First game - Rebel list advice

By Indecisive Mogwai, in Star Wars: Armada Fleet Builds

Hi, all! First post, first list, first game. I've fooled around with several games solo, read the rules a lot, watched a lot of batreps and listened to podcasts, but I'm soon going to have an actual live game with an opponent. As such, I've been trying to put together an adequate rebel list with the following main goals:

1) Simplicity: It should be relatively easy to manage when it comes to special cards and the like, or else I'm likely to forget some of them since everythings new.

2) Few aces: again, for simplicity's sake. A lot of the strength of these lists seems to me to come from the interaction of a lot of special abilities, and I'd like my list to be less CPU-heavy to run.

3) Flexibility: Playing my first game and having no idea at all about the local meta, it's more important for me to avoid some sort of total squash match than actually win. So I need a fleet which is adequate against several different types of enemy lists.

Now, my first impulse was to have a mobile fleet and try for a few rounds of maneuver before the actual engangement, and which would be more forgiving when it came to deployment mistakes than some sort of heavy line. By that logic I made a mc30/trc90 MMothma list. But I have this little voice in the back of my head saying that this is a skill fleet, and I... uh... probably lack skill currently. I'm also afraid of just being cut to pieces by some sort of list I don't understand - especially some sort of bomber list.

Could anybody help me either refine this, or suggest a completely new kind of approach? I have at least one of every rebel cruiser plus a single Pelta, and two or more of every other ship. Also, a good number of fighters.

Name: First Draft
Faction: Rebel
Commander: Mon Mothma

Assault: Most Wanted
Defense: Capture the VIP
Navigation: Superior Positions

CR90 Corvette A (44)
• Mon Mothma (30)
• Lando Calrissian (4)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 87 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

MC30c Scout Frigate (69)
• Skilled First Officer (1)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• H9 Turbolasers (8)
• Admonition (8)
= 95 Points

MC30c Scout Frigate (69)
• Skilled First Officer (1)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• H9 Turbolasers (8)
• Foresight (8)
= 95 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Slicer Tools (7)
= 32 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
= 33 Points

Total Points: 393

I’d consider moving Mothma to either of the MC30s and to take Lando with.

I’d probably drop Admonition to an MC30 torpedo.

That leaves you 14 points to work with. You could add another Awing or put a title on the Flotilla.

Moving Mon Mothma makes a lot of sense to me. Thanks! I'm not quite following the reasoning on the second part, however.

I thought Admonition was a very good defensive title on a ship that's rather fragile. Is it worth dropping it to get more squadrons than I can easily command with the flotilla?

He means turning it from the scout frigate variant to the torpedo frigate variant.

Did you consider Expert Shield Tech as your officer on Admonition?

1 minute ago, flatpackhamster said:

He means turning it from the scout frigate variant to the torpedo frigate variant.

****! I actually thought I had selected two torpedo frigates and not two scout frigates. Replacing them frees up a lot of points for sure. Or is two too agressive?

3 minutes ago, flatpackhamster said:

Did you consider Expert Shield Tech as your officer on Admonition?

I haven't, but it looks quite good. My reasoning with the skilled first officer what that it would allow me to dial in a Concentrate Fire at the moment of contact among all the navigates, but still bail on it the last minute if (when) I miscalculate something. Probably even safer to go with the robustness of the Shield Tech, though. I'll just drop any idea of concentrating fire.

With those changes, this is the new version

Name: Second Draft
Faction: Rebel
Commander: Mon Mothma

Assault: Most Wanted
Defense: Capture the VIP
Navigation: Superior Positions

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 53 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

MC30c Torpedo Frigate (63)
• Expert Shield Tech (5)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• H9 Turbolasers (8)
• Admonition (8)
= 93 Points

MC30c Torpedo Frigate (63)
• Mon Mothma (30)
• Lando Calrissian (4)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• H9 Turbolasers (8)
• Foresight (8)
= 122 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Slicer Tools (7)
= 32 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
• A-wing Squadron (11)
= 44 Points

Total Points: 395

I've not played heaps (about 25 games in a year) but so far my experience is that a CF dial is the least useful of the dials. It's circumstantially useful but in a game which is all about positioning the maneuver dial is the most useful. You need to be in much closer with torpedo frigates than scout frigates (blue dice instead of black) and it's certainly true that skilled first officer is a really useful card but the damage reduction of the expert shield tech can be really worthwhile.

38 minutes ago, flatpackhamster said:

I've not played heaps (about 25 games in a year) but so far my experience is that a CF dial is the least useful of the dials. It's circumstantially useful but in a game which is all about positioning the maneuver dial is the most useful. You need to be in much closer with torpedo frigates than scout frigates (blue dice instead of black) and it's certainly true that skilled first officer is a really useful card but the damage reduction of the expert shield tech can be really worthwhile.

Yeah, that makes sense to me. Shield techs fits more with my overall attempted strategy of wanting a somewhat forgiving fleet with more staying power as well.