Trying to get some practice as Rebels to see how they think/work, but having a heck of a time building a list for them that doesn't do dreadfully badly.
Current iteration:
http://armadawarlords.hivelabs.solutions/view_list.php?token=229428
IE.,
Quote
Commander: General Rieekan
Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions
GR-75 Medium Transports (18 points)
- Bomber Command Center ( 8 points)
= 26 total ship cost
Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
- Raymus Antilles ( 7 points)
= 69 total ship cost
[ flagship ] MC75 Armored Cruiser (104 points)
- General Rieekan ( 30 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Electronic Countermeasures ( 7 points)
= 152 total ship cost
CR90 Corvette B (39 points)
- Leia Organa (off) ( 3 points)
= 42 total ship cost
1 Biggs Darklighter ( 19 points)
3 X-Wing Squadrons ( 39 points)
1 Norra Wexley ( 17 points)
1 Luke Skywalker ( 20 points)
1 Dutch Vander ( 16 points)
= 111 total squadron cost
My real problem comes with the squadron game. Coming from an Imperial background, Rebel squadrons are SOOOO SLOW (although I've got a real respect for X-Wings, those things can get some serious work done against enemy squadrons OR ships when BCC-backed).
Also I can't figure out *what* to do with Yavaris to make it work.
Not sure if there are some obvious tweaks to the above I could make that would let it work a lot better. Or maybe I should just scrap it entirely and start over? FWIW, I've got basically one of every expansion for the Rebels, with pairs of the expansions:
- Squadrons I
- Squadrons II
- MC-30c
- GR-75
...and some combination of stuff whereby I have 4x CR-90s.
Edited by xanderf