Englishpete 1,379 Posted October 4, 2016 I was looking to dip my toes into some Rebel territory and wanted to try something fast, nimble and not CR-90's. This may not be super tier-1, but boy it looks like fun to fly. With 5 activations and 8 placements, it might be somewhat competitive. Faction: Rebel Alliance Points: 392/400 Commander: General Madine Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Dangerous Territory Nebulon-B Support Refit (51 points) - Salvation ( 7 points) - Intel Officer ( 7 points) - Nav Team ( 4 points) - Spinal Armament ( 9 points) = 78 total ship cost [ flagship ] Nebulon-B Support Refit (51 points) - General Madine ( 30 points) - Intel Officer ( 7 points) - Nav Team ( 4 points) - Spinal Armament ( 9 points) = 101 total ship cost Nebulon-B Support Refit (51 points) - Intel Officer ( 7 points) - Nav Team ( 4 points) - Spinal Armament ( 9 points) = 71 total ship cost GR-75 Medium Transports (18 points) - Bright Hope ( 2 points) - Toryn Farr ( 7 points) - Expanded Hangar Bay ( 5 points) = 32 total ship cost GR-75 Medium Transports (18 points) - Quantum Storm ( 1 points) - Expanded Hangar Bay ( 5 points) - Bomber Command Center ( 8 points) = 32 total ship cost 6 X-Wing Squadrons ( 78 points) Quote Share this post Link to post Share on other sites
Ginkapo 8,527 Posted October 4, 2016 This was my version. Engine techs on flanking gunships to get max benefit from madine navs. Flight coord teams to push escorts to block squads from ship flanks, Not given it a shot yet. Madines Nebs Author: Ginkapo Faction: Rebel Alliance Points: 400/400 Commander: General Madine Assault Objective: Advanced Gunnery Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions Nebulon-B Support Refit (51 points) - Salvation ( 7 points) - Spinal Armament ( 9 points) = 67 total ship cost Nebulon-B Support Refit (51 points) - Engine Techs ( 8 points) - Slaved Turrets ( 6 points) = 65 total ship cost [ flagship ] Nebulon-B Support Refit (51 points) - General Madine ( 30 points) - Engine Techs ( 8 points) - Slaved Turrets ( 6 points) = 95 total ship cost Nebulon-B Escort Frigate (57 points) - Fighter Coordination Team ( 3 points) = 60 total ship cost Nebulon-B Escort Frigate (57 points) - Fighter Coordination Team ( 3 points) = 60 total ship cost 3 YT-1300s ( 39 points) 1 Rogue Squadron ( 14 points) Card view link Fleet created with Armada Warlords Quote Share this post Link to post Share on other sites
Undeadguy 5,739 Posted October 4, 2016 Take off the Nav Teams before a rules lawyer sees you. 1 Parkdaddy reacted to this Quote Share this post Link to post Share on other sites
Undeadguy 5,739 Posted October 4, 2016 While Madine can get you that extra yaw, you have to really be careful about exposing your flanks. I'm not sure he is the best fit for this fleet because I don't know when you would want to go speed 3 with a Neb. And you have to rely on 4 red dice to deal your damage, which isn't very good damage per roll. Plus no dice fixing will make it even harder to deal out damage. The squads and flotillas work well. Quote Share this post Link to post Share on other sites
Ardaedhel 10,807 Posted October 4, 2016 I think Madine is fantastic fit for the Neb. The Nebs are already pretty bendy, granted... but they really need to keep their orientation under tight control to keep those side arcs protected. Madine can give them that.And yes, take those Nav Teams off, they do nothing for you. 1 Parkdaddy reacted to this Quote Share this post Link to post Share on other sites
Englishpete 1,379 Posted October 4, 2016 (edited) Nav teams work very well with Madine until FAQ'd otherwise :-) I might find room for Engine Techs though, just to avoid having to continually explain why Nav Teams work with Madine :-) Edited October 4, 2016 by Englishpete 1 Formynder4 reacted to this Quote Share this post Link to post Share on other sites
Parkdaddy 626 Posted October 4, 2016 Use those extra Nav team points for a Yavaaris and bomber wing upgrade/a wings or Jan. Comms net on the bright hope, and take EHB off both flotillas. Boosted comms on the BCC. That's what id do anyways. Superior positions is pretty good with Nebs and your fighter/bombers. I love Advanced gunnery with Salvation. You can really put the hurt on an opponent willing to take a gamble with this objective (serious trade up potential) Quote Share this post Link to post Share on other sites
Englishpete 1,379 Posted October 4, 2016 Slight edits, wider turns, more speed... Faction: Rebel Alliance Points: 391/400 Commander: General Madine Assault Objective: Most Wanted Defense Objective: Hyperspace Assault Navigation Objective: Dangerous Territory Nebulon-B Support Refit (51 points)- Salvation ( 7 points) - Intel Officer ( 7 points) - Engine Techs ( 8 points) - Spinal Armament ( 9 points) = 82 total ship cost GR-75 Medium Transports (18 points)- Quantum Storm ( 1 points) - Comms Net ( 2 points) = 21 total ship cost Nebulon-B Support Refit (51 points)- Intel Officer ( 7 points) - Engine Techs ( 8 points) - Spinal Armament ( 9 points) = 75 total ship cost GR-75 Medium Transports (18 points)- Bright Hope ( 2 points) - Toryn Farr ( 7 points) - Expanded Hangar Bay ( 5 points) = 32 total ship cost [ flagship ] Nebulon-B Support Refit (51 points)- General Madine ( 30 points) - Intel Officer ( 7 points) - Engine Techs ( 8 points) - Spinal Armament ( 9 points) = 105 total ship cost 4 A-Wing Squadrons ( 44 points) 2 YT-2400s ( 32 points) 2 Parkdaddy and eViL dAvE reacted to this Quote Share this post Link to post Share on other sites
Jondavies72 575 Posted October 5, 2016 I did play a five activation neb list, the issue was playing against a fast mobile list with Gladys/demo or mc30s, they will flank you and chew you up. What you need is a couple of flankers, CR90bs are cheap and work, or an mc30 if your going top end... 1 Parkdaddy reacted to this Quote Share this post Link to post Share on other sites
GammonLord 324 Posted October 7, 2016 Funnily enough I played a couple of engine tech'd Madine Nebs with a Liberty on Wednesday - was a great list to play but I'm not sure they have enough bang to be fast attack ships, compared to MC30s double arcing with Madine. I did find it helped their survivability though. By the time they look like they're in trouble they can be whizzing off at speed 3+1. Quote Share this post Link to post Share on other sites