Task Force Bomber Fleet

By Fallenwolf15, in Star Wars: Armada Fleet Builds

I want to start a 200 point RITR campaign and I'm the filler as far as which side I'm on. I want to run a bomber fleet but am struggling with the low point fleets. Does anyone have a good bomber fleet? Possibly one for each side?

Here's some ideas.

Empire-

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Quasar Fire II (61)
• Boosted Comms (4)
= 65 Points

Gozanti Assault Carriers (28)
• Boosted Comms (4)
= 32 Points

Squadrons:
• 4 x TIE Bomber Squadron (36)
• Maarek Stele (21)
• Colonel Jendon (20)
• Firespray-31 (18)
= 95 Points

Total Points: 192

Rebels-

Assault: Precision Strike
Defense: Asteroid Tactics
Navigation: Superior Positions

Assault Frigate Mk2 B (72)
• Flight Commander (3)
= 75 Points

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

Squadrons:
• Norra Wexley (17)
• Keyan Farlander (20)
• 3 x Y-wing Squadron (30)
= 67 Points

Total Points: 193

These might be fun.

Assault Frigate Mk2 B (72)
• Electronic Countermeasures (7)
= 79 Points

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

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

Squadrons:
• 2 x X-wing Squadron (26)
• Norra Wexley (17)
• 2 x Y-wing Squadron (20)
• HWK-290 (12)
= 75 Points

Total Points: 200

9 minutes ago, Uncrustable said:

Assault Frigate Mk2 B (72)
• Electronic Countermeasures (7)
= 79 Points

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

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

Squadrons:
• 2 x X-wing Squadron (26)
• Norra Wexley (17)
• 2 x Y-wing Squadron (20)
• HWK-290 (12)
= 75 Points

Total Points: 200

I like the squadron list. Thanks!

21 minutes ago, Bravo Null said:

Here's some ideas.

Empire-

Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions

Quasar Fire II (61)
• Boosted Comms (4)
= 65 Points

Gozanti Assault Carriers (28)
• Boosted Comms (4)
= 32 Points

Squadrons:
• 4 x TIE Bomber Squadron (36)
• Maarek Stele (21)
• Colonel Jendon (20)
• Firespray-31 (18)
= 95 Points

Total Points: 192

Rebels-

Assault: Precision Strike
Defense: Asteroid Tactics
Navigation: Superior Positions

Assault Frigate Mk2 B (72)
• Flight Commander (3)
= 75 Points

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

Squadrons:
• Norra Wexley (17)
• Keyan Farlander (20)
• 3 x Y-wing Squadron (30)
= 67 Points

Total Points: 193

These might be fun.

I like the Imperial list but I'm play with people new to the game so I think Jendon and Mareek would just be mean haha might trade them out for some generic tie defenders

I played this recently in RitR. Getting a veteran token and Master Coordinator III were important for the ultimate build to work correctly as that gave me boosted command distance for all ships without having to invest in boosted comms.

RitR Bomber (200/250)
Rebels - Author: Aahz

Objectives: Minefields, Capture the VIP, Most Wanted

[flagship] Assault Frigate Mark II B (72)
- Electronic Counter Measures (7)
= 79 total points

GR-75 Medium Transports (18)
- Bomber Command Center (8)
= 26 total points

Squadrons (95/250):
1x Moldy Crow - Jan Ors (19)
1x Biggs Darklighter X-Wing Squadron (19)
2x X-Wing Squadron (26)
1x Scurgg H-6 Bomber (16)
1x VCX-100 Freighter (15)

Final build:

RitR Bomber Final (243/250)
Rebels - Author: Aahz

Objectives: Minefields, Capture the VIP, Most Wanted

[flagship] Assault Frigate Mark II B (72)
- Electronic Counter Measures (7)
- Adar Tallon (10)
= 89 total points

GR-75 Medium Transports (18)
- Bomber Command Center (8)
- Leia Organa (3)
= 29 total points

Squadrons (125/250):
1x Moldy Crow - Jan Ors (19)
1x Biggs Darklighter X-Wing Squadron (19)
2x X-Wing Squadron (26)
2x Scurgg H-6 Bomber (32)
1x Gold Squadron Y-wing Squadron (12)
1x Norra Wexley Y-wing Squadron (17)

I also had Hondo in my build at the end but I wasn’t using them by then. Had we gone on, I probably would have gotten rid of Hondo and a generic Scurgg and added Nym, but it was a pretty OP build at the end anyway - those double dice bombers are murder.

I ran one last year in a RITR campaign (it was actually swapped out after the first pivotal battle for the health of the campaign turned out to be a little bit of an NPE for the opposing players)).

I don't have the list to hand, and it's difficult to remember the exact composition. From memory it was:

Quasar fire (i think it was the cheap variant) with boosted comms

Arquitens command variant; with one of the turbolaser upgrades i think (either slaved turrets or DTT's or the linked turbolaser towers)

Jendon

Marek

2 tie defenders

The admiral ability was the one that let's you deploy your fighters further out. I don't have any memory of the objectives I chose.

It took a little bit of getting used to (it got destroyed in it's first battle) but once I figured out how to fly it, it was quite formidable.

If you wanted to tone it down a bit I'd definitely start by swapping out marek & jendon. Although ironically you may end up swapping the defenders out altogether (they seemed really powerful in task force sized battles) the ships themselves were pretty weak, but you just had to keep them out of harms way while the fighters did their work.

Ya, namdoolb I dont want to be to OP because I'm playing with new players and don't want to destroy them. I haven't flown Imperial at all so I think maybe just generic defenders would be ok. I like the Arquitens Quasar duo.

An alternative Imperial idea:

Quasar and Gladiator, using the Glad’s close range firepower to punish any ships closing on the Quasar. Add a naked flotilla, with an eye towards giving it BCC later.

Squads: Stele, Strom, 3 TIE bombers.

That gives you 4 remaining points for boosted comms on the Quasar or ordinance experts on the Gladiator.

The squadrons might suffer against a good rebel fighter/bomber mix or a potent air superiority force, but that’s a bit of a handicap for the newbies to figure out how to exploit.