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Posts posted by RogueCommander
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Pro tip: Drop everything and fly naked. Drop the Fireball as well.
It's better to have a generous initiative bid.
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I can confirm that this list works well. I think keeping Avenger as the damage dealer works and let's you keep Motti back in reserve/support.
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Totally agree with the GT/ECM swap. As long as you are sensible in deployment and first move, you can soak up one shot at long range and get around an ISD quickly.
Also, gunnery teams are a must for the Raider/TRCR90 spam* that you know will be coming.
* - Fly a real fleet!**
** - Just kidding!***
*** - Not really. Fly a real fleet with medium and large bases!
SmurfWedge reacted to this -
So is what your saying is that with very little experience with the list, and admittedly sub optimal piloting skills, you took down a tournament with the list???
Firstly, ...
...don't be such an ass.
Fixed that for you. Lighten up, Francis.
I read his statement as one of incredulity, with a sense that there is respect for the strength of the list, even in relatively inexperienced hands.
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AF2 can't take ions, and I don't worry much about bid lately, but if I did, 395 is a fairly weak one.
I picked Boosted Comms as a 'just in case'. The only other option on the MC80 is Nav Team (not entirely useless).
>shrug<
Both will (hopefully) be table tested soon and we'll see how it goes.
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I worry less about initiative and more on picking really good objectives. For instance, Fire Lanes rather than Ambush and Minefields rather Superior Positions.
Also, find a way to get ECMs and at least a HWK generic in there?
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And, just for comparison, here's a variation on the 3 guppy build. I know it's strong, but ****, my heart can't take another match of absolutely NO accuracies and multiple blanks with those reds.
Ackbar - Bug Spray 2
Faction: Rebel Alliance
Points: 400/400
Commander: Admiral Ackbar
Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Minefields
Assault Frigate Mark II B (72 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
Assault Frigate Mark II B (72 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
[ flagship ] Assault Frigate Mark II B (72 points)
- Admiral Ackbar ( 38 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
2 X-Wing Squadrons ( 26 points)
1 Jan Ors ( 19 points)
2 Y-Wing Squadrons ( 20 points)
Fleet created with Armada Warlords
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Played this list again.
Really poor performance due to disastrous rolls and a misplay of fighters. Red dice can be SO fickle.
This is a variation on the theme, still with a key idea being able deal with CR90/MC30 swarms more comfortably, but also have flexibility to take on other builds.
It hurts to drop Ackbar as his extra reds help pop those Hull 4s faster, but now I'm thinking that accuracy is just as, if not more, important than raw damage.
Anyway, as always, feedback is much appreciated.
Dodonna - MC80/2 Guppies w/ squads
Faction: Rebel Alliance Points: 399/400
Commander: General Dodonna
Assault Objective: Advanced Gunnery Defense Objective: Fire Lanes Navigation Objective: Minefields
Assault Frigate Mark II B (72 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
[ flagship ] MC80 Command Cruiser (106 points)
- General Dodonna ( 20 points)
- Home One ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- Leading Shots ( 4 points)
Assault Frigate Mark II B (72 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
2 X-Wing Squadrons ( 26 points)
1 Jan Ors ( 19 points)
2 Y-Wing Squadrons ( 20 points)
Fleet created with Armada Warlords
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Just played this build.
It won (6-4) with me picking the wrong objective (should've went with Hyperspace Assault rather than Most Wanted) and should've positioned the Q7s on the two lead ships. I also should have let him come to me a bit more to get the most out of the long range-as well as force him to do early maneuvering.
It was a close match though. He had 4 CR90s with TRCs and 2 Shrimp with OE and APT with Mothma commanding. I lost two guppies and he lost both MC30s and 2 CR90s
Sorry
not much of a battle report, but the list did what it needed to. -
Sorry. A CR90 Swarm.
Just added an escort to give at least a round or two of extra survivablity.
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Edited original post to reflect changes***
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I know two players in our local that are big fans of Swarms.
I hate swarms, I really do.
This build is purpose built to be anti-swarm, but I'm hoping it has enough utility to compete against varied builds.
Would love feedback.
Bug Spray 2
Faction: Rebel Alliance
Points: 400/400
Commander: Admiral Ackbar
Assault Objective: Precision Strike
Defense Objective: Fire Lanes
Navigation Objective: Minefields
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
[ flagship ] Assault Frigate Mark II B (72 points)
- Admiral Ackbar ( 38 points)
- Gunnery Team ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
1 YT-1300 ( 13 points)
3 B-Wing Squadrons ( 42 points)
1 Jan Ors ( 19 points)
Fleet created with Armada Warlords
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True. But that takes me away from Ackbar and trying to squeeze him dry with lots of laser beams that kill much hull.
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Yeah, that's been my thinking since Wave 2 for sure (that all-ship is dead). Actually, now that I think of it, this may have been a response to the CR90 swarm more than anything else.
I think it's risky to take to tourney, thought I have a feeling I'll see at least 2 swarms.
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I almost never go without a screen, but am thinking of giving this a try. All offense (except ECMs) and trying to fit as many guns as possible into a fleet.
I could swap ECMs for X17s or Intel Officers, but would worry about survivablity without them.
Either way, a bare bones approach. Also, an effort to burn down swarms a bit faster, because TRCs and CF on 5-7 CR90s is.... Annoying.
Ackbar 5
Faction: Rebel Alliance
Points: 397/400
Commander: Admiral Ackbar
Assault Objective: Precision Strike
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory
[ flagship ] Assault Frigate Mark II B (72 points)
- Admiral Ackbar ( 38 points)
- Electronic Countermeasures ( 7 points)
Assault Frigate Mark II B (72 points)
- Electronic Countermeasures ( 7 points)
Assault Frigate Mark II B (72 points)
- Electronic Countermeasures ( 7 points)
MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
Fleet created with Armada Warlords
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Whoops. Yes.
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Hmm. Nice bid...room for XI7s on that AF2.
Fleet 6
Faction: Rebel Alliance
Points: 387/400
Commander: General Dodonna
Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields
[ flagship ] CR90 Corvette A (44 points)
- General Dodonna ( 20 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
Assault Frigate Mark II B (72 points)
- Raymus Antilles ( 7 points)
- Flight Controllers ( 6 points)
- Electronic Countermeasures ( 7 points)
Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Intel Officer ( 7 points)
- Slaved Turrets ( 6 points)
MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
4 X-Wing Squadrons ( 52 points)
1 Jan Ors ( 19 points)
Fleet created with Armada Warlords
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Nice. I'll drop expanded hangers, but will probably keep Antilles to keep that AF2 a bit more potent.
Thanks!
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Yeah- it'd have to be there.
Thanks!
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I totally get you on Jan, but part of the adaptability is to be able to take initiative when advantageous. So, I've got a decent bid, but I can't see where else to cut to add Jan.
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I'm trying to find that combination fleet that can adapt to a variety of situations, rather than a role specific build eg. Straight carrier fleet, or a heavy squadron build...
I feel pretty good with the objectives and how they match, but would love to hear other options.
Thanks in advance!
Fleet 4
Faction: Rebel Alliance
Points: 391/400
Commander: General Dodonna
Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields
[ flagship ] CR90 Corvette A (44 points)
- General Dodonna ( 20 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
- Intel Officer ( 7 points)
- Slaved Turrets ( 6 points)
Assault Frigate Mark II B (72 points)
- Raymus Antilles ( 7 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Electronic Countermeasures ( 7 points)
MC30c Scout Frigate (69 points)
- Foresight ( 8 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
4 X-Wing Squadrons ( 52 points)
1 HWK-290 ( 12 points)
Fleet created with Armada Warlords
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I like it.
My only suggestion might be to swap out for the Command MC80, swap XX 9s for XI7s. Maybe drop Adv Projectors for Tractor Beam, to hold a target in place better for the heavy hitters to deliver a whallop?
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Yeah, me too. That takes me back to the original.
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What do you want to do?

-Rebels In Need-
in Star Wars: Armada
Posted
So, as I find myself tinkering lists and strategizing, I am reminded of something that is really lacking in the Rebel camp: Rogue Bombers
Yes, we have Dash, but he's it. Not having a generic option like the Firespray is a significant gap.
Thoughts?
Also, what are some other thing that Rebs could use, squadron or otherwise?