damianlz 0 Posted June 2, 2015 The list link is here just in case the below doesn't work http://armada.fabpsb.net/permalink.php?sq=r2c5s2f1r2i1r2r2r2r11r11r11r10 The idea of the squad is to have the corvettes swarm around any SD of other crafts at long range plinking at the armour and fighters and providing a fast distraction while the B-wings slog forward and bombard ships with black dice once in range 1 • CR90 Corellian Corvette B - CR90 Corellian Corvette (39) - Garm Bel Iblis (25) - Nav Team (4) - Dodonna's Pride (6) • Total : 74 • Code : r2c5s2f12 • CR90 Corellian Corvette B - CR90 Corellian Corvette (39) - Overload Pulse (8) • Total : 47 • Code : r2i13 • CR90 Corellian Corvette B - CR90 Corellian Corvette (39) • Total : 39 • Code : r24 • CR90 Corellian Corvette B - CR90 Corelli an Corvette (39) • Total : 39 • Code : r25 • CR90 Corellian Corvette B - CR90 Corellian Corvette (39) • Total : 39 • Code : r26 • B-wing Squadron - B-wing (14) • Total : 14 • Code : r117 • B-wing Squadron - B-wing (14) • Total : 14 • Code : r118 • B-wing Squadron - B-wing (14) • Total : 14 • Code : r119 • Keyan Farlander B-wing Squadron - B-wing (20) • Total : 20 • Code : r10 Quote Share this post Link to post Share on other sites
Indomitable 215 Posted June 2, 2015 (edited) Garm's benefit to corvettes is practically null, as unless your navigating on turn 1 you'll already have your max tokens at the end of turn 1. And while the turn 5 token is nice several corvettes will probably still have a token of some kind. 2nd, squadrons without a dedicated carrier/command ship are at a disadvantage. Unless they are launch and forget such as Awings can be. So replace Garm with Mon Mothma. Replace the b-wings with a-wings... Or if you want to run b's replace a CR90 with a Neb-B Escort and slow march it and the B's forward while the corvettes do their high speed flanking maneuvers and what not. EDIT- Also, remember that blue/medium range is a very slim band before your in close range. 1-2 Corvettes as cr90b's are ok, the others would be better as A's with the longer range. Although if you go with Mon Mothma she ups your evade abilities so I suppose all B's might work... Still recommend a couple a's. Edited June 2, 2015 by Indomitable 1 IvoryTower reacted to this Quote Share this post Link to post Share on other sites
EODOgre17 12 Posted June 3, 2015 Garm's benefit to corvettes is practically null, as unless your navigating on turn 1 you'll already have your max tokens at the end of turn 1. So replace Garm with Mon Mothma. I would definitely use Mon Mothma in this build. She will make the CR90s double evade tokens ridiculous. If you plan to use B model corvettes she can nullify hits at medium range and if you face heavy squadron/bomber lists she can make fighters reroll damage. I also agree with Indomitable that you should use Awings instead of Bwings. Without a ship that can stay with them and issue squadron commands they will be next to useless. You can squeeze in 5 Awings for the price of the Bwings plus Keyan and have 2 points leftover for the Jaina's Light title. I would use that ship as your flagship so you can hide behind and/or ignore obstacles. If you only have 4 Awings to field you could upgrade a couple of your corvettes to A models for some long range firepower and have 1 point for initiative bid. Quote Share this post Link to post Share on other sites
St Bede 6 Posted June 3, 2015 (edited) I like Enhanced Armament on my CR90a's and cruise around at speed 4 taking concentrate fire nearly every turn, unless you need to slow or desperate for repair.Agree with all the above advice. Not sure if squadrons and vettes really go well because of the lack of Squadron points on the vettes to activate them. B Wings are way too slow [ REBEL FLEET (292 points) 1 • CR90a Corellian Corvette - Mon Mothma - Enhanced Armament - Jaina's Light (86) 2 • CR90a Corellian Corvette - Enhanced Armament (54) 3 • CR90a Corellian Corvette - Enhanced Armament (54) 4 • CR90a Corellian Corvette - Enhanced Armament (54) 5 • A-wing Squadron (11) 6 • A-wing Squadron (11) 7 • A-wing Squadron (11) 8 • A-wing Squadron (11) Edited June 3, 2015 by St Bede Quote Share this post Link to post Share on other sites
damianlz 0 Posted June 4, 2015 Hey all!! thank you for the replies I guess my Bwings will stay pretty models for now, I included them just to have some fighters, is it better to hold onto the A-wings, or to trade them in for one last raw Corvette and some bidding points? Quote Share this post Link to post Share on other sites
EODOgre17 12 Posted June 4, 2015 (edited) Honestly you could go either way with it. Keeping the Awings lets you at least disrupt and occupy enemy squadrons for a few turns, especially Major Rhymer and his flying circus. However, replacing them with another CR90 isn't a bad option either, as the corvettes are fast enough to stay away from most fighter squadrons, especially rebel (except Awings) Edited June 4, 2015 by EODOgre17 Quote Share this post Link to post Share on other sites