Help with Rebel RITR

By DakkaDakka12, in Star Wars: Armada Fleet Builds

So I look forward to a RITR game and I have 1 of every rebel expansion( NO liberty ) (2 extra nebs, 2 extra cr-90 1 extra hammerhead box) I have a good variety of rebel squadrons(4 squadron 1, a single squadron 2, 3 rogues and villains)

I don't need cards as printouts of the list from ryankingston's list builder is acceptable thus no limits on usable cards.

my constriction is that a friend is using some of my stuff for the campaign and since they are new I let them choose what they want before I started trying out a list and they decided to use the Assault Frigate MKII as well as the MC-80(home one) leaving the only sizable Rebel ship i have left being the MC-75

I was initially planning on using the MC-75 and eventually filling out my list to have 2 Neb-B's and a cheap fighter escort until I realized a bid doesn't matter in RITR and I began doubting if it was realistic to get in black dice range as 2nd player with 3 activation.

How would you build the MC-75(either variant) or should I scrap it and go for a list based on Neb's, Hammerheads, and Cr-90's.

This was the terrible eventual campaign list I initially put together and decided It might not work out

Name: eventual campaign list
Faction: Rebel
Commander:

Assault:
Defense:
Navigation:

MC75 Ordnance Cruiser (100)
• Strategic Adviser (4)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• External Racks (3)
• Expanded Launchers (13)
= 131 Points

Nebulon-B Support Refit (51)
• Auxiliary Shields Team (3)
• Slaved Turrets (6)
= 60 Points

Nebulon-B Support Refit (51)
• Auxiliary Shields Team (3)
• Slaved Turrets (6)
= 60 Points

Squadrons:
• Hera Syndulla (28)
• Nym (21)
= 49 Points

Total Points: 300

and this second one is an alternative thought I had ignoring the MC-75

Name: neb campaign fleet
Faction: Rebel
Commander:

Assault:
Defense:
Navigation:

Nebulon-B Support Refit (51)
• Auxiliary Shields Team (3)
• Slaved Turrets (6)
= 60 Points

Nebulon-B Support Refit (51)
• Auxiliary Shields Team (3)
• Slaved Turrets (6)
= 60 Points

Nebulon-B Support Refit (51)
• Auxiliary Shields Team (3)
• Slaved Turrets (6)
= 60 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• External Racks (3)
= 43 Points

GR-75 Medium Transports (18)
• Boosted Comms (4)
• Quantum Storm (1)
= 23 Points

Squadrons:
• 2 x A-wing Squadron (22)
• 2 x Scurrg H-6 Bomber (32)
= 54 Points

Total Points: 300

Suggestions or thoughts on either would be very valuable and keep in mind these lists are guidelines for what my eventual campaign list might look like assuming our opponent's don't deny resources or planets with upgrades required.

Name: RitR: Task Force Phoenix & Yavaris
Faction: Rebel
Commander:

Trait 1: Master Coordinator I
Trait 2: Fighter Group Leader
Trait 3: Rapid Deployment

Pelta Command Ship (60)
• Adar Tallon (10)
• Auxiliary Shields Team (3)
• Boosted Comms (4)
• Phoenix Home (3)
• Ray Antilles (7)
= 87 Points

Nebulon-B Escort Frigate (57)
• Flight Commander (3)
• Auxiliary Shields Team (3)
• Yavaris (5)
= 68 Points

GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points

Squadrons:
• HWK-290 (12)
• Biggs Darklighter (19)
• 3 x X-wing Squadron (39)
• Nym (21)
• 2 x Scurrg H-6 Bomber (32)
= 123 Points

Total Points: 298

Here is a suggestion for it you get a squadron build itch.

On your first build though, in my opinion I would swap Expanded Launchers for APTs or ACMs, but that's me. Both lists look alright, but in the first list if you want Hera I would suggest swapping Nym for 2 squadrons and getting full use of her ability.

[ flagship ] MC75 Ordnance Cruiser (100 points)
- X-Custom Commander ( 0 points)
- Damage Control Officer ( 5 points)
- Ordnance Experts ( 4 points)
- Hardened Bulkheads ( 5 points)
- Electronic Countermeasures ( 7 points)
- Assault Proton Torpedoes ( 5 points)
- Ordnance Pods ( 3 points)
= 129 total ship cost

DCO to stop any opponents ACMs, APTs, HIEs etc making it very tanky and making lots of points worthless if opponent splashed on ACMs etc.

Bulkheads to stop and engine tech rams from MSU, ECM for big ships. APTs to work with Admo and bring pain.

Ordnance pods for 3 things:

1. Combined with Tycho/Shara and Draven Comabts you have a good anti-sqaud screen.

2. It allows you to shoot both ship shots for APTs and still shoot sqauds.

3. Prox Mines explode at distance 1, they can be shot as a squad treated with 1 health. If it's not on an obstacle and thus obstructed you can use pods to shoot mines as well.

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 80 total ship cost

Due to smaller play field, admo is a powerful flanker and protector with APTs to bring the pain and work with the 75.

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
- General Draven ( 3 points)
- Jamming Field ( 2 points)
= 31 total ship cost

Fly up with Tycho/Shara (there counters drop to 1 and 2) but both become way more survivable with scatters and obstruction each. Combats gain Blue AA with Draven to add 1 of any colour when attacking intel and counter, helping to buff the anti-squad. (this shuts down tie-bombers completely)

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost

Ship control, stop opponent squad and heal commands etc

1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
= 33 total squadron cost

299/300

As a starting fleet I run this at 200:

[ flagship ] MC75 Ordnance Cruiser (100 points)
- X-Custom Commander ( 0 points)
- Damage Control Officer ( 5 points)
- Ordnance Experts ( 4 points)
- Hardened Bulkheads ( 5 points)
- Electronic Countermeasures ( 7 points)
- Assault Proton Torpedoes ( 5 points)
- Ordnance Pods ( 3 points)
= 129 total ship cost

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
- General Draven ( 3 points)
- Jamming Field ( 2 points)
= 31 total ship cost

1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)
= 33 total squadron cost

193/200 (use 7 points on a z-95 headhunter or something)

Only problem is that I only have 1 flotilla.

Is it worth it to go with only torpedo ships?

1 hour ago, DakkaDakka12 said:

Only problem is that I only have 1 flotilla.

Is it worth it to go with only torpedo ships?

The torpedo Mc30 is already one of the best ships in game, due to the smaller size of RitR it's even better as it can close range a lot quicker and opponents have less places to hide. Ditto to the Ordnance Mc75, you'll shoot it's black die more often than you would at 400pts and as Black dice are the best in game that's good.

If you only have 1 flotilla, I'd make these changes

On 2/8/2020 at 2:25 PM, EbonHawk said:

[ flagship ] MC75 Ordnance Cruiser (100 points)
- X-Custom Commander ( 0 points)
- Damage Control Officer ( 5 points)
- Ordnance Experts ( 4 points)
- Hardened Bulkheads ( 5 points)
- Electronic Countermeasures ( 7 points)
- Assault Proton Torpedoes ( 5 points)
- Ordnance Pods ( 3 points)
= 129 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 80 total ship cost

GR-75 Combat Retrofits (24 points)
- Bright Hope ( 2 points)
- General Draven ( 3 points)
- Jamming Field ( 2 points)
= 31 total ship cost

1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)

1 Han Solo (26 points)
= 59 total squadron cost

299/300

Drop the slicer tools GR-75 and swap it with Han Solo for a direct points swap. Han gives you the option of first/lasting with his ability and is good with rouge for chasing down small ships with low health.

Ok I was worried about using a torpedo boat as 2nd player with few activation, glad to put that worry to rest so RITR uses the 4X4 causing more close range combat from what you are telling me.

One of my opponents almost never use black dice ships(he used demolisher only once and he thinks the Interdictor and raiders are unusable) this list won’t have any trouble with a list that starts with 2 victoryII’s with disposable caps right?

13 hours ago, DakkaDakka12 said:

glad to put that worry to rest so RITR uses the 4X4 causing more close range combat from what you are telling me.

Yep pretty much, also if they do run away it's a smaller board to run in.

So make your MC75 the Hammer, and the MC30 the anvil. Push with the 30 from a flank drawing them into your 75, if they stop and fight the 30 (poor them!), if they decide to run they risk landing in arc of your 75, or going so fast they put themselves out the battle or fly off the table.

13 hours ago, DakkaDakka12 said:

One of my opponents almost never use black dice ships(he used demolisher only once and he thinks the Interdictor and raiders are unusable) this list won’t have any trouble with a list that starts with 2 victoryII’s with disposable caps right?

Shouldn't do, you want to save lando for that one good shot your opponent gets, either a kill shot or at least 4/5 dmg plus. Then use and abuse admo to once in close range, get your shots off and scoot. The 75 has such good shields hull you can survive getting into range, just make sure you play to get in range quickly.

Vics are medium ships so they can't even ram your MC75 for damage, where as you can happily ram them to keep them in place, and still give ram damage yourself. This hurts if you have an MC30 double arcing its flank.

I can't remember all the custom commanders in RitR but you'll want the one with Nav tokens and die cancelling in this one, so you can mitigate long range damage and then close the gap quick.

13 hours ago, DakkaDakka12 said:

he used demolisher only once and he thinks the Interdictor and raiders are unusable

Some of the best Imp ships in the entire game, with the right upgrades and know how in how to fly them! My imp partner is a savant when it comes to all 3

a few questions if you dont mind.

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 80 total ship cost

what if you swapped apt for external racks and put xx-9 in the turbolaser slot wouldn't it have the same effect as APT with a 2nd flipped card and open up the slot for external racks?

This is what I was considering after your suggestions, if xx-9 does not work how I expect please let me know, I was just trying to make the MC-75 and the MC-30 an equal threat and I figure the neb can hold onto a squadron token and do a squadron action if I think i will ever need to activate both at once.


Name: The torpedo campaign fleet
Faction: Rebel
Commander:

Assault:
Defense:
Navigation:

MC75 Ordnance Cruiser (100)
• Lando Calrissian (4)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Proton Torpedoes (5)
• External Racks (3)
= 123 Points

MC30c Torpedo Frigate (63)
• Skilled First Officer (1)
• Ordnance Experts (4)
• External Racks (3)
• XX-9 Turbolasers (5)
• Admonition (8)
= 84 Points

Nebulon-B Support Refit (51)
• Auxiliary Shields Team (3)
• Slaved Turrets (6)
= 60 Points

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

Total Points: 300

1 hour ago, DakkaDakka12 said:

what if you swapped apt for external racks and put xx-9 in the turbolaser slot wouldn't it have the same effect as APT with a 2nd flipped card and open up the slot for external racks?

This is what I was considering after your suggestions, if xx-9 does not work how I expect please let me know, I was just trying to make the MC-75 and the MC-30 an equal threat and I figure the neb can hold onto a squadron token and do a squadron action if I think i will ever need to activate both at once.

Yes and No, for both instances assume you've rolled a crit with 6 damage, against 4 shields and no tokens are used.

With APT you will deal a face up damage instantly, then they lose 4 shields and take two facedown.

With XX-9, they lose the 4 shields and then the two damage cards are both faceup.

The problem is with APTs you don't need to get through shields to do that damage, with XX-9 you do. Say for instance you only put 1 damage on a hull XX-9 is useless, ditto if you only damage shields. Due to the MC30 not having loads and loads of dice, APTs or ACMs will generally be better in the long run, more so considering you'll be getting them more often in RitR games.

The list looks good but I wouldn't put Lando on the 75 he's wasted, the 75 can tank a big shot with ECMs, the MC30 can't. Lando on the MC30 says to your opponent who's just rolled 4 double hits, try again. SFO isn't much help, you should always have a nav token on the 30 and it can deal with any command for 1 turn.

Putting lando on the 30, frees up the 75 to have DCO which with two contains is amazing at stopping all enemy APTs, ACMs, any crit really adding a lot more survivability over lando in the long run.