Sybreed 1,080 Posted January 3, 2017 (edited) Hey guys, so I had a crazy idea in mind. What if I made a list that does not include a flotilla (crazy I know), is squadron heavy-ish (well, not just a fighter screen), and only includes small ships with low squadron values! Anyway, here it goes. It could be a lot of fun IMO. Please leave comments on objectives, I did not really went in deep in picking objectives that fit the list, so there might be better choices (most wanted felt obvious though) Also, I was hesitating between Mon Mothma and Cracken, as I feel Cracken is not that useful for the Neb and assault frigate (I usually fly them at speed 2 or less for the neb). But Mothma with TRCs?? Hmm. The goal is to have an entire rogue Squadron with Hera, so I don't have to bother with Squadron commands! Who needs squadron commands Author: Vhailor Faction: Rebel Alliance Points: 399/400 Commander: Mon Mothma Assault Objective: Most Wanted Defense Objective: Planetary Ion Cannon Navigation Objective: Salvage Run CR90 Corvette A (44 points)- Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost CR90 Corvette A (44 points)- Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost Nebulon-B Support Refit (51 points)- Salvation ( 7 points) - Spinal Armament ( 9 points) = 67 total ship cost [ flagship ] Assault Frigate Mark II A (81 points)- Mon Mothma ( 30 points) - Paragon ( 5 points) - Skilled First Officer ( 1 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) = 131 total ship cost 3 Lancer-class Pursuit Crafts ( 45 points) 2 X-Wing Squadrons ( 26 points) 1 Hera Syndulla ( 28 points) Edited January 3, 2017 by Sybreed Quote Share this post Link to post Share on other sites
Silver Crane 196 Posted January 3, 2017 (edited) I actually like this list, but would suggest some tweaks. First off, Paragon title and Gunnery Teams go against each other. I'd consider dropping Gunnery Team for Intel Officer on Salvation. I'd also consider dropping one of the Lancers for Rogue Squadron. You may also want to think about subbing an X-Wing for a Hwk-290 to give you Intel coverage. Edited January 3, 2017 by Silver Crane 1 Sybreed reacted to this Quote Share this post Link to post Share on other sites
Sybreed 1,080 Posted January 3, 2017 (edited) I actually like this list, but would suggest some tweaks. First off, Paragon title and Gunnery Teams go against each other. I'd consider dropping Gunnery Team for Intel Officer on Salvation. I'd also consider dropping one of the Lancers for Rogue Squadron. You may also want to think about subbing an X-Wing for a Hwk-290 to give you Intel coverage. hmmm interesting ideas (I completely derped on Paragon + Gunnery teams) . Should I go straight to Jan Ors or just the generic one? Edited January 3, 2017 by Sybreed Quote Share this post Link to post Share on other sites
Silver Crane 196 Posted January 3, 2017 You'd have to scrounge for points to squeeze Jan in, but it's not a bad idea. Quote Share this post Link to post Share on other sites
Sybreed 1,080 Posted January 3, 2017 hmmm... I'm actually thinking of ditching Paragon, retaking Gunnery teams and going Gallant Heaven... Quote Share this post Link to post Share on other sites
Sybreed 1,080 Posted January 3, 2017 new version! This time the assault frigate goes deep with the squads! Who needs squadron commands Author: Vhailor Faction: Rebel Alliance Points: 400/400 Commander: Mon Mothma Assault Objective: Most Wanted Defense Objective: Planetary Ion Cannon Navigation Objective: Salvage Run CR90 Corvette A (44 points)- Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost CR90 Corvette A (44 points)- Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost [ flagship ] Assault Frigate Mark II A (81 points)- Mon Mothma ( 30 points) - Gallant Haven ( 8 points) - Skilled First Officer ( 1 points) - Gunnery Team ( 7 points) - Electronic Countermeasures ( 7 points) = 134 total ship cost Nebulon-B Support Refit (51 points)- Salvation ( 7 points) - Spinal Armament ( 9 points) = 67 total ship cost 2 Lancer-class Pursuit Crafts ( 30 points) 1 Hera Syndulla ( 28 points) 1 Rogue Squadron ( 14 points) 1 HWK-290 ( 12 points) 1 X-Wing Squadron ( 13 points) Card view link Fleet created with Armada Warlords Quote Share this post Link to post Share on other sites
Vergilius 2,117 Posted January 3, 2017 For running a Rogue list, I'd take WWPDSteven's list that won the Nova Open and placed top 4 worlds as the starting point. That was 8xYT2400, 4 TRC90s, and a Flotilla. I know you mentioned not taking a flotilla, but its hard not to take one as a cheap activation. You could also look at Q's Nationals list as a starting point, 1 MC30, 3 TRC90s, 8YT2400s. The problem with GH in a list like this is that your squads are defensive first and foremost, which means they have to go wherever the opponent is attacking your ships. This list naturally wants to spread out, and so that means you lose the GH bonus at some point. In fact, I'm not even sure I'd really want an AF in a list like this, or Salvation for that matter. For example, you could scrap both and take two MC30s for the points, and I think your list would be much much better for it. You've got a lot more punch on them then. Then if you shift to MC30s, Cracken really is the better buy in this list since you've got the squads to deal with opposing squads, whereas Mothma seems to provide that extra cushioning if you're going no/light squads and face a squad heavy list. Much of getting a list to work is changing up just a couple of pieces so that the ships, squads, and commander all synchronize together better. For a list like this, you want to win the squadron game first, and then bomb ships with whatever is left, and with that, its still hard to beat YTs for the points. Quote Share this post Link to post Share on other sites
Sybreed 1,080 Posted January 3, 2017 For running a Rogue list, I'd take WWPDSteven's list that won the Nova Open and placed top 4 worlds as the starting point. That was 8xYT2400, 4 TRC90s, and a Flotilla. I know you mentioned not taking a flotilla, but its hard not to take one as a cheap activation. You could also look at Q's Nationals list as a starting point, 1 MC30, 3 TRC90s, 8YT2400s. The problem with GH in a list like this is that your squads are defensive first and foremost, which means they have to go wherever the opponent is attacking your ships. This list naturally wants to spread out, and so that means you lose the GH bonus at some point. In fact, I'm not even sure I'd really want an AF in a list like this, or Salvation for that matter. For example, you could scrap both and take two MC30s for the points, and I think your list would be much much better for it. You've got a lot more punch on them then. Then if you shift to MC30s, Cracken really is the better buy in this list since you've got the squads to deal with opposing squads, whereas Mothma seems to provide that extra cushioning if you're going no/light squads and face a squad heavy list. Much of getting a list to work is changing up just a couple of pieces so that the ships, squads, and commander all synchronize together better. For a list like this, you want to win the squadron game first, and then bomb ships with whatever is left, and with that, its still hard to beat YTs for the points. hmm well it's fun and all but I have a grand total of 1 YT 2400 and I don't intend of buying more rogues packs Quote Share this post Link to post Share on other sites
Sybreed 1,080 Posted January 3, 2017 and I intend on making a no-flotilla list that works... 1 SirDave reacted to this Quote Share this post Link to post Share on other sites
Vergilius 2,117 Posted January 3, 2017 For running a Rogue list, I'd take WWPDSteven's list that won the Nova Open and placed top 4 worlds as the starting point. That was 8xYT2400, 4 TRC90s, and a Flotilla. I know you mentioned not taking a flotilla, but its hard not to take one as a cheap activation. You could also look at Q's Nationals list as a starting point, 1 MC30, 3 TRC90s, 8YT2400s. The problem with GH in a list like this is that your squads are defensive first and foremost, which means they have to go wherever the opponent is attacking your ships. This list naturally wants to spread out, and so that means you lose the GH bonus at some point. In fact, I'm not even sure I'd really want an AF in a list like this, or Salvation for that matter. For example, you could scrap both and take two MC30s for the points, and I think your list would be much much better for it. You've got a lot more punch on them then. Then if you shift to MC30s, Cracken really is the better buy in this list since you've got the squads to deal with opposing squads, whereas Mothma seems to provide that extra cushioning if you're going no/light squads and face a squad heavy list. Much of getting a list to work is changing up just a couple of pieces so that the ships, squads, and commander all synchronize together better. For a list like this, you want to win the squadron game first, and then bomb ships with whatever is left, and with that, its still hard to beat YTs for the points. hmm well it's fun and all but I have a grand total of 1 YT 2400 and I don't intend of buying more rogues packs That's fine. I also don't own 8 YT2400, and certainly with the new squadron packs, there are even more diverse ways to get good quality Rogues into a list. By starting point, I mean taking a list that we all know works and then examining the underlying concepts that explain why it works. Then see if you can replicate those same principles elsewhere. On a no flotilla list, you almost need the flotillas in an MSU to help with activations. For a no flotilla list, the better ones that I've seen are the Ackbar lists with light squads, though one could possibly run an MC80 and 3 Corvettes with squads and have it still be quite good. 1 Sybreed reacted to this Quote Share this post Link to post Share on other sites
Church14 2,325 Posted January 3, 2017 I run a Home One + 3xTR90 build with 70 or so in squads. It is viable and an easy fleet to run if deployed smartly. I took it to Chicago regionals and got 2nd. Tied in VP (25) but lost the MOV tiebreaker. I am actually not a fan of just adding flotillas for activations or deployments. Without turning them into pocket carriers or some kind of fleet support (Comms, Repairs, Toryn, Leia), they just become mostly useless filler. Quote Share this post Link to post Share on other sites
Sybreed 1,080 Posted January 3, 2017 I run a Home One + 3xTR90 build with 70 or so in squads. It is viable and an easy fleet to run if deployed smartly. I took it to Chicago regionals and got 2nd. Tied in VP (25) but lost the MOV tiebreaker. I am actually not a fan of just adding flotillas for activations or deployments. Without turning them into pocket carriers or some kind of fleet support (Comms, Repairs, Toryn, Leia), they just become mostly useless filler. I call flotillas "pay to activate" for that very reason. Were you running Ackbar with your list? Quote Share this post Link to post Share on other sites
Sybreed 1,080 Posted January 10, 2017 So I tried this list yesterday, but a 400 points version Who needs squadron commands Author: Vhailor Faction: Rebel Alliance Points: 392/400 Commander: Mon Mothma Assault Objective: Most Wanted Defense Objective: Planetary Ion Cannon Navigation Objective: Salvage Run CR90 Corvette A (44 points)- Turbolaser Reroute Circuits ( 7 points) = 51 total ship cost [ flagship ] CR90 Corvette A (44 points)- Mon Mothma ( 30 points) - Jainas Light ( 2 points) - Turbolaser Reroute Circuits ( 7 points) = 83 total ship cost MC30c Torpedo Frigate (63 points)- Admonition ( 8 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 80 total ship cost MC30c Torpedo Frigate (63 points)- Foresight ( 8 points) - Ordnance Experts ( 4 points) - Assault Proton Torpedoes ( 5 points) = 80 total ship cost 2 Lancer-class Pursuit Crafts ( 30 points) 1 Rogue Squadron ( 14 points) 2 X-Wing Squadrons ( 26 points) 1 Hera Syndulla ( 28 points) Card view link Fleet created with Armada Warlords And being 2nd player sucked hard. MC30s had excellent shots but ships could just leave before I take them, and going rogue as 2nd player is just not as useful as I thought at first. My opponent had IG-88 and could just snipe the Lancers before I could do anything about it. So, I'm going with this new list with the intent on being 1st player for sure. Quote Share this post Link to post Share on other sites
SkyCake 1,182 Posted January 10, 2017 Rogue squads still need to be managed so long as your opponent has squads that can hurt them, otherwise you can pitas on the squad commands and let rogue do its job, and the carrier do something else... Quote Share this post Link to post Share on other sites
Sybreed 1,080 Posted January 10, 2017 Rogue squads still need to be managed so long as your opponent has squads that can hurt them, otherwise you can pitas on the squad commands and let rogue do its job, and the carrier do something else... IMO, the usefulness of going with rogues is to ditch ships with high squadron values. Quote Share this post Link to post Share on other sites
SkyCake 1,182 Posted January 11, 2017 (edited) Rogue squads still need to be managed so long as your opponent has squads that can hurt them, otherwise you can pitas on the squad commands and let rogue do its job, and the carrier do something else... IMO, the usefulness of going with rogues is to ditch ships with high squadron values. That can be part of it certainly, but against certain builds, and certainly with lower hull squads like the lancer, waiting until squad phase to get your shots in doesn't work, your rogues get blasted apart by the time they get to rogue... In that case you need to act as fast as you can and that takes squad commands... That our you have to have the hull to live through a barrage or two... Such as 8 yt2400 Edited January 11, 2017 by SkyCake 1 Sybreed reacted to this Quote Share this post Link to post Share on other sites