kinnison 850 Posted July 10, 2015 (edited) really having trouble with a good fleet that takes advantage of Yarvis and Adar Tallon, and features 100 points of squadrons. I can only get 3 ships squeezed in. The best i could come up with to start was this: [ REBEL FLEET (200 points)1 • Nebulon-B Escort Frigate - General Dodonna - Yavaris (82)2 • CR90a Corellian Corvette (44)3 • Nebulon-B Support Refit - Adar Tallon - XI7 Turbolasers - Salvation (74)http://armada.fabpsb.net/permalink.php?sq=r3c2f9r1r4o9t4f8 ]r3c2f9r1r4o9t4f8 But i KNOW it would not do well against 2 or 3 VSDs Edited July 10, 2015 by kinnison Quote Share this post Link to post Share on other sites
Shadowmax 211 Posted July 10, 2015 (edited) Hows about MkII w/ Dodonna, Leia, flight con, expnd hngr, Gallant H Neb B w/ Adar, engineering T, enhanced arm, Yavaris (ships>>201) 99 pts left for fighters/bombers All of your good advice makes sense. Thanks guys, just new to this, and havn't wrapped brain around cards yet. My bad. Edited July 10, 2015 by Shadowmax Quote Share this post Link to post Share on other sites
OgRib 388 Posted July 10, 2015 Hows about MkII w/ Dodonna, Leia, flight con, expnd hngr, Gallant H Neb B w/ Adar, engineering T, enhanced arm, Yavaris (ships>>201) 99 pts left for fighters/bombers Leia on a command 3 ship? Quote Share this post Link to post Share on other sites
kinnison 850 Posted July 10, 2015 Adar and Yarvis couldn't be used on the same ship/activation? also I have stated before, I don't find Gallant Havan useful for my play style, especially against an opponent that likes to turtle in the corner 1 coastcityo reacted to this Quote Share this post Link to post Share on other sites
scott80 17 Posted July 10, 2015 Hows about MkII w/ Dodonna, Leia, flight con, expnd hngr, Gallant H Neb B w/ Adar, engineering T, enhanced arm, Yavaris (ships>>201) 99 pts left for fighters/bombers Leia on a command 3 ship? Also pointless in that it has Adar on the Yavaris. You want him on a separate ship, in order to squadron into engagement range, and then squadron again from Yavaris to attack twice without moving. Quote Share this post Link to post Share on other sites
halfmanhalfsquidman 13 Posted July 10, 2015 Hows about MkII w/ Dodonna, Leia, flight con, expnd hngr, Gallant H Neb B w/ Adar, engineering T, enhanced arm, Yavaris (ships>>201) 99 pts left for fighters/bombers Leia on a command 3 ship? And Enhanced Arm on a Neb? You don't want your vulnerable flanks exposed so that makes little to no sense. And you want Adar on the GH so it can activate an ace, like Luke, attack, then deactivate so Yavaris can double tap him on the next activation. My bomber list (and I might have jacked up my fighter points because of bad memory) is: AF MII B: Gen D, Adar, Flight Con, Expanded Hanger, ECM, GH Neb B Escort: Raymus, Yavaris Luke Wedge X-Wing Keyan B-Wing B-Wing 297 Points Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted July 10, 2015 (edited) The Skeleton: Afmkii B (72) *Big D (20) *Adar (10) *Flight Controllers (6) *Hangars (5) *Haven (8) [121] Escort Neb (57) *Raymus (7) *Yavaris (5) [69] The fun part: 10 Y-wings (100) go nuts! [Total: 290] though, in all honesty, I find As and Bs to be far more reliable. You'd get 4 of each for 100 pints exactly. Edited July 10, 2015 by ficklegreendice Quote Share this post Link to post Share on other sites
kinnison 850 Posted July 12, 2015 so no three ship builds? Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted July 12, 2015 Three ships can be done. . .I am not a squadron heavy player but let me take a crack at this nut. +++ Yavaris Rises (296pts) +++ Assault Frigate Mark IIB (113pts) [Advanced Projectors (6pts) Expanded Hangar Bay (5pts) •Adar Tallon (10pts) •General Dodonna (20pts)] CR90 Corvette B (45pts) [•Dodonna's Pride (6)] Nebulon-B Support Frigate (63pts) [•Raymus Antilles (7pts) •Yavaris (5pts)] + Squadrons (75pts) + A-Wing Squadron (11pts) A-Wing Squadron (11pts) A-Wing Squadron (11pts) B-Wing Squadron (14pts) B-Wing Squadron (14pts) B-Wing Squadron (14pts) + Objectives + Assault Objective [Most Wanted] Defense Objective [Fleet Ambush] Navigation Objective [superior Positions] Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted July 12, 2015 (edited) 3 ships is basically going to mandate 3 nebs 3 Escorts (General D, Yavaris, Adar) = 206 the extra Squadron value and anti-squadron die are more than worth 6 points when going squadron heavy. The nebs will basically win you the squadron war on their own, making it difficult for the enemy to deal with your bombers. I personally don't use Adar (10 points is a lot) and invest in a support refit with Salvation + Raymus instead Edited July 12, 2015 by ficklegreendice Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted July 12, 2015 That's not true though. . . 3 nebs will lose almost every time to a 2 GSD and Rhymer list. The GSD's will crumple up the nebs. . . Maybe you will get 1 of them and tie up the Rhymer ball or their interceptors and ties will tangle up your squadrons and your strategy is hosed. Demolisher will make short work of the non Yarvis and B-Wing protected flank. . . Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted July 12, 2015 (edited) I don't know how you'd auto-lose to 2 gsd and rhymer. Personally, I have yet to acomplish that feat when interceptors get mulched by 2 anti-squadron dice after engaging my squadrons. Interceptors are scary potent against other squadrons, but 3 health is just laughable against capital ships. Nebs are an easy answer to the most potent imperial anti-squadron, which means that 3 Nebs + squadrons will not be easy to roll through. for the demolisher, it's a game of piece-trade. Anything it destroys will award less points than it; B-wings do the rest. Neb floatilla is a great fleet, far more potent at long range than any imperial ship offering and more potent at close range thanks to B-wings. The weakness of the fleet comes down to demands on the player maintaining a proper formation against a variety of potential enemy threats and objectives, but most commonly B-wings where the GSD is going and Nebs covering the B-wings the list does not easily lose to anything apart from being outplayed, which is what you'd want out of a great game. Edited July 12, 2015 by ficklegreendice Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted July 12, 2015 Then you're not playing against tactically sound people. Sure one of your nebs is going to get shots off against the medium range mass of ties and interceptors, and Rhymer. Having 6 TIEs fire blue dice into your side is about 3 points of damage to a side with 1 shield and you with no redirect and braces being useless. Oh sure that 1 Nebulon-B is going to get 2 dice to the group but so what? 2 dice won't kill a TIE Fighter, heck you will only on average deal 1 damage to each all the while those 8 point squadrons just took 2 hull and Rhymer could have gotten a crit. You could lose a Nebulon-B in a single squadron phase and then next turn you have to deal with the two Gladiator's. I don't lose because I don't take that list. I don't let these issues occur. Now your going to counter with "my squadrons would engage that ball first". While possibly valid, the list I use for that runs 3 interceptors who's WHOLE goal in life is to take a squadron command and wrap up your fighters. In fact I only worry about Tycho and not heavily since 6 TIEs will kill him eventually. Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted July 12, 2015 (edited) Then you're not playing against tactically sound people. oh not this garbage again look, if one side can just easily win by being "tactically sound" then why doesn't the other get the benefit of the doubt? Why is it so hard to envision the success of a list in such a balanced game without having to resort to the baseless cliche of "oh, your opponents that I've never met and have no way of knowing must just suck" besides, the tactic you described doesn't exactly inspire confidence in that baseless assumption, since it's just suicide against that list. Not only do the nebs have 92 points of squadrons, but they have 3 nebs. That's only 2 anti-squadron dice at the very least, and even one barrage tends to tilt a 9squadron scrum especially, when two shots stand a very good chances of wiping out clumps of 3 health ties. If the enemy ties avoid the clump to try their luck on the sides of a neb, then congrats the rebels have been awarded a free alpha strike on those squadrons. They don't even have to be met halfway up the board, they just serve themselves up on a silver platter. Sure, you might think "oh easy I have interceptors" and engage the squadrons, but I shouldn't have to point out Yavaris will be happy to roll out the welcome mat, and that's before unloading its own anti-squadron complement Third, who gives half a **** if a neb bites it? You have 3, and (apart from the flagship) they're all dirt cheap relative to everything that isn't a CR-90. They're cheaper than sum of enemy squadrons they dice, and they're cheaper than the GSDs that will break against B-wings if not flown properly. Piece trading is perfect for them. bumrushing the nebulon floatilla is basically handing it a free victory; **** thing is made to be a fortress between the stationary power of Yavaris and the two die anti-squadron batteries of the nebulons. The way to defeat it is to outmaneuver it and hit it on the exposed flank with a concentrated effort of both squadrons and demolisher when possible. Thiss always easier said than done because manuevering and positioning is wholly dependent on the players and the nebs, turns out, aren't VSDs. Edited July 12, 2015 by ficklegreendice Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted July 12, 2015 The other side doesn't get the benefit because you always win. If they gave you closers and harder matches and you lost then you could say that they are tactically a match for you, but if you are rolling them over then how can they be that sound? I don't mean they will never get there, I am saying that they are not there now. Your concept of the tactic I described is missing a key point, the squadrons only engaged 1 Nebulon-B at medium range, that means that unless there is a Nebulon-B on their side it is unlikely that they will get hit by a second Nebulon-B. Even if behind the first which would not make since due to limiting your front arc it still likely won't hit many and those that do could very well likely be at the cost of being obstructed which means that you will only hit 50% of them with 1 shot. You may even kill a TIE with that if the first Nebulon-B dealt 2 already. Why hit the front when the sides are so lovely to attack? You lose a neb you lose a HUGE portion of figher power. You lose a neb you lose a portion of anti-squadron capability. You lose a neb you lose your advantage of getting a third activation. It sounds like not much from a point perspective but it is more than that. That is 57 to 70 points of ship that could absorb the Gladiators charge now reduced by one. What return fire is ther when a second goes down? Quote Share this post Link to post Share on other sites
Lyraeus 4,759 Posted July 12, 2015 Then you're not playing against tactically sound people. bumrushing the nebulon floatilla is basically handing it a free victory; **** thing is made to be a fortress between the stationary power of Yavaris and the two die anti-squadron batteries of the nebulons. The way to defeat it is to outmaneuver it and hit it on the exposed flank with a concentrated effort of both squadrons and demolisher when possible. Thiss always easier said than done because manuevering and positioning is wholly dependent on the players and the nebs, turns out, aren't VSDs. My point on tactically sound. Look I am not saying it is an auto win if you do it my way. I am saying it is the best method I know of handeling your strong face fortress with 2 GSD's and Rhymer. Quote Share this post Link to post Share on other sites