your single ship and insta wins, so don't build that sort of list.

All obstacles on a 3x3 means you're going to have to deal with them a lot more than you may be used too. Those Commander skills based around obstacles are more useful than they appear. Keep this in mind when flying anything with a large base...

If you play RitR with Task Force fleets only small or medium ships are allowed. So no ISDs for the Imps before the last big battle.

51 minutes ago, Triangular said:

If you play RitR with Task Force fleets only small or medium ships are allowed. So no ISDs for the Imps before the last big battle.

Did I miss that part of the rules? Where does it say that?

1 hour ago, Triangular said:

If you play RitR with Task Force fleets only small or medium ships are allowed. So no ISDs for the Imps before the last big battle.

The only rules for Task Force Fleets (200 point maximum) are as follows:
- One non-flotilla ship in each fleet.
- Maximum of two flotilla ships.
- No maximum on Squadrons.
- One ship must be a flagship, a commander card is not required.

In both campaigns I am involved in, large ships are present. They are truly a double edged sword as they cost a lot of your fleet points and are hard to kill (especially as upgrades are added). Having said that, some objectives will not favor larger ships and a list of 3 small based ships will be advantageous.

19 hours ago, Triangular said:

If you play RitR with Task Force fleets only small or medium ships are allowed. So no ISDs for the Imps before the last big battle.

Sorry! I've been wrong. Actually there is no part in the campaign booklet that says so. I think I mixed things up, because the special rules for "Final Pivotal Battle" that allow to replace ships, upgrades and/or squadrons for a huge or large ship. ISDs are just fine for a Task Force fleet.

😌 🙏

@deDios and @cadetvw could you please explain to my why you reacted "confused" to my post:

On 10/13/2019 at 3:13 PM, LordCola said:

Did I miss that part of the rules? Where does it say that?

I am not mad, just, well confused. I understand that sometimes the "sad" or "confused" reactions are used to express disagreement, but I didn't make a statement. So there so nothing to agree or disagree with here, so it cant be that.

I am just genuinely curious what you wanted to express with that reaction because it literally conveyed nothing to me. I would really encourage you and everybody to only ever use these reactions with an accompanying post explaining your intentions because those reactions itself are often very poor forms of communication.

Well, I'll say this: @Triangular 's comment made me go check the rules again! It is REALLY hard to check for the absence of a rule, though, isn't it? So Large ships are fine. In fact, I think an ISD with a good-sized squadron group is a very strong archetype for the campaign.

Oops. I didn't have a rulebook (except the wiki, of course) and I had the same impression about the purpose of the Pivotal battle ability to upgrade to Large base ships, but didn't remember seeing a 'no large base' rule in the task force rules.

I was agreeing with your confusion. The confusion was not directed at you, but at my perception of the rules. I read on to see the resolution, but left my first emotional response to your post there.

Sorry to not clarify. Thanks for asking instead of being silently frustrated.

1 hour ago, LordCola said:

@deDios and @cadetvw could you please explain to my why you reacted "confused" to my post:

I am not mad, just, well confused. I understand that sometimes the "sad" or "confused" reactions are used to express disagreement, but I didn't make a statement. So there so nothing to agree or disagree with here, so it cant be that.

I am just genuinely curious what you wanted to express with that reaction because it literally conveyed nothing to me. I would really encourage you and everybody to only ever use these reactions with an accompanying post explaining your intentions because those reactions itself are often very poor forms of communication.

Sorry for any confusion. I was just actually confused since I haven’t received my copy of RITR yet. Therefore I wasn’t sure on the actual rules for fleet building.

I was just wondering what the actual rules were to figure if I am going to love my AF and Interdictor more then my ISD and MC75. And then plan appropriately.

Edit: basically the same as @deDios .

Edited by cadetvw

I like the option to swap to large ships for pivotal battles, but I’m enjoying our 8 player RitR fleet compositions without it


Interdictor

VSD

Quasar

2X Arquitens

3X Raiders

4X Gozantis

Vs

Home One

Liberty

AFmk2 A

MC30

3X Hammerheads

3X Transports

Certainly not every ship, but a good spread.