RitR Rebell build

By Suermel, in Star Wars: Armada Fleet Builds

Hi Guys,

we will start our first RitR campaign with 5 other Players this Weekend. Since i am one of the rebel players i work do work on a list to start with. I did read a lot of the discussions regarding the campaign and tried to mix some of the stuff in.

The following fleet is the „final“ 250 points list.

What are your suggestions ?

What should i leave out to reduce it to 200 points ?

Any sugesstions what a good commander skill would be ?

Greetings from Germany

Dan

Name: Untitled Fleet
Faction: Rebel
Commander:

Assault: Precision Strike
Defense: Hyperspace Assault
Navigation: Solar Corona

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Advanced Projectors (6)
• Assault Concussion Missiles (7)
= 80 Points

Nebulon-B Escort Frigate (57)
• Ray Antilles (7)
• Auxiliary Shields Team (3)
• Yavaris (5)
= 72 Points

GR-75 Medium Transports (18)
• Ezra Bridger (3)
• Bomber Command Center (8)
= 29 Points

Squadrons:
• Dutch Vander (16)
• Ten Numb (19)
• B-wing Squadron (14)
• Scurrg H-6 Bomber (16)
= 65 Points

Total Points: 246

a starting list at 200 points, no ship can have more than one upgrade and cannot be a unique upgrade, also no more than two ace squadrons. that will be a good start.

It definitely worth starting from 200 points. The way you gather upgrades planning ahead makes it a little harder since some upgrades are only available if you win a battle. A good starting point is taking 2 of your unique squadrons and then upgrades on your ships that cost more than 5 points. With what you are starting with you could do something like this for your first 200 points:

MC30c Torpedo Frigate (63)
• Advanced Projectors (6)
= 69 Points

Nebulon-B Escort Frigate (57)
• Auxiliary Shields Team (3)
= 60 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
= 26 Points

Squadrons:
• Dutch Vander (16)
• Ten Numb (19)
• Y-wing Squadron (10)
= 45 Points

Total Points: 200

Later on you can replace 3 y wing for a generic b wing. You'll have to win at least 3 battles in order to get a scurgg, Ray antilles, and assault concussion missiles.

I agree that creating a 250-point fleet and working backwards isn't an ideal strategy for RitR. While that process worked well for the Corellian Conflict's fleet building system, RitR is too unpredictable, especially with regards to unique upgrades and squadrons. You may unlock 30 points of unique squadrons on turn 1, or 15 points of generic fighters, or never have access to any more squadrons at all.

I find it's best to create a core 200 points that work well together right out the gate. Determine which squadrons and upgrades are absolutely essential to your fleet's success and take those now. And make sure to take your Commander's Ability into account as that can have a big impact on how your fleet plays.

My list was very similar to SirToastsalot, but I left the MC30 naked as picking up Ordnance Experts for 4 points it relatively easy to do. This let me take the Scurrg from your original list. I felt that BCC was critical to your fleet's offense, so you need that from the start. Cheap Turbolasers like QBTs or DTTs are an easy grab, and Auxiliary Shields Team is essential to keep that Nebulon alive just a little longer, so I went with those to bolster your defense. The naked MC30 will act as an objective ship for the time being as its fast and somewhat maneuverable. Upgrading it will be a low priority, but both Ordnance Experts and External Racks/APTs aren't hard to come by.

MC30c Torpedo Frigate (63)
= 63 Points

Nebulon-B Escort Frigate (57)
• Auxiliary Shields Team (3)
= 60 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
= 26 Points

Squadrons:
• Dutch Vander (16)
• Ten Numb (19)
• Scrurg H-6 Bomber (16)
= 51 Points

Total Points: 200

Thanks Guys, Sir Toastsalots build is pretty much how i would start 👍