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chr335

Yavaris, bwings and flight coordination team

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I used the fighter coordination team and flight commander upgrades with pretty good success at the Nova Open. I ended placing second with the list below. I found that I was using it more to push and activate X-Wings initially to get double taps and clear out squadrons before they had a chance to do anything. Then late game I would push the B-Wings to keep them on ships and hammer them with the double taps.

The other thing I found myself doing was using FCT after flight commander to start moving squadrons towards new targets after they had activated and attacked a ship they were already in range of. These cards add so much flexibility to squadrons that if you were already good with them prior to the cards it makes you feel like you have an easy mode on now.

Here's the list:

GR75 med. transport - Garm, Liea, Comms net

GR75 med. transport - Farr, Bomber Command, Bright Hope

Neb Escort - Yavaris, Fighter Coordination Team, Flight Commander

MC80 Command Cruiser - Defiance, Boosted Comms, Fighter Coordination Team, Flight Commander

Jan

X-Wing (x4)

B-Wing (x4)

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But consider as well, that you could potentially have 5 B-Wings Move and Attack at almost distance 5 if you have a Properly Upgraded MC80 Command Cruiser.

QFT

 

I did this. . . You can not understand how stupidly obscene this is until you do it. . . Add in even a single Bomber Command Center. . .

I just finished a game playing with an mc80c with ackbar, defiance, flight commander, FCT with 4 bwings with rerolls from Toryn Farr and BCC. It absolutely destroyed everything that got hit full force with that. It was amazing. Tabled a vsd, demo, interdictor, 2 gozontis, boba fett and ig88 list easily. The defiance and bwings took the interdictor out in one activation thanks to a few structural damage crites from the bwings

++ Rebel Fleet (Standard) (391pts) ++

+ CR90 Corvette (102pts) +

CR90 Corvette A (51pts) [Turbolaser Reroute Circuits]

CR90 Corvette A (51pts) [Turbolaser Reroute Circuits]

+ MC80 Cruiser (162pts) +

MC80 Command Cruiser (162pts) [Electronic Countermeasures, Fighter Coordination Team, Flight Commander, •Admiral Ackbar, •Defiance]

+ Squadrons (94pts) +

B-Wing Squadron (14pts)

B-Wing Squadron (14pts)

B-Wing Squadron (14pts)

B-Wing Squadron (14pts)

HWK-290 (12pts)

YT-1300 (13pts)

YT-1300 (13pts)

+ Objectives +

+ Rebel Transport Flotilla (33pts) +

GR-75 Medium Transports (33pts) [bomber Command Center, •Toryn Farr]

Assault Objective [Advanced Gunnery]

Defense Objective [Fleet Ambush]

Navigation Objective [Minefields

Created with BattleScribe (http://www.battlescribe.net)

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I'm not sold on Yavaris -- yeah, the double tap is nice, but not enough squadrons.  Plus I'm not buying a second Interdictor to get a second FCT card ... because I like the idea of the EH/FC/FCT Command Cruiser (with a Bomber Command Center flotilla in support) so given the choice that's where I'm putting the cards.

 

Five squadrons supported from that carrier -- what's the best mix? I'm tempted with 3x B-wings, Jan (extra survivability, able to blast through some opposing squadrons), and a YT-1300 (speed matches B-wings, more survivable escort). Or am I better off with 4 X's + Jan, or 4 B's + Jan/YT/X?

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I'm not sold on Yavaris -- yeah, the double tap is nice, but not enough squadrons.  Plus I'm not buying a second Interdictor to get a second FCT card ... because I like the idea of the EH/FC/FCT Command Cruiser (with a Bomber Command Center flotilla in support) so given the choice that's where I'm putting the cards.

 

Five squadrons supported from that carrier -- what's the best mix? I'm tempted with 3x B-wings, Jan (extra survivability, able to blast through some opposing squadrons), and a YT-1300 (speed matches B-wings, more survivable escort). Or am I better off with 4 X's + Jan, or 4 B's + Jan/YT/X?

Try it out. Gods it is fun!

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Although the combo is strong, I sorely miss Raymus on my Yavaris. And as insurance against slicer tools, need Leia, which again means you need two flotillas if you also want Toryn - or no Adar (if you are Adar-inclined as I am) on the command MC80. And if no Raymus, then Comms Net is a kind of must for me, to maximise Yavaris as often as possible. Not that two flotillas are a bad idea, who wants to bring just three ships, nowadays. Ah yes, an initiative bid would be nice, a well...

I have work cut out for me after my first two attempts at this.

Edited by NebulonB

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Although the combo is strong, I sorely miss Raymus on my Yavaris. And as insurance against slicer tools, need Leia, which again means you need two flotillas if you also want Toryn - or no Adar (if you are Adar-inclined as I am) on the command MC80. And if no Raymus, then Comms Net is a kind of must for me, to maximise Yavaris as often as possible. Not that two flotillas are a bad idea, who wants to bring just three ships, nowadays. Ah yes, an initiative bid would be nice, a well...

I have work cut out for me after my first two attempts at this.

I have found that one does not always need to maximize Yavaris. That first 3 squadron triple tap is a HUGE push 

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A good way to slow down the Yavaris Two step, is to throw up a screen of fighters between the B-wings and the ship they want to attack.

 

That should slow them down for at least one turn or two, buying time for you to deal with the Yavaris, with good old naval gunnery.

Its not fool proof this method, but it do give your opponent a hard time to make the B-wings come to grip.

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FCT I find great not for just the raw distance, but the ability to reposition on the double tap turn. I often fly Yavaris with 4 squadrons placed roughly in a line/arc out in front and to the sides. Ships that approached the kill zone prior to FCT could choose to swing wide and force one or two squadrons to move and shoot instead of double tapping. With FCT, the distance one is usually all that is needed to shift the fighter coverage to the needed side. Those extra few dice can be the difference between a kill and the ship getting away, particularly with bomber command making those dice even better. Furthermore, when I run Luke or Nym I really like them to shoot on the ship so it's harder for the enemy to avoid them.

Enemy screens need to engage at the same time as ships to beat Yavaris. Going in piecemeal just gets double activations in an anti-fighter role one turn and then kill the ship the next. I run with X-wings which eat up opposing squadrons when Yavaris double tapped. I make sure Yavaris has a nav token to gear up or down as needed for screens. Jan also is sometimes present to free up shots on ships (already running the x-wings so why not).

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I like the idea of banking a nav token for yavaris so you can be where you need to be. Not sure how best to do that though as I usually bank a squadron command round 1 and by round 2 it's usually squadron command time. Garm seems like a good admiral for these builds maybe.

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I like the idea of banking a nav token for yavaris so you can be where you need to be. Not sure how best to do that though as I usually bank a squadron command round 1 and by round 2 it's usually squadron command time. Garm seems like a good admiral for these builds maybe.

Coms Net on at least one Flotilla can quickly fill up a ships quata of Command Tokens ;)

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