Drasnighta 26,573 Posted October 16, 2015 [ REBEL FLEET (399 points)1 • Nebulon-B Escort Frigate - Mon Mothma - Raymus Antilles - Yavaris (99)2 • Nebulon-B Support Refit - XI7 Turbolasers - Redemption (65)3 • Nebulon-B Support Refit - Intel Officer - XI7 Turbolasers - Salvation (71)4 • Nebulon-B Support Refit - Intel Officer - XI7 Turbolasers (64)5 • B-wing Squadron (14)6 • B-wing Squadron (14)7 • B-wing Squadron (14)8 • B-wing Squadron (14)9 • A-wing Squadron (11)10 • A-wing Squadron (11)11 • A-wing Squadron (11)12 • A-wing Squadron (11) I'm not sold on Mothma, but she would be a change from me constantly picking Garm... Tight little speed-1 moving pack, putting a LOT of XI-7 Fire into enemies at Red Range, before they have to plough through the B-Wing Wall...Scattering of A-Wings to Tie up enemy Fighters... I'd usually use X-Wings in this role, and decide that I was just going to KILL the enemy Fighters... But I'm going to Try 4x As instead of 3x Xs Quote Share this post Link to post Share on other sites
Lotheral 18 Posted October 17, 2015 I would keep MM for this fleet and would also recommend you don't going just speed 1. Also move MM to a different ship then Yavaris it's already a huge target in this fleet. If you go slow only you have to fly directly at the other fleet which makes you easy to predict and deal with. I have a habit already to run Nebs like a school of fish. The fleet moving together for a purpose but fast/fluid enough to break apart and regroup if I have to fly around something or create an obstruction or protect Yavaris or another Neb. Speed 2-3 is your friend. Quote Share this post Link to post Share on other sites
Drasnighta 26,573 Posted October 17, 2015 Which is why part of me was considering Garm. Start with Squadron + Nav banked... can very quickly accelerate to Speed 3 that way when needed, to break the school apart... Quote Share this post Link to post Share on other sites
Lotheral 18 Posted October 17, 2015 You can manage it pretty effectively without Gram. Being able to use 2 defense tokens all the time would help this fleet survive longer. Just start out with different speeds or all at speed 2. bank a Nav first turn and go from there. I don't know how often or how well you run schools of ships but the Nav command is used very often to let you get the best of shoot and dodging. Quote Share this post Link to post Share on other sites
ficklegreendice 34,359 Posted October 17, 2015 honestly, i believe you need less upgrades; MOAR NEBS Quote Share this post Link to post Share on other sites
Drasnighta 26,573 Posted October 17, 2015 I only have the 2 at the moment, with the possibility of 2 being on the boat from my parents in Australia... Hence why I capped at 4.Otherwise, yes, I would look at shuffling for 5... Quote Share this post Link to post Share on other sites
Lotheral 18 Posted October 17, 2015 Fair enough. I had figure there was a reason for 4 Nebs. I love the ship and I think your list while not tournoment strong is still a fun little list. Best of luck with it. It reminded me to run my first 400 point Neb fleet. Quote Share this post Link to post Share on other sites