MC80 Bomber Fleet

By Flyinpenguin117, in Star Wars: Armada Fleet Builds

I've been drafting a squadron-based Rebel fleet based around Independence for awhile now (theorycrafting mostly, I have nobody/nowhere to play atm). I know most Rebel squadron fleets are built around an Assault Frigate or Pelta, but I've also heard those tend to fall victim to Onagers and other big, scary ships, so I wanted to try an MC80 instead. List is as follows:

Assault: Precision Strike

Defense: Hyperspace Assault

Navigation: Minefields

  • MC80 Command Cruiser (Flagship) (106)
    • General Dodonna (20)
    • Strategic Adviser (4)
    • Boosted Comms (4)
    • Electronic Countermeasures (7)
    • Independence (8)
  • Total ship cost: 149

  • Nebulon-B Escort Frigate (57)
    • Fighter Coordination Team (3)
    • Linked Turbolaser Towers (7)
    • Yavaris (5)
  • Total ship cost: 72

  • GR-75 Medium Transports (18)
    • Toryn Farr (7)
    • Bomber Command Center (8)
  • Total ship cost: 33

  • GR-75 Medium Transports (18)
    • Comms Net (2)
  • Total ship cost: 20

Squadrons:

  • Dutch Vander (16)
  • Nora Wexley (17)
  • Keyan Farlander (20)
  • Ten Numb (19)
  • Luke Skywalker (20)
  • Wedge Antilles (19)
  • Green Squadron (12)

Total fleet cost: 397

My main concern is what exactly my squadron composition should look like. Obviously this list is composed of Bombers shooting black dice. I feel like its a bit lacking in anti-squadron capability, only having 2 Escorts (and Green Squadron, which has no defense tokens), so if Imperial Rogues show up the whole strategy goes out the window without some lucky rolls from Dutch/Wedge. They'll probably be relying on flak from the Nebulon-B (MC80 and the Transports will probably be too far out of range for effective cover). My original builds for this fleet ran either an extra Nebulon or a Hammerhead, but I wanted to try an extra Transport (extra Squadron tokens and more points for Aces while still having 5 activations), though I'm wondering if its worth cutting for some more upgrades/Aces.

On 4/1/2020 at 10:21 PM, Flyinpenguin117 said:

I've been drafting a squadron-based Rebel fleet based around Independence for awhile now (theorycrafting mostly, I have nobody/nowhere to play atm). I know most Rebel squadron fleets are built around an Assault Frigate or Pelta, but I've also heard those tend to fall victim to Onagers and other big, scary ships, so I wanted to try an MC80 instead. List is as follows:

Assault: Precision Strike

Defense: Hyperspace Assault

Navigation: Minefields

  • MC80 Command Cruiser (Flagship) (106)
    • General Dodonna (20)
    • Strategic Adviser (4)
    • Boosted Comms (4)
    • Electronic Countermeasures (7)
    • Independence (8)
  • Total ship cost: 149

  • Nebulon-B Escort Frigate (57)
    • Fighter Coordination Team (3)
    • Linked Turbolaser Towers (7)
    • Yavaris (5)
  • Total ship cost: 72

  • GR-75 Medium Transports (18)
    • Toryn Farr (7)
    • Bomber Command Center (8)
  • Total ship cost: 33

  • GR-75 Medium Transports (18)
    • Comms Net (2)
  • Total ship cost: 20

Squadrons:

  • Dutch Vander (16)
  • Nora Wexley (17)
  • Keyan Farlander (20)
  • Ten Numb (19)
  • Luke Skywalker (20)
  • Wedge Antilles (19)
  • Green Squadron (12)

Total fleet cost: 397

My main concern is what exactly my squadron composition should look like. Obviously this list is composed of Bombers shooting black dice. I feel like its a bit lacking in anti-squadron capability, only having 2 Escorts (and Green Squadron, which has no defense tokens), so if Imperial Rogues show up the whole strategy goes out the window without some lucky rolls from Dutch/Wedge. They'll probably be relying on flak from the Nebulon-B (MC80 and the Transports will probably be too far out of range for effective cover). My original builds for this fleet ran either an extra Nebulon or a Hammerhead, but I wanted to try an extra Transport (extra Squadron tokens and more points for Aces while still having 5 activations), though I'm wondering if its worth cutting for some more upgrades/Aces.

The first thing that comes to mind is that, unfortunately, I’m pretty sure Independence sucks. It’s 8 points, which is very expensive for a ship title. The effect is great... except that it denies you an entire turn of shooting. When I’ve tried to put it in a list, I usually have found it to be just not at all worth the bother. As often as not, I find Independence helps me throw my squadrons too far out of range, not letting them shoot, and then never “helping” me again. Fighter Coordination Teams, All Fighters Follow Me, and (my new favorite) Wedge Antilles (Officer) are all better options.

Green Squadron, Ten Numb, and Keyan together are 51 points. 3 generic B-Wings and Officer Wedge are 46 points. You already have a couple of open officer chairs for Wedge; I’d suggest going that route. Cloak also helps those B-Wings sneak out of engagement, which is baller. And though you lose Keyan’s and Ten’s abilities in this scenario, you’re actually gaining in raw bomber dice, and Norra is amazing with B-Wings.

This unfortunately does mean that you need to drop Wedge (the Squadron), but there are many strong replacement options. Biggs is great... Biggs, Jan Ors (replacing Dutch) and two X-Wings (replacing Norra, if you go this route) cost 64 points. Luke is 20, and he works great in a Biggs/JanBall. So that’s 84. That plus the 42 points of generic B-Wings is 126. That’s only 3 more points than your current squad ball, and Officer Wedge is 4 points, so you’re up 7 points with 8 squadrons instead of 7. But cutting Independence saves you 8, so you’re actually down 1 point.

All of your ships are comfy commanding squads, so you have more squadron command value (10 without tokens) than you need for this group (8 squadrons) which means that your Comms Net GR75 can easily feed Officer Wedge the token he needs to push those B-Wings around. Luke, Biggs, and the two generic X-Wings all throw very strong anti-squadron dice, so they’re your primary squad killers, though the B-Wings can contribute; likewise, once the enemy fighter screen is disabled, the X-Wings aren’t horrible at bombing ships. Jan provides Intel, which, combined with Wedge’s Cloak, can make it pretty easy to slip by a fighter screen.

Find two points for Bright Hope on the GR75 carrying Toryn and BCC. That’s a fat target. Defensive options, especially cheap ones, are good on it.

I haven’t done ALL the math, but if you have room for Leia Organa (Officer, 3 points) on one of your Command 1 ships, she can really help in making sure your big ship or Yavaris have the commands they need, when they need them.

Precision Strike, Fighter Ambush/Asteroid Tactics, Superior Positions/Infested Fields. Try those objectives. They’re all great with fighters.

This is one way I might go with what you’re trying. If you’re absolutely determined to get Independence to work instead, by all means, do it! Then come back and tell me how you did it. I’m a massive fan of the old X-Wing flight sim PC game, wherein Independence served as your carrier, and I’ve always wished it were good. Alas, if wishes were fishes, Admiral Ackbar would feel more at home. 😉

14 hours ago, Cpt ObVus said:

The first thing that comes to mind is that, unfortunately, I’m pretty sure Independence sucks. It’s 8 points, which is very expensive for a ship title. The effect is great... except that it denies you an entire turn of shooting. When I’ve tried to put it in a list, I usually have found it to be just not at all worth the bother. As often as not, I find Independence helps me throw my squadrons too far out of range, not letting them shoot, and then never “helping” me again. Fighter Coordination Teams, All Fighters Follow Me, and (my new favorite) Wedge Antilles (Officer) are all better options.

Green Squadron, Ten Numb, and Keyan together are 51 points. 3 generic B-Wings and Officer Wedge are 46 points. You already have a couple of open officer chairs for Wedge; I’d suggest going that route. Cloak also helps those B-Wings sneak out of engagement, which is baller. And though you lose Keyan’s and Ten’s abilities in this scenario, you’re actually gaining in raw bomber dice, and Norra is amazing with B-Wings.

This unfortunately does mean that you need to drop Wedge (the Squadron), but there are many strong replacement options. Biggs is great... Biggs, Jan Ors (replacing Dutch) and two X-Wings (replacing Norra, if you go this route) cost 64 points. Luke is 20, and he works great in a Biggs/JanBall. So that’s 84. That plus the 42 points of generic B-Wings is 126. That’s only 3 more points than your current squad ball, and Officer Wedge is 4 points, so you’re up 7 points with 8 squadrons instead of 7. But cutting Independence saves you 8, so you’re actually down 1 point.

All of your ships are comfy commanding squads, so you have more squadron command value (10 without tokens) than you need for this group (8 squadrons) which means that your Comms Net GR75 can easily feed Officer Wedge the token he needs to push those B-Wings around. Luke, Biggs, and the two generic X-Wings all throw very strong anti-squadron dice, so they’re your primary squad killers, though the B-Wings can contribute; likewise, once the enemy fighter screen is disabled, the X-Wings aren’t horrible at bombing ships. Jan provides Intel, which, combined with Wedge’s Cloak, can make it pretty easy to slip by a fighter screen.

Find two points for Bright Hope on the GR75 carrying Toryn and BCC. That’s a fat target. Defensive options, especially cheap ones, are good on it.

I haven’t done ALL the math, but if you have room for Leia Organa (Officer, 3 points) on one of your Command 1 ships, she can really help in making sure your big ship or Yavaris have the commands they need, when they need them.

Precision Strike, Fighter Ambush/Asteroid Tactics, Superior Positions/Infested Fields. Try those objectives. They’re all great with fighters.

This is one way I might go with what you’re trying. If you’re absolutely determined to get Independence to work instead, by all means, do it! Then come back and tell me how you did it. I’m a massive fan of the old X-Wing flight sim PC game, wherein Independence served as your carrier, and I’ve always wished it were good. Alas, if wishes were fishes, Admiral Ackbar would feel more at home. 😉

Only took a week to get some feedback, but thanks for the suggestions!

I've played 2 games with this fleet (the first wasn't quite the same build, but was still built around an MC80), and I guess Independence hasn't done as much as I thought it would (though its main flaw always seems to be Yavaris and/or the Transports getting trashed by an Onager or Gladiator, hence why I'm sticking with an MC80 as the flagship). If I was going B-Wing heavy like you suggest (more on that later) I feel like I'd want it even more so they don't lag behind too much- IMO its better to push them ahead early, even if they miss that round of shooting, than have them show up late. But I guess 8 points is expensive for a single early-game effect. The idea is to keep the MC80 at relatively long range so Fighter Coordination Teams would likely fall short, and with no Fleet Command slots I can't use AFFM. And Adar Tallon is 10 points, so even with cuts he'd be hard to fit in.

I can definitely take Wedge since I'll be bringing more generics, but where should I put him? Is it worth cutting Strategic Advisor and putting him on the MC80, or should he go on Yavaris where he's more vulnerable?

I discovered the Luke/Biggs/Jan ball after posting this list, and will probably go for that. I suppose I can cut the B-Wings down to generics- I like Keyan but I already have BCC/Toryn for rerolls, and slipping past fighter screens with Jan/Wedge/FCC reduces Ten's usage and lets me get away with cutting Dutch and replacing Wedge (the two of them did work together well though), and with proper escort I can probably lose LTT on Yavaris. Stock is an issue though- I only have 2 B-Wings, and most places I've checked are either out of stock or overcharging for the Squadron pack (my LGS probably has them but they're closed due to quarantine). So my revised squadron list would be Biggs, Luke, Jan, Norra, 2 B-Wings, and 2 X-Wings. That's 129 points, which is more expensive overall, but I feel pretty good about it with some other cuts.

I normally always include Leia on my Comms Net transports, I just forgot for some stupid reason so she's definitely going in. I can probably fit Bright Hope. So I'm looking at this:

Cuts:

  • Ten Numb (19)
  • Keyan Farlander (20)
  • Green Squadron (12)
  • Wedge Antilles (19)
  • Dutch Vander (16)
  • Independence (8)
  • Linked Turbolaser Towers (7)

Total: 101

Adds:

  • Jan Ors (19)
  • Biggs Darklighter (19)
  • 2x B-Wing (28)
  • 2x X-Wing (26)
  • Leia Organa (3)
  • Wedge Antilles (4)
  • Bright Hope (2)

Total: 101

...well after the math it comes out to a zero sum I guess! I still feel like I could cut Strategic Advisor (having 4 activations as it is), and then maybe replace LTT to come out at exactly 400 points so I can take advantage of objective cards. So I guess the new list looks like this:

Assault: Precision Strike

Defense: Fighter Ambush

Navigation: Superior Positions

  • MC80 Command Cruiser (Flagship) (106)
    • General Dodonna (20)
    • Strategic Adviser (4)
    • Boosted Comms (4)
    • Electronic Countermeasures (7)
  • Total ship cost: 141

  • Nebulon-B Escort Frigate (57)
    • Fighter Coordination Team (3)
    • Wedge Antilles (4)
    • Yavaris (5)
  • Total ship cost: 69

  • GR-75 Medium Transports (18)
    • Toryn Farr (7)
    • Bomber Command Center (8)
    • Bright Hope (2)
  • Total ship cost: 35

  • GR-75 Medium Transports (18)
    • Comms Net (2)
    • Leia Organa (3)
  • Total ship cost: 23

Squadrons:

  • Nora Wexley (17)
  • Luke Skywalker (20)
  • Biggs Darklighter (19)
  • Jan Ors (19)
  • 2x B-Wing Squadron (28)
  • 2x X-Wing Squadron (26)

Total fleet cost: 397

13 hours ago, Flyinpenguin117 said:

Only took a week to get some feedback, but thanks for the suggestions!

I've played 2 games with this fleet (the first wasn't quite the same build, but was still built around an MC80), and I guess Independence hasn't done as much as I thought it would (though its main flaw always seems to be Yavaris and/or the Transports getting trashed by an Onager or Gladiator, hence why I'm sticking with an MC80 as the flagship). If I was going B-Wing heavy like you suggest (more on that later) I feel like I'd want it even more so they don't lag behind too much- IMO its better to push them ahead early, even if they miss that round of shooting, than have them show up late. But I guess 8 points is expensive for a single early-game effect. The idea is to keep the MC80 at relatively long range so Fighter Coordination Teams would likely fall short, and with no Fleet Command slots I can't use AFFM. And Adar Tallon is 10 points, so even with cuts he'd be hard to fit in.

I can definitely take Wedge since I'll be bringing more generics, but where should I put him? Is it worth cutting Strategic Advisor and putting him on the MC80, or should he go on Yavaris where he's more vulnerable?

I discovered the Luke/Biggs/Jan ball after posting this list, and will probably go for that. I suppose I can cut the B-Wings down to generics- I like Keyan but I already have BCC/Toryn for rerolls, and slipping past fighter screens with Jan/Wedge/FCC reduces Ten's usage and lets me get away with cutting Dutch and replacing Wedge (the two of them did work together well though), and with proper escort I can probably lose LTT on Yavaris. Stock is an issue though- I only have 2 B-Wings, and most places I've checked are either out of stock or overcharging for the Squadron pack (my LGS probably has them but they're closed due to quarantine). So my revised squadron list would be Biggs, Luke, Jan, Norra, 2 B-Wings, and 2 X-Wings. That's 129 points, which is more expensive overall, but I feel pretty good about it with some other cuts.

I normally always include Leia on my Comms Net transports, I just forgot for some stupid reason so she's definitely going in. I can probably fit Bright Hope. So I'm looking at this:

Cuts:

  • Ten Numb (19)
  • Keyan Farlander (20)
  • Green Squadron (12)
  • Wedge Antilles (19)
  • Dutch Vander (16)
  • Independence (8)
  • Linked Turbolaser Towers (7)

Total: 101

Adds:

  • Jan Ors (19)
  • Biggs Darklighter (19)
  • 2x B-Wing (28)
  • 2x X-Wing (26)
  • Leia Organa (3)
  • Wedge Antilles (4)
  • Bright Hope (2)

Total: 101

...well after the math it comes out to a zero sum I guess! I still feel like I could cut Strategic Advisor (having 4 activations as it is), and then maybe replace LTT to come out at exactly 400 points so I can take advantage of objective cards. So I guess the new list looks like this:

Assault: Precision Strike

Defense: Fighter Ambush

Navigation: Superior Positions

  • MC80 Command Cruiser (Flagship) (106)
    • General Dodonna (20)
    • Strategic Adviser (4)
    • Boosted Comms (4)
    • Electronic Countermeasures (7)
  • Total ship cost: 141

  • Nebulon-B Escort Frigate (57)
    • Fighter Coordination Team (3)
    • Wedge Antilles (4)
    • Yavaris (5)
  • Total ship cost: 69

  • GR-75 Medium Transports (18)
    • Toryn Farr (7)
    • Bomber Command Center (8)
    • Bright Hope (2)
  • Total ship cost: 35

  • GR-75 Medium Transports (18)
    • Comms Net (2)
    • Leia Organa (3)
  • Total ship cost: 23

Squadrons:

  • Nora Wexley (17)
  • Luke Skywalker (20)
  • Biggs Darklighter (19)
  • Jan Ors (19)
  • 2x B-Wing Squadron (28)
  • 2x X-Wing Squadron (26)

Total fleet cost: 397

Good stuff! Couple suggestions.

First, if you want something similar to the power/cost of a B-Wing, use one Scurrg H-6 Bomber. I think it’s two points more, and it’s horrid at dogfighting other squadrons, but it’s tougher, faster, and Wedge can push one around with your two B-Wings for similar effect. Or you could just stick with Norra, and let Wedge push two B-Wings and an X-Wing. You could also switch one X-Wing for one YT-1300 Freighter, which are great escorts, but hampered by their horrible speed, which (once again) Wedge can fix. Options. All good options.

I personally think you don’t really need Strategic Advisor here. He’s great for helping you wait out the opponent when you’re all dancing around, jockeying for position for opening salvos, but it’s not really your ships that will be doing the dancing in this list. Squadron-heavy fleets often don’t need activations quite as acutely. Besides, four activations seems pretty respectable, given the gradual shift toward fewer, bigger ships of late. Very few lists (that I’ve seen) have more than about 5 activations... and if they do, there will be very little resistance from enemy squadrons, and there will be a good number of juicy targets for your bombers to tear into.

I sort of wish that Toryn and BCC were on two different ships, because the Bright Hope is a big bag of points, and if you lose it, you’ll lose all your dice control, whereas spreading them out means you’d only lose half your dice control. But that also means putting both flotillas in danger. Unless you wanted to eliminate Strategic Advisor, and move Toryn to the Cruiser, which might be cool if you didn’t have another Officer in mind for it.

Finally, if you can find 3 points anywhere, I might suggest Auxiliary Shield Teams on that Yavaris; if you call up a turn one Engineering dial, you can move 1 shield (rear to side) and buy a shield for the other side, giving you 3/2/2/1 shield coverage, which could help Yavaris survive an extra turn, and that can be a big deal.

This looks really strong.

2 hours ago, Cpt ObVus said:

Good stuff! Couple suggestions.

First, if you want something similar to the power/cost of a B-Wing, use one Scurrg H-6 Bomber. I think it’s two points more, and it’s horrid at dogfighting other squadrons, but it’s tougher, faster, and Wedge can push one around with your two B-Wings for similar effect. Or you could just stick with Norra, and let Wedge push two B-Wings and an X-Wing. You could also switch one X-Wing for one YT-1300 Freighter, which are great escorts, but hampered by their horrible speed, which (once again) Wedge can fix. Options. All good options.

I personally think you don’t really need Strategic Advisor here. He’s great for helping you wait out the opponent when you’re all dancing around, jockeying for position for opening salvos, but it’s not really your ships that will be doing the dancing in this list. Squadron-heavy fleets often don’t need activations quite as acutely. Besides, four activations seems pretty respectable, given the gradual shift toward fewer, bigger ships of late. Very few lists (that I’ve seen) have more than about 5 activations... and if they do, there will be very little resistance from enemy squadrons, and there will be a good number of juicy targets for your bombers to tear into.

I sort of wish that Toryn and BCC were on two different ships, because the Bright Hope is a big bag of points, and if you lose it, you’ll lose all your dice control, whereas spreading them out means you’d only lose half your dice control. But that also means putting both flotillas in danger. Unless you wanted to eliminate Strategic Advisor, and move Toryn to the Cruiser, which might be cool if you didn’t have another Officer in mind for it.

Finally, if you can find 3 points anywhere, I might suggest Auxiliary Shield Teams on that Yavaris; if you call up a turn one Engineering dial, you can move 1 shield (rear to side) and buy a shield for the other side, giving you 3/2/2/1 shield coverage, which could help Yavaris survive an extra turn, and that can be a big deal.

This looks really strong.

Good suggestions.

I'll definitely cut Strategic Advisor and relocate Toryn. The question is to where. She wants to stay in close, so she'd go well on Yavaris. However, if I wanted Auxiliary Shield Teams on Yavaris, it'd have to replace Fighter Coordination Team. I could move FCT over to the MC80, but then it'd want to stay in close to the squadrons, so Toryn may be better off there, and I could possibly save another 4 points on Boosted Comms (though that leaves me with 392, and the only other card I might take is LTT). The only other Officer I might want is Adar, but like I said, at 10 points its hard to make room for him at this point.

I have a couple Scurrges and like the idea of slotting one in to fill in for a B-Wing. But I have a hard time wanting to replace Norra. I know she becomes redundant once your target loses its shields, and lightly-shielded targets could burn out after one or two lucky rolls (and Luke just ignores shields), but I feel like I'd want to keep her around in the chance I have to face a tougher target head-on. But then I also love flying Y-Wings in the Battlefront games, so I'm not exactly unbiased.

These are questions that can really only be answered with playtesting, and with every LGS in the state is closed for another month it could be awhile. Thanks for the help, and if you can think of anything else feel free to let me know!

Edited by Flyinpenguin117
3 hours ago, Flyinpenguin117 said:

Good suggestions.

I'll definitely cut Strategic Advisor and relocate Toryn. The question is to where. She wants to stay in close, so she'd go well on Yavaris. However, if I wanted Auxiliary Shield Teams on Yavaris, it'd have to replace Fighter Coordination Team. I could move FCT over to the MC80, but then it'd want to stay in close to the squadrons, so Toryn may be better off there, and I could possibly save another 4 points on Boosted Comms (though that leaves me with 392, and the only other card I might take is LTT). The only other Officer I might want is Adar, but like I said, at 10 points its hard to make room for him at this point.

I have a couple Scurrges and like the idea of slotting one in to fill in for a B-Wing. But I have a hard time wanting to replace Norra. I know she becomes redundant once your target loses its shields, and lightly-shielded targets could burn out after one or two lucky rolls (and Luke just ignores shields), but I feel like I'd want to keep her around in the chance I have to face a tougher target head-on. But then I also love flying Y-Wings in the Battlefront games, so I'm not exactly unbiased.

These are questions that can really only be answered with playtesting, and with every LGS in the state is closed for another month it could be awhile. Thanks for the help, and if you can think of anything else feel free to let me know!

I’d keep Boosted Comms. And I think you hit upon something with Luke & Norra. I forgot they were both present here! They’re both great, but the anti-synergistic interaction here is an argument for cutting one of them. Luke kinda pulls double duty in this list, as an Escort buddy for Biggs as well. He’s really good here, and better against squadrons than Norra.

I dunno. You could just use them both. It’s not awful. You just need to remember how they interact, and play accordingly. Just make sure you have 3 generics at least (for Wedge).

As for what goes where: don’t put anything else on Yavaris except maybe Aux Shield Teams (and yes, move the FCTs to the MC80). Yavaris is a glass cannon; you get a couple of turns of use out of it, and it dies. Keep it lean. Actually, I just noticed Wedge is on it. Put him elsewhere! I’d just go Aux Shield Teams, Yavaris on the Escort Frigate.

OK. You have three officers and four chairs for them, once you cut Strategic Advisor. Leia ought to be on a GR75, obviously. Toryn should probably go on the Cruiser. Which leaves Wedge on the Bright Hope. I think that’s fine.

Don’t be afraid to get the Cruiser in there and fight. It’s gonna draw a lot of fire, but they’re pretty tanky. Sometimes you’re going to want to play the bomber wing closer to home, as well, to keep opponents away from the command ship.

2 hours ago, Cpt ObVus said:

I’d keep Boosted Comms. And I think you hit upon something with Luke & Norra. I forgot they were both present here! They’re both great, but the anti-synergistic interaction here is an argument for cutting one of them. Luke kinda pulls double duty in this list, as an Escort buddy for Biggs as well. He’s really good here, and better against squadrons than Norra.

I dunno. You could just use them both. It’s not awful. You just need to remember how they interact, and play accordingly. Just make sure you have 3 generics at least (for Wedge).

As for what goes where: don’t put anything else on Yavaris except maybe Aux Shield Teams (and yes, move the FCTs to the MC80). Yavaris is a glass cannon; you get a couple of turns of use out of it, and it dies. Keep it lean. Actually, I just noticed Wedge is on it. Put him elsewhere! I’d just go Aux Shield Teams, Yavaris on the Escort Frigate.

OK. You have three officers and four chairs for them, once you cut Strategic Advisor. Leia ought to be on a GR75, obviously. Toryn should probably go on the Cruiser. Which leaves Wedge on the Bright Hope. I think that’s fine.

Don’t be afraid to get the Cruiser in there and fight. It’s gonna draw a lot of fire, but they’re pretty tanky. Sometimes you’re going to want to play the bomber wing closer to home, as well, to keep opponents away from the command ship.

Alright. Since Norra and a Scurrg are within one point of each other, I'll treat them as interchangable for the time being, same with an X-Wing and a YT-1300. Final list is as follows:

Assault: Precision Strike

Defense: Fighter Ambush

Navigation: Superior Positions

  • MC80 Command Cruiser (Flagship) (106)
    • General Dodonna (20)
    • Toryn Farr (7)
    • Fighter Coordination Team (3)
    • Boosted Comms (4)
    • Electronic Countermeasures (7)
  • Total ship cost: 147

  • Nebulon-B Escort Frigate (57)
    • Auxiliary Shields Team (3)
    • Yavaris (5)
  • Total ship cost: 65

  • GR-75 Medium Transports (18)
    • Wedge Antilles (4)
    • Bomber Command Center (8)
    • Bright Hope (2)
  • Total ship cost: 32

  • GR-75 Medium Transports (18)
    • Comms Net (2)
    • Leia Organa (3)
  • Total ship cost: 23

Squadrons:

  • Nora Wexley/Scurrg H6 Bomber (17/16)
  • Luke Skywalker (20)
  • Biggs Darklighter (19)
  • Jan Ors (19)
  • 2x B-Wing Squadron (28)
  • 2x X-Wing Squadron/X-Wing+YT-1300 (26)

Total fleet cost: 396-397

That looks very good. I’d totally fly it.

I think the Norra/Scurgg & YT-1300/X-Wing questions are more about taste than anything. I would say this: Wedge will be what makes those speed 2 squadrons not-unbearable to fly, so I wouldn’t use more than three of them, period, as that’s all he can handle. 2 B-Wings, 1 YT-1300, and 1 X-Wing is fine. 2 B-Wings, 2 YT-1300’s is not. Like, it might work out, but you’re making it far more difficult than it needs to be if you put in too many speed 2 dudes.