Grave13 235 Posted May 29, 2015 I'm currently experimenting on various fleet builds for rebels and was wondering what are popular load outs with Nebs and CR90's I'm looking for load outs dealing with high damage . and looking for load outs that are great for squadron support. Quote Share this post Link to post Share on other sites
coastcityo 324 Posted May 30, 2015 NebB with Salvation and X17 turbolasers lets you increase your damage output while only allowing your enemy to use shield redirect for a single damage point. Yavaris and Tallon on another ship. Tallon activates a squad, it moves into position and attacks, and then Tallon allows the fighter to deactivate. And then the Yavaris activates the same squad, already in range of a target, and allows it to attack twice. Three attacks with a single fighter, if that fighter is Wedge going after already activated squads, oh my. 1 Grave13 reacted to this Quote Share this post Link to post Share on other sites
Grave13 235 Posted May 30, 2015 NebB with Salvation and X17 turbolasers lets you increase your damage output while only allowing your enemy to use shield redirect for a single damage point. Yavaris and Tallon on another ship. Tallon activates a squad, it moves into position and attacks, and then Tallon allows the fighter to deactivate. And then the Yavaris activates the same squad, already in range of a target, and allows it to attack twice. Three attacks with a single fighter, if that fighter is Wedge going after already activated squads, oh my. Are those on escorts or support variants? Quote Share this post Link to post Share on other sites
coastcityo 324 Posted May 30, 2015 Yavaris works best as an Escort variant, thanks to the higher Squadron rating. Salvation works with either, the cheaper support is fine if you're using it as a gunship, with the only downside being the lower AA rating. I usually run them in the Escort/Y and Support/S modes to save the points myself. 1 Grave13 reacted to this Quote Share this post Link to post Share on other sites
Grave13 235 Posted May 30, 2015 (edited) Would Yavaris on a Neb B escort with tallon be a solid build? What would be the better fighter or fighters to put with it? Wedge, Luke, or something else?... Oops n/m you stated that in a post above...ok well then I only own one Assault Frigate and I'm hung up on what to use , I like Gallant Haven because of the huge support to defense on the fighters and I like Paragon for the damage output. But would Gallant Haven be a better choice to be in a fleet with Yavaris? And what fighters go with Gallant Haven the best or is that a personal preference? Edited May 30, 2015 by Grave13 Quote Share this post Link to post Share on other sites
coastcityo 324 Posted May 30, 2015 The big decisions in fighter builds for me breaks down to what you want from fighters. I'm a fan of squadrons, and like to have a nice balance of as many as I can squeeze into my fleet. I use my A-wings as sacrificial pawns, racing forward to tie up enemy squads as long as possible, thus allowing my Bombers to hopefully get in some quick shots versus capital ships. Of course, some swear by having no fighters at all, or all A-wings, but that's just not my style. As for titles and your build, again it depends on what you want to focus on for offense. if your preference is for a fleet focused on fighters, then Gallant Haven with Tallon and Yavaris are good starting points. If you want to focus more on a gun line fleet, then you're looking at Paragon and Salvation. The important thing is to focus on the goal you want your ship to achieve, and focus on that. Don't take seven fighters, and then go light on squadron command ratings. Don't build a Gallant Haven and Yavaris combo, and then only add in two A-wings. It's okay to focus on a big ship to lead your fleet surrounded by a couple of smaller ships for support, but make sure that tent pole has plans on how to not get blown up too easily, because that lightning rod will attract some strikes. It's really a matter of figuring out which play style is your play style through getting some games in, and then building to that. 1 Grave13 reacted to this Quote Share this post Link to post Share on other sites
Grave13 235 Posted May 30, 2015 So if I want to create a fleet using Gallant Haven and Yavaris, and I'm wanting squadrons that have the ability for high anti squadron attacks and the ability to bomb I would choose X-Wings for that role, and for squadrons for bombing roles I would pick either Y-Wings or B-Wings. Quote Share this post Link to post Share on other sites
Katarn 317 Posted May 30, 2015 While it's better suited to larger games the 'command corvette' has done well in the last couple of games I've played. If you put Antilles on the Tantive IV it can top up your other ships with tokens or fight fairly capably by itself. Giving concentrate fire tokens to Salvation or squadron tokens to Yavaris extend's the use of their full abilities beyond the first turn of combat. I've also made it the flagship in my last couple of games because it can stick to long range fairly easily. 1 coastcityo reacted to this Quote Share this post Link to post Share on other sites
Corellian Corvette 1,733 Posted May 30, 2015 With that combo you could also have Luke attack 3 times through shields in a single turn, potentially 1 shorting a victory if your dice are hot and damage cards are lucky. Or kegan / any b-wing really. Problem is your getting your own ships awfully close to theirs, and that's what the imperials want. And it takes 2 activations to do, so the imperial player could potentially doge it. I tend to focus on ships with squadrons as ship escorts. Quote Share this post Link to post Share on other sites
coastcityo 324 Posted May 30, 2015 I like the "support" CR90, but I usually focus their load out for Objective insurance. Jania's Light and ECM for improved survivability and maneuverability. Scored me 75 points in an opponent's Intel Sweep once. 1 Katarn reacted to this Quote Share this post Link to post Share on other sites
Corellian Corvette 1,733 Posted May 30, 2015 I take emc assault frigates armed with Mon mothmas all the time, maybe I should try sprinkling in some cr90's and do the same, might even work better! I don't think they will even need emc's cause they have 2 evades already. Hmm, I could drop some squadrons and see if I can squeeze in a cr90 into my dual frigate list. But most likely I will need to wait till wave 2, but then I might be fixated on the MC30 (from my favorite childhood strategy game EaW). Quote Share this post Link to post Share on other sites
coastcityo 324 Posted May 31, 2015 But only a single redirect token, I like keeping my options open. Those front shields of two don't impress me much. Quote Share this post Link to post Share on other sites
Grave13 235 Posted May 31, 2015 I think the next wave will open up more for rebel players. Very thankful of the assault frigate in wave 1. Just out of curiosity and seeing that most have had some flight time with the assault frigate, how do you go about attacking imperial capital ships. Do you just sit back and ping them from range? Because I'm curious on how people use their Gallant haven in combat since its roll is pretty much a carrier. Quote Share this post Link to post Share on other sites
Corellian Corvette 1,733 Posted May 31, 2015 Use your assault frigates maneuverability to make it into a 300 vs 150 or less point match. Guaranteed victory, unless their is some objective involved, then their is a juggle. But I always seems to get advanced gunnery (yay paragon) anyways, so yeah. 300 points vs 150 points is overpowered, needs fix. Board needs to be small enough so everyone can shoot at every thing all the time. *sarcasm* Quote Share this post Link to post Share on other sites
Katarn 317 Posted May 31, 2015 I like the "support" CR90, but I usually focus their load out for Objective insurance. Jania's Light and ECM for improved survivability and maneuverability. Scored me 75 points in an opponent's Intel Sweep once. I run one of those too. I'm trying to decide whether to stay with the ECM or go with engine techs to give it the burst of speed to get out of arcs and away from tie fighters. I've got it equipped with the overload pulse as well for straight up fights- it's been handy for sneaking up on the flanks of a formation to use the ion gun but the timing is a pain to work out. In an ideal world the target should be ionised in the front arcs of my nebulon Bs at long range which is hard to do with all the variables- the more ships the enemy have, the more options they get to avoid bringing the ionised ship into range or the more likely it is that my ships are already in danger from victory IIs or gladiators. The one time I did pull it off the dice didn't want to give me any critical hits. I'll give it a couple more goes but I'm thinking I might just make Jaina's Light a corvette A so it can harass from long range behind cover or score objectives when needed. 1 Grave13 reacted to this Quote Share this post Link to post Share on other sites