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Subject: 400 points Rebel build...this look fun but not sure it is good rss

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David Bernier
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Hey everyone,

I'm not playing Rebels that often but evidently playing against them a lot...

So in a couple of days my primary Armada partner have decided to try and switch roles which would change the pace of things a bit. I'm used to big slow ships that hurt a lot...and now I need to play a fast fleet that hit a bit less harder but that have cool squadrons to counter that.

So here's a quick list I thought of an hour ago, please help me make it better if it,s not already awesome

REBEL FLEET 400 POINTS

SHIPS
Assault Frigate Mark II B
- Garm Bel Iblis
- Gallant Haven
- Intel Officer
- Gunnery Team
- Advanced Projectors
CR90 Corvette B
CR90 Corvette B
CR90 Corvette B

Nebulon-B Escort Frigate
- Yavaris
- XX-9 Turbolasers

SQUADRONS
Wedge Antilles
- X-Wing Squadron
- X-Wing Squadron
Dutch Vander
- Y-Wing Squadron
- Y-Wing Squadron
- Y-Wing Squadron

I really like the Y-Wings but for now I only have 4 of each (2x Rebel Fighters pack) so I can only field 4 squadrons of those. I opted for Wedge & Dutch for their synergies. At first I thought I could include 4 Corvettes, 1 Nebulon and 1 Whale but I had to cut the Nebulon off to include more squadron support.

What do you guys think of this setup?
 
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William Atkinson
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Corvettes tend to be pointless in our games. Neither myself or my partner has been able to field them effectively so I'd recommend swapping them out for some more Nebs or the Space Whale.

I like the fighters but might add another ace but I like the extra powers they provide: Farlander is one of my favs.
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William Atkinson
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I'm also a fan of the electronic counter measures. With the ability to use a brace on the weaker ships that hit less is an absolute must.

Also, do not forget to use your special abilities. The imps can stand to miss a few but the Rebs are (imo) at a somewhat disadvantageous starting point.

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stephen biggs
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Combination of Yavvaris & Gallant Haven should be "interesting" to play. If you're opponent also fields a squadron heavy fleet, you should win the resulting dogfight. But those carriers have tactical contradictions in the abilities of the ship & it's upgrade-title. So against a variety of enemy fleets it may loose more than it wins.

Gallant Haven: needs to be distance-1 from it's squadrons, which in turn are distance-1 from their target. So overall the AF is in medium range of the enemy ship. AF's prefer long range. Gallant Haven's upgrade is only needed against enemy fighters (particularly Interceptors). So you're bombers will be engaged, just as Gallant Haven gets too close to the enemy fleet. Possibly "Gallant Haven" is the wrong name for that ship-title. Unless it's a translation of "Kobayashi Maru". "Maru" means "Island", which could translate as "Haven".

Wave-2: Replace X-wings with HWK-290's, so the Y-wings can move out of engagement.

Yavvaris: I look at Yavaris & want to use it on a VSD with Rhymer, pity it's on a Nebulonsoblue
If enemy squadrons attack ahead of their ships. Yavaris commands fighters.
If Yavaris gets behind the enemy (i.e. not in their front arc) it can survive close enough to affect bombers.
In other positions use it as a Nebulon (for long range gunnery).

Adar Talon makes it easier to use Yavaris. If it's a choice between the two cards, I prefer Adar to Yavaris.
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Eric Engstrom
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Only thing I would do is drop a corvette and try really hard to find some way to put in another Nebulon-B support refit with Salvation and maybe X-17 turbolasers. You can pierce their shields early on and maybe deal a good crit.

Do that. You will love yourself for it.

Since you are running Gallant Haven and Yavaris, you are not planning on being very 'frontline aggressive', so I'm not sure Garm will be all that beneficial. Drop him to Dodonna, and use those points with Salvation in hopes of getting that early crit. Or up him to Mon Mothma, and go for a 'evade dice as long as possible' strategy.
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Eric Engstrom
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One final recommendation:

Often, when I have a decked out Mark II like this (a nice high point value target), I have dropped my admiral onto a slow moving Nebulon-B near the back line. It shoots 3 reds at long range, and can evade up until close range, and hopefully you've heavily damaged any Victory Destroyers by the time they start closing range with you.

It spreads out the points and makes the (often inevitable) loss of your Mark II less painful. Or, they may go for your flagship...in that case, fine. It's worth less than the Mark II anyway.
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David Bernier
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Good stuff there and I thought about dropping my commander in a Neb instead and use that AF for heavy frontline punching and squadron support.
 
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Joshua Fuller
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I like it, it resembles a build that I have won 1 of 2.5 games with (I lost the second one to noob mistakes). The .5 is for a game I am currently winning on Vassel with my friend that we are finishing tomorrow

My suggestions:

The AFMII is not very strong. They die easily. For that reason I don't put more than two upgrades on it. In my 300 point build I don't use the AFMII.

Escort frigate looks great. I tried XX-9s but never penetrated that far wit h my frigate, it's always my squadrons doing the killing. With that said, The X17s are a different story XD they will choke your opponent. Use them and smile as they are unable to spread damage, opening a hull zone for your fighters. You can destroy a ship in one turn with the right maneuvers.

Take upgrades from your Mark II and put them on your corvettes. Don't get rid of them like one guy said. That was bad advice to just stack more upgrades on your AFMII for it to die and give all of those victory points to your opponent. Put upgrades on your Bs. Consider an A with Raymus to activate squadrons (highly effective) plus added mobility.

The purpose of corvettes is to work the flank. You spread your fleet a bit then converge and destroy a ship. You form a core with your frigates and a corvette then put the corvettes on the flanks. If you're going to use Bs consider Ion cannons to disable defense tokens.

Lastly, I don't like Y wings. I don't like Dutch. I don't care for Wedge either. A wings have black dice (not a bomber, but idc you still get a hit when you roll the double strike). Plus you can fling a wings at the enemy squadrons while you strike ships with luke and your x wings. I always bring keyan farlander. move him ahead every turn because he is slow, but keep him away from TIEs. When he does make contact your opponent is going to know it.
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Joshua Fuller
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Rhezuss wrote:
Good stuff there and I thought about dropping my commander in a Neb instead and use that AF for heavy frontline punching and squadron support.


Agree. That also spreads out your points when that oversized undershielded guppy goes down. And it will.
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David Bernier
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Just bought a second AF...I'm.now sitting with 2 AF, 2 Nebs and 4 Corvettes...need to find a way to squeeze a nice amount of ships in there...
 
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Allen T
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jwfuller78 wrote:

The AFMII is not very strong. They die easily. For that reason I don't put more than two upgrades on it. In my 300 point build I don't use the AFMII.


The Assault Frigate isn't a VSD, and you will lose if you fly it like one. Those 4 shields in the front make it tempting to charge at your opponent, but skirting the edge of the battle and making the range work for you is a much, much better way to use them. At long range the Evade token is worth a free Engineering token per turn, Enhanced Armament makes it the deadliest long range ship we have, and Nav commands let it pull some sharp hook turns.
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Eric Engstrom
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monkeykins wrote:
jwfuller78 wrote:

The AFMII is not very strong. They die easily. For that reason I don't put more than two upgrades on it. In my 300 point build I don't use the AFMII.


The Assault Frigate isn't a VSD, and you will lose if you fly it like one. Those 4 shields in the front make it tempting to charge at your opponent, but skirting the edge of the battle and making the range work for you is a much, much better way to use them. At long range the Evade token is worth a free Engineering token per turn, Enhanced Armament makes it the deadliest long range ship we have, and Nav commands let it pull some sharp hook turns.


The Mark II has nice wide side arcs (unlike the VSD which is mostly front). Angle yourself a bit so you can get a nice fat target into both your side and front. It is beautiful.

Alternately, give yourself enhanced turbolasers, and run a slow broadside. You may still get blown up...but you will make it hurt.
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David Bernier
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I am now the proprietor of 2 Whales, 4 Corvettes and 2 Nebulons. Couple that with 2 Rebel Fighters packs...

I can now start thinking about fielding 2 Whales and a bunch of Corvettes that will just spin around and shoot stuff... new ideas that i'll have to try soon...
 
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Eric Engstrom
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Rhezuss wrote:
I am now the proprietor of 2 Whales, 4 Corvettes and 2 Nebulons. Couple that with 2 Rebel Fighters packs...

I can now start thinking about fielding 2 Whales and a bunch of Corvettes that will just spin around and shoot stuff... new ideas that i'll have to try soon...


What do you plan for squadrons?
 
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Chris Montgomery
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bungeeboy wrote:
Rhezuss wrote:
I am now the proprietor of 2 Whales, 4 Corvettes and 2 Nebulons. Couple that with 2 Rebel Fighters packs...

I can now start thinking about fielding 2 Whales and a bunch of Corvettes that will just spin around and shoot stuff... new ideas that i'll have to try soon...


What do you plan for squadrons?


He's already got them . . . "4 Corvettes"!

 
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Joshua Fuller
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bungeeboy wrote:
monkeykins wrote:
jwfuller78 wrote:

The AFMII is not very strong. They die easily. For that reason I don't put more than two upgrades on it. In my 300 point build I don't use the AFMII.


The Assault Frigate isn't a VSD, and you will lose if you fly it like one. Those 4 shields in the front make it tempting to charge at your opponent, but skirting the edge of the battle and making the range work for you is a much, much better way to use them. At long range the Evade token is worth a free Engineering token per turn, Enhanced Armament makes it the deadliest long range ship we have, and Nav commands let it pull some sharp hook turns.


The Mark II has nice wide side arcs (unlike the VSD which is mostly front). Angle yourself a bit so you can get a nice fat target into both your side and front. It is beautiful.

Alternately, give yourself enhanced turbolasers, and run a slow broadside. You may still get blown up...but you will make it hurt.


True, I'll have to check my tactics when I start playtesting my next list (Mark II, Neb, CR90 + squadrons). I actually prefer direct frontal attacks into the lead or flank ship, which the Neb is better at. I like to go in at a flank and focus one imperial vessel and swiftly destroy it. To me, that's the key rebel strategy: Try to take down one imperial ship as swiftly as possible. Determine the strongest imperial threat and focus it down. .

I've been running a Neb B, CR90B and CR90A list that I'm very fond of at this point, and my friend has been using it with success at his local shop. The upgrades are sparse, 1 per corvette and 2 low-point upgrades + Mon Mothma.
 
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