Jump to content
Sign in to follow this  
Cuthawolf

Making the Neb-B more Agile

Recommended Posts

Hola,

 

So I've been trying to get better at commanding the Neb-B's in my fleet (someone here said they were a high skill ship to use and I take that as a challenge), and they're not quite agile enough for my tastes. I've been thinking of ways to give them just a little edge, and I'm curious which you guys would think will work better:

 

1) Engine Techs. Pretty straightforward. An extra 1 move, which means an extra 1 yaw at range one.

 

2) Nav Team + Raymus Antilles. This one is a little more expensive but means you don't have to nudge forward that extra 1 move. Nav Team makes your tokens affect your yaw, Raymus means you always get a token when you Navigate. Although I suppose that means you're always navigating instead of a different command.

 

What do you guys think?

Share this post


Link to post
Share on other sites

The engine techs need a navigate token anyway so under normal circumstances you'll probably only use it once.  

 

If you put Raymus on the Tantive IV you can feed the nebulon navigate tokens when it needs them- the neb would then be free to use whatever commands it wants.  The question is, would you get enough use out of the corvette. I suppose if you take salvation the corvette can give support fire while handing it concentrate fire commands or it can send an a wing to pin down enemy fighters before yavaris  sends in the b wings with an extra counter, but the corvette needs to be landing some blows of its own to justify the fifty odd points.

Share this post


Link to post
Share on other sites

I don't personally find their lack of manueverability (though they manuever just fine just not like cr90s) an issue

Just point their fronts at the nearest destroyer and drown it inbsquadrons + dice. Sure you lose a neb, but what's a neb to a destroyer :P

Seriously they make a nice floatilla, concentrating fire on ships and covering their squadrons with their batteries. 3 shield front with 2 braces really need vsd 2 or dominator blue dice acc spam to blow through in one go.

Raymus is great on any ship, but I like him on salvation for keeping its front arc aligned and fishing for crits

Share this post


Link to post
Share on other sites

The engine techs need a navigate token anyway so under normal circumstances you'll probably only use it once.  

 

If you put Raymus on the Tantive IV you can feed the nebulon navigate tokens when it needs them- the neb would then be free to use whatever commands it wants.  The question is, would you get enough use out of the corvette. I suppose if you take salvation the corvette can give support fire while handing it concentrate fire commands or it can send an a wing to pin down enemy fighters before yavaris  sends in the b wings with an extra counter, but the corvette needs to be landing some blows of its own to justify the fifty odd points.

 

They need a token? I was under the impression they could be used at the end of any manuever. Or at least at the end of a Navigate dial command.

Share this post


Link to post
Share on other sites

 

The engine techs need a navigate token anyway so under normal circumstances you'll probably only use it once.  

 

If you put Raymus on the Tantive IV you can feed the nebulon navigate tokens when it needs them- the neb would then be free to use whatever commands it wants.  The question is, would you get enough use out of the corvette. I suppose if you take salvation the corvette can give support fire while handing it concentrate fire commands or it can send an a wing to pin down enemy fighters before yavaris  sends in the b wings with an extra counter, but the corvette needs to be landing some blows of its own to justify the fifty odd points.

 

They need a token? I was under the impression they could be used at the end of any manuever. Or at least at the end of a Navigate dial command.

 

 

Token or dial. Doesn't matter. Both work.

Share this post


Link to post
Share on other sites

Hola,

 

So I've been trying to get better at commanding the Neb-B's in my fleet (someone here said they were a high skill ship to use and I take that as a challenge), and they're not quite agile enough for my tastes. I've been thinking of ways to give them just a little edge, and I'm curious which you guys would think will work better:

 

1) Engine Techs. Pretty straightforward. An extra 1 move, which means an extra 1 yaw at range one.

 

2) Nav Team + Raymus Antilles. This one is a little more expensive but means you don't have to nudge forward that extra 1 move. Nav Team makes your tokens affect your yaw, Raymus means you always get a token when you Navigate. Although I suppose that means you're always navigating instead of a different command.

 

What do you guys think?

I like #2.it means that you can get a double yawn for a single navigate command. . . Hmmm I think I will test that out and see how it works

Share this post


Link to post
Share on other sites

+++ Nebulon's of Demise (292pts) +++

Nebulon-B Escort Frigate (81pts) [Nav Team (4pts), X17 Turbolasers (6pts), •Raymus Antilles (7pts), •Salvation (7pts)]

Nebulon-B Support Frigate (98pts) [intel Officer (7pts), Nav Team (4pts), X17 Turbolasers (6pts), •Mon Mothma (30pts)]

Nebulon-B Support Frigate (69pts) [Engineering Team (5pts), Intel Officer (7pts), X17 Turbolasers (6pts)]

+ Squadrons (44pts) +

A-Wing Squadron (11pts)

A-Wing Squadron (11pts)

A-Wing Squadron (11pts)

A-Wing Squadron (11pts)

+ Objectives +

Assault Objective [Opening Salvo]

Defense Objective [Hyperspace Assault]

Navigation Objective [Dangerous Territory]

Hmmmm could work. . .

Share this post


Link to post
Share on other sites

I tried running Nav Team on a Neb to more easily change direction a few times. The trouble seems to be that you must dedicate that dial to it. If you are issuing Navigate to maneuver better, then you are either ( A ) moving speed 1 and didn't need Nav Team to get double yaw clicks, ( B ) are moving speed 2 - 3 and will be relegating yourself to uselessness for a couple turns while you try to face a new target after flying past the enemy. And every turn you are missing out on Concentrate Fire, lowering the Neb's famed efficiency.

 

There is no Rebel Tarkin. What the Nebulon needs is not just Nav Team, but a reliable way to generate a Nav token every turn without sacrificing the dial choice. Raymus still needs you to dedicate a dial. Tantive 4 title means your CR90 isn't taking the action that it needed, and is probably not in the position you wanted it as it must stay within range. Veteran Captain is actually pretty good, though, as you can use him on that one turn you really have to turn 45°. Garm Bel Iblis is the one thing I haven't tested with Nav Team Nebs, but want to give a shot. You never have to waste a dial, and he'll let you pull the Nav Team trick one last time later in the game when you probably need to reposition anyways.

 

Expect to see more Nebs and more Nav Teams when overall command token economy increases. Might take a few expansions.

Share this post


Link to post
Share on other sites

I found ship's constant momentum and limited manoeuvrability to be one of the hardest things to wrap my head around while playing this and it's definitely one of the things to master. It's actually a game that's in constant motion despite the static appearance of the models so that duality is a little confusing, especially for new players I think. Especially compounded by the fact that players take turns activating ships.

 

You have to think of where things WILL be while taking into account where they ARE and that often means taking the advantage next turn or waiting until the one after, as well as trying to keep in mind what the opponent is likely to want to activate first.

 

Engine techs are great, with a nav command you can turn a looping 112.5 degrees at speed two (you actually move speed 3 which is great after sitting at speed 1 and blasting away) - just what a Neb B needs on turn 3 or 4 just as its target slips past its front arc.

 

Anyone else take way too many Nav commands when they should really be taking other commands, just because it seems like you NEED the extra manoeuvrability or to change speed constantly?

Edited by Leowulf

Share this post


Link to post
Share on other sites

At speed 2 and 3 and 3 you can make the Neb dance (i.e. keep it pointing at the enemy) by making it turn in one direction, then the other, rather than going straight ahead.

 

Is it useful? Sure. But not when you have to spend a nav token and probably a dial as well.

 

Raymus + Nav team can of course do wonders here, but still - it costs a pretty penny and again you might not want to just maneuver with the Neb.

 

Garm is another useful trick, but I usually prefer Dodonna (or possibly MonM), sbut if you really want agile Nebs, he could be your man.

 

Tantive 4 + Leia can be quite useful. First of all it can spam Nav tokens for your nebs, plus it can change a dial into a nav as needed, saving your from having to constantly spam nav command for your frigates. If you go CR90a it has the added benefit of a) providing another two frontal red dice and b) acting as flank cover for your neb.

 

But I don't know...it seems too many points. 

 

I forgo the nav teams and instead do twin Nebs (one of them Salvation), with one CR90a guarding their most exposed flank. That's half my points, but it works - and thus far it's the only way I've managed to (semi)successfully employ Nebs. 

Share this post


Link to post
Share on other sites

At speed 2 and 3 and 3 you can make the Neb dance (i.e. keep it pointing at the enemy) by making it turn in one direction, then the other, rather than going straight ahead.

 

 

In my last couple of games I did that- it certainly helps keep the enemy in arc and kills a little forward momentum.  Not much, but it might make a difference in staying out of a range bracket.

 

I think I'll call it the Nebulon Sashay.   

Edited by Katarn

Share this post


Link to post
Share on other sites

 

At speed 2 and 3 and 3 you can make the Neb dance (i.e. keep it pointing at the enemy) by making it turn in one direction, then the other, rather than going straight ahead.

 

 

In my last couple of games I did that- it certainly helps keep the enemy in arc and kills a little forward momentum.  Not much, but it might make a difference in staying out of a range bracket.

 

I think I'll call it the Nebulon Sashay.   

 

 

The Nebulon Sashay. Funniest thing I've read all day long.

Share this post


Link to post
Share on other sites

The Nebulon Sashay only gets better with a Nav Command too. At speed three two clicks left on the second yaw and 2 clicks to the right on the 3rd. With practice you should be able to double arc a ship now and again too. Just before your opponent gets to medium range on you change dance partners or get behind the one you have.

Share this post


Link to post
Share on other sites

The Nebulon Sashay only gets better with a Nav Command too. At speed three two clicks left on the second yaw and 2 clicks to the right on the 3rd. With practice you should be able to double arc a ship now and again too. Just before your opponent gets to medium range on you change dance partners or get behind the one you have.

 

Insightful - and very funny :D

Share this post


Link to post
Share on other sites

Wait for the Raider Jig though!

 

I would imagine it looks like this: Dance of Joy

 

 

As for the topic, I think deployment is probably the most crucial phase for them.  Any time I try to be creative with the manoeuvring I seem to come a cropper.  If I launch them straight at the enemy with a little Neb Shimmy they seem to do better.  People are always going on about avoiding a star destroyer's front arc but with 3 shields and two braces a Nebulon stands a good chance as long as it's not facing multiple attacks or at close range with a vic 1.    If nothing else, having all 4 of my capital ships hit the fore shields has proven more reliable than trying to get my ships to all hit the much smaller flank area.  

 

Unfortunately there is normally more than one star destroyer facing me...

Edited by Katarn

Share this post


Link to post
Share on other sites

Wait for the Raider Jig though!

 

I would imagine it looks like this: Dance of Joy

 

 

As for the topic, I think deployment is probably the most crucial phase for them.  Any time I try to be creative with the manoeuvring I seem to come a cropper.  If I launch them straight at the enemy with a little Neb Shimmy they seem to do better.  People are always going on about avoiding a star destroyer's front arc but with 3 shields and two braces a Nebulon stands a good chance as long as it's not facing multiple attacks or at close range with a vic 1.    If nothing else, having all 4 of my capital ships hit the fore shields has proven more reliable than trying to get my ships to all hit the much smaller flank area.  

 

Unfortunately there is normally more than one star destroyer facing me...

Exactly like that!

C'mon though, imagine that times three... What is it gonna do to your opponent!

I may adopt the "moves" as my standard response to an opponent flying off the map!

...

Actually, I'm on my way to a Digital Marketing standardisation meeting (!) - I design apprenticeship training programmes - is there any way to slip it in ...? Maybe just the video!

Share this post


Link to post
Share on other sites

My problem with making the Neb more agile is as follows: 

 

If I go Support, I'm looking for a very cheap sniper. At 51 I can easily get 2. But once I start putting in Nav team, intel officers, XI7s, Salvation...it's  not cheap anymore, and I can either just afford 1 neb - or they take up half my fleet. I'm not sure it's  worth it.

 

I'd rather go 2 plain Nebs, with something to cover the exposed flank, than upgrade.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...