grunnax93 87 Posted February 20, 2018 (edited) This is my first fleet and I am going to be running it in the regionals but it turns out I am only going to get a couple practise games in before I do, to get some experience with the fleet. I've gone for a squadron bombing list using a Dodonna and a MC80 "Independence" to boost slow B-Wings and unload. I have made two variations of the list as I am not sure which to run. ___________________________________________________________________________________________________Independence Bombing Fleet MkI_________________________________________________________________________________________________________________ Name: Independence Bombing Fleet MkI Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Strategic Adviser (4) • Fighter Coordination Team (3) • Expanded Hangar Bay (5) • Electronic Countermeasures (7) • Independence (8) = 153 Points Nebulon-B Escort Frigate (57) • Adar Tallon (10) • Yavaris (5) = 72 Points GR-75 Medium Transports (18) • Bomber Command Center (8) = 26 Points GR-75 Medium Transports (18) = 18 Points Squadrons: • HWK-290 (12) • Keyan Farlander (20) • 4 x B-wing Squadron (56) • Norra Wexley (17) • 2 x X-wing Squadron (26) = 131 Points Total Points: 400 ___________________________________________________________________________________________________Independence Bombing Fleet MkII_________________________________________________________________________________________________________________ Name: Independence Bombing Fleet MkII Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Strategic Adviser (4) • Fighter Coordination Team (3) • Expanded Hangar Bay (5) • Electronic Countermeasures (7) • Independence (8) = 153 Points Nebulon-B Escort Frigate (57) • Adar Tallon (10) • Fighter Coordination Team (3) • Yavaris (5) = 75 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Expanded Hangar Bay (5) = 38 Points Squadrons: • Jan Ors (19) • Keyan Farlander (20) • 3 x B-wing Squadron (42) • Norra Wexley (17) • Y-wing Squadron (10) • 2 x X-wing Squadron (26) = 134 Points Total Points: 400 _________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ Norra Wexley Critical Effect to allow the Y-Wing and B-Wings to trash shields for Keyan Farlander using Yavaris and Adar Tallon to drop 6 re-rollable blacks on the hull.X-wings to escort the bombers and using Independence and Fighter Coordination System to get squadrons moving fast and into position early. Turn 1 B-Wings move speed 4 with +1 for FCT or +2 FCT with list number 2. Potential Maximum Bombing Damage:Fleet 1 Squadrons:• HWK-290 (12) 1 Blue w/No Crit = 1 damage potential• Keyan Farlander (20) 2 Black w/Crit = 4 damage potential [12 with Yavaris + Adar]• Norra Wexley (17) 1 Black w/Crit = 2 damage potential• 4 x B-wing Squadron (42) 4 Blue + 4 Black w/Crit = 12 damage potential• 2 x X-wing Squadron (26) 2 Red w/Crit = 4 damage potential= 131 Points = Damage potential of 23 [31] also 28 [34] potential anti squadron damage Fleet 2 Squadrons:• Jan Ors (19) 1 Black w/No Crit = 1 damage potential• Keyan Farlander (20) 2 Black w/Crit = 4 damage potential [12 with Yavaris + Adar]• Norra Wexley (17) 1 Black w/Crit = 2 damage potential• 3 x B-wing Squadron (42) 3 Blue + 3 Black w/Crit = 9 damage potential• 1 x Y-wing Squadron (10) 1 Black w/Crit = 2 damage potential• 2 x X-wing Squadron (26) 2 Red w/Crit = 4 damage potential= 134 Points = Damage potential of 22 [30] also 28 [34] potential anti squadron damage I would just like some suggestions or strategies from the community. Thanks grunnax93 Edited February 21, 2018 by grunnax93 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites
Mad Cat 2,250 Posted February 20, 2018 I used to use Independence in a similar fleet but when FCTs were released I haven't found the need. You could do fun things with Adar Tallon and Rogues - slinging Han or Dash a distance of 7 or 8 and have them finish off a crippled CR90 in the squadron phase. Now I just use FCTs on MC80C and Yavaris along with a Flight commander on Yavaris. Go for Boosted Comms on the MC80 as Yavaris often dies and you can move away from your B-Wings especially if a BT Avenger is trying to pass through them. For the fighters I think you are over cooking the anti ship abilities. 3 B-Wings double tapping and Tallon should be able to crack most targets with a little help from elsewhere. Gold Squadron is nice, cheaper than a B-wing, good anti-ship, fast and still not heavy. Swap Keyan for Ten Numb as you may need to combat a strong fighter force on occasion and a triple tapping Ten Numb with his grenade blast rule should tip things in your favour nice and quickly. Quote Share this post Link to post Share on other sites
DrakonLord 752 Posted February 21, 2018 10 hours ago, Mad Cat said: I used to use Independence in a similar fleet but when FCTs were released I haven't found the need. You could do fun things with Adar Tallon and Rogues - slinging Han or Dash a distance of 7 or 8 and have them finish off a crippled CR90 in the squadron phase. Now I just use FCTs on MC80C and Yavaris along with a Flight commander on Yavaris. Go for Boosted Comms on the MC80 as Yavaris often dies and you can move away from your B-Wings especially if a BT Avenger is trying to pass through them. For the fighters I think you are over cooking the anti ship abilities. 3 B-Wings double tapping and Tallon should be able to crack most targets with a little help from elsewhere. Gold Squadron is nice, cheaper than a B-wing, good anti-ship, fast and still not heavy. Swap Keyan for Ten Numb as you may need to combat a strong fighter force on occasion and a triple tapping Ten Numb with his grenade blast rule should tip things in your favour nice and quickly. Thats the equivelant of dropping a nuke on a fight between two people with swords. Complete and utter overkill. ...... I LOVE IT! 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites
jimmyrut 217 Posted February 21, 2018 I like the fleet a lot. May have to try it at some stage although there is simply too much to try. Quote Share this post Link to post Share on other sites
drumtier 95 Posted February 21, 2018 Put Adar on a different ship to bring that squadron in position to be double tapped with Yavaris. 1 Maturin reacted to this Quote Share this post Link to post Share on other sites
grunnax93 87 Posted February 21, 2018 (edited) 2 hours ago, drumtier said: Put Adar on a different ship to bring that squadron in position to be double tapped with Yavaris. thanks mate _______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________ I have made an adjustment. Name: Independence Bombing Fleet MkIII Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Adar Tallon (10) • Fighter Coordination Team (3) • Expanded Hangar Bay (5) • Electronic Countermeasures (7) • Independence (8) = 159 Points Nebulon-B Escort Frigate (57) • Ray Antilles (7) • Fighter Coordination Team (3) • Yavaris (5) = 72 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points Squadrons: • Jan Ors (19) • Keyan Farlander (20) • 3 x B-wing Squadron (42) • Norra Wexley (17) • Y-wing Squadron (10) • 2 x X-wing Squadron (26) = 134 Points Total Points: 400 Ray Antilles will allow me to activate 3 squadrons with Yavaris for more double attack potential. Edited February 21, 2018 by grunnax93 1 drumtier reacted to this Quote Share this post Link to post Share on other sites
grunnax93 87 Posted March 2, 2018 First test battle report Independence Bombing Fleet MC80 Command Cruiser: General Dodonna, Independence, Adar Talon, Fighter Coordination Team and Electronic Countermeasures. Nebulon-B Escort Frigate: Fighter Coordination Team and Yavaris GR-75 Transport: Bomber Command Center GR-75 Transport: Jamming Field Jan Ors Keyan Farlander and 3 B-Wings Norra Wexley and 1 Y-Wing 2 X-Wings Turn 1Tested out my Rebel Bombing Fleet tonight.Used Independence to move the Slow Movers up to speed 4 making mid field and using normal activation's from the other shipsto get the rest to catch up. Both Fighter Coordination Teams got the ball to move a total of distance 6, putting the Bombing Group right in prime position to strike the "Mon Karren" on Turn 2. Turn 2 I bombed the "Mon Karren" into space dust before it could fire its Spinal/X17 Turbolaser Gunnery Teams. The 3 B-Wings Cracked the Shields open with Norra Wexley's skill, a few re-directs were used on the normal attacks to the sides, but the crits busted the 5 shields in the front wide open, following Keyan Farlander landing a double hit crit, resolving a crit and 3 damage, with Dodonna I pulled a Structural Damage making it 5 damage. Adar Talon tapped Keyan Farlander. "Independence" fired 3 red and 3 blue out the side landing a Crit and multiple hits, reducing the "Mon Karren" to space dust, following a Ram. Next activation was the "Aspiration" opening the "Yavaris" side arc and taking 4 damage, wide area barrage took out Keyan Farlander (He really did not want Keyan Triple Tapping). Fired out the front onto the "Independence" dealing some damage. Redirected and braced most of it, following a Ram. GR-75 activated the two X-Wings, one to attack the E-Wing and one to attack the A-Wing, A-wing was left on 1 and the E-Wing was left on 3. Turn 3 "Independence got the bombers to stike the "Aspiration" on the nose, I got cocky and wanted to prove the bombing strength on the front hull zone shield of 6, probably not the best idea, but managed to break it and rake the sides from his redirects, and dealing a face up damage card disabling his ability to use accuracies and 3 more damage cards. "Independence" fired the Front Arc landing another 2 damage, the Side Arc into the "Foresight" raking the opposing side and rear shield from redirect, then Ramming the "Aspiration" to finish it off. Han Solo took the last damage from the Yavaris. GR-75 activated the X-Wings to take out the A-Wing. E-Wing took out one of my X-Wings. Turn 4 Independence re-routed bombers towards the "Foresights" projected travel path, before firing a side arc into it and raking all its remaining shields and leaving it with 1 hull remaining. Foresight finished off the "Independence". X-Wing and Jan dealt 2 damage to Han Solo. Turn 5 Finished the game with the GR-75 activating the 2 B-Wings to finish off the "Foresight". The game objective was Precision Strike, managed to pull 4 victory points with natural crits only, no using damage to flip cards face up. Quote Share this post Link to post Share on other sites
murphzero 10 Posted March 5, 2018 I'm relatively new to Armada, saw your list and gave it a go. Modding lists is irresistible, so I ended up running without Jan Ors and adding XX-9s and EHBs to the MC80. I dropped the Independence title. My reasoning was that spending an activation to move the B wings when they cannot shoot at the end seemed less useful to me. I added a GR-75 with Ahsoka Tano and put Boosted Coms on both flotillas. End result was still a bit frustrating to me. Having Adar on the MC80 took up an officer slot that I immediately wanted to use for Flight Commander as soon as I started. With EHBs on the MC80, a squadron command can move all 4 B wings and Wexley. With Flight Commander, I would be able to move the MC80, resolve the 1 movement for all 4 Bs and Wexley, *then* resolve the Squadron command to activate all of them. Which makes the B wings speed 3 and so targets at distance 4 from the Wexley ball are in range. I played my first game with them vs an opponent who had no squadrons and shredded his ISD almost immediately, but not before it turned Yavaris into dust. However, I had no way to counter being second vs Demolisher swooping in to quadruple tap my MC80. My opponent had an ISD, Demolisher, and two Arquitens. I ended up losing every ship but Bright Hope, but killed all his ships for a very narrow victory. Lessons learned: the one bomber ball can annihilate a single target, but the MC80 is the obvious focus of attention and will get aced if it is expected to fend of the rest of a line while the bombers are off killing something. That was on me and my tactics. However, I really wish I'd have swapped Flight Commander onto the MC80, because the timing was killing me. Being able to move my squadrons after I moved the MC80 was not very useful, because if I used a squadron command to activate them, their extra movement would come after they'd attacked. I wanted to be able to compensate for the B wings lack of speed and Fighter Coordination Team was giving me something I desperately wanted - just too late to do much good. I ended up re-tooling the line into one commanded by Leia, which guts the whole critical hit focus, but here's what I ended up with: Name: Leia Does Bombers I Faction: Rebel Commander: Leia Organa Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • Leia Organa (38) • Flight Commander (3) • Fighter Coordination Team (3) • Expanded Hangar Bay (5) • Reinforced Blast Doors (5) • XI7 Turbolasers (6) = 166 Points Nebulon-B Escort Frigate (57) • Adar Tallon (10) • Fighter Coordination Team (3) • Yavaris (5) = 75 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Boosted Comms (4) • Quantum Storm (1) = 30 Points GR-75 Combat Retrofits (24) • Ahsoka Tano (2) • Bomber Command Center (8) • Bright Hope (2) = 36 Points Squadrons: • Norra Wexley (17) • Ten Numb (19) • 3 x B-wing Squadron (42) • X-wing Squadron (13) = 91 Points Total Points: 398 This line dials down the squadrons to a probably foolish level, but it makes for a pretty effective bomber fleet. Originally, I'd had Ahsoka in there to covert the tokens the other GR=75 was passing with Coms Net, not sure if she would be as useful in a fleet where Leia's virtual tokens are doing most of the heavy lifting. Anywho, that's my .02. Quote Share this post Link to post Share on other sites
grunnax93 87 Posted March 5, 2018 @murphzero only issue you have os adar tallon cannot be on yavaris, otherwise you cannot use the tripple tap. Quote Share this post Link to post Share on other sites
Xeletor 403 Posted March 5, 2018 Adar on independence is cool to sling keyan at speed 4 and still double tap him with yavaris. With a hawk it can be done in engagement, which fct cannot. Quote Share this post Link to post Share on other sites
murphzero 10 Posted March 5, 2018 I think I had the wrong idea on the role of independence. Was the intent to sling a group of 4 bombers forward, then Adar *one* of them so Yavaris could activate them for two attacks? I’m probably missing the combo, but Independence says no attack on that activation- so is there a way to get three attacks out of a unit moved using independence that I’m not seeing? I was trying to get multiple bombers attacking in a round using MC80s big squadron value. Independence wasn’t getting me that. What is the primary use of Independence in your line? Quote Share this post Link to post Share on other sites
elbmc1969 182 Posted March 5, 2018 Must watch out for EWS with standard X- and Y-Wings. Norra sure makes the Bs and Keyan far more effective in the face of EWS. OTOH, take Imperial w/ Darth Vader boarding unit and kill the stupid EWS to clear the way for your squadrons ... Quote Share this post Link to post Share on other sites
Xeletor 403 Posted March 5, 2018 3 hours ago, murphzero said: I think I had the wrong idea on the role of independence. Was the intent to sling a group of 4 bombers forward, then Adar *one* of them so Yavaris could activate them for two attacks? I’m probably missing the combo, but Independence says no attack on that activation- so is there a way to get three attacks out of a unit moved using independence that I’m not seeing? I was trying to get multiple bombers attacking in a round using MC80s big squadron value. Independence wasn’t getting me that. What is the primary use of Independence in your line? You got it right. Independence has been fully replaced by fct+flight commander or "all fighters follow my lame pelta!". Keyan chasing 4 after a corvette and then unactivating then double tapping is still fun though. Fct+fc+affm! can do it too though. Phoenix home can even add talar. 2 The Jabbawookie and murphzero reacted to this Quote Share this post Link to post Share on other sites
murphzero 10 Posted March 5, 2018 “All fighters follow my lame Pelta!” LOL. Too right. If it didn’t come with Sato, who would buy it? Quote Share this post Link to post Share on other sites
The Jabbawookie 5,613 Posted March 5, 2018 4 minutes ago, murphzero said: “All fighters follow my lame Pelta!” LOL. Too right. If it didn’t come with Sato, who would buy it? And Flechettes, and FCTs Quote Share this post Link to post Share on other sites
murphzero 10 Posted March 6, 2018 Revised Dodonna list: Name: Dodonna Does Bombers V Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Flight Commander (3) • Fighter Coordination Team (3) • Expanded Hangar Bay (5) • Reinforced Blast Doors (5) • XX-9 Turbolasers (5) = 147 Points Nebulon-B Escort Frigate (57) • Ahsoka Tano (2) • Fighter Coordination Team (3) • XX-9 Turbolasers (5) • Yavaris (5) = 72 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Comms Net (2) • Quantum Storm (1) = 28 Points GR-75 Combat Retrofits (24) • Adar Tallon (10) • Bomber Command Center (8) • Boosted Comms (4) • Bright Hope (2) = 48 Points Squadrons: • Norra Wexley (17) • Ten Numb (19) • 3 x B-wing Squadron (42) • 2 x X-wing Squadron (26) = 104 Points Total Points: 399 Quote Share this post Link to post Share on other sites
grunnax93 87 Posted March 6, 2018 @murphzero i feel like Jan Ors, or atleast a HWK-290 is a staple with bombers to be honest. 1 1 The Jabbawookie and MattShadowlord reacted to this Quote Share this post Link to post Share on other sites
The Jabbawookie 5,613 Posted March 6, 2018 (edited) 21 minutes ago, grunnax93 said: @murphzero i feel like Jan Ors, or atleast a HWK-290 is a staple with bombers to be honest. This can’t be emphasized enough. If you don’t bring Intel, there are builds that can tie down your squadrons and beat the snot out of your carriers. On another note, Strategic Adviser might be a nice substitute for Flight Commander on the MC80 in the most recent build, getting you up to the comfortable territory of five activations. EHB is unnecessary unless you’re specifically using it for FCT, as you have more than enough combined squadron value across your carriers. Edited March 6, 2018 by The Jabbawookie 1 MattShadowlord reacted to this Quote Share this post Link to post Share on other sites
anonymousguy 119 Posted March 6, 2018 @murphzero you should take XX-9s off Yavaris and move bright hope to toryn farr's ship, and get jan ors Quote Share this post Link to post Share on other sites
murphzero 10 Posted March 6, 2018 Good points thanks Quote Share this post Link to post Share on other sites
murphzero 10 Posted March 6, 2018 Good point on Intel. Not an ability I've had much experience with, but I totally get why it should be in there. Revised: Name: Dodonna Does Bombers VI Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Flight Commander (3) • Fighter Coordination Team (3) • Expanded Hangar Bay (5) • Reinforced Blast Doors (5) • XX-9 Turbolasers (5) = 147 Points Nebulon-B Escort Frigate (57) • Flight Commander (3) • Fighter Coordination Team (3) • Yavaris (5) = 68 Points GR-75 Combat Retrofits (24) • Adar Tallon (10) • Bomber Command Center (8) • Boosted Comms (4) • Bright Hope (2) = 48 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Comms Net (2) = 27 Points Squadrons: • Norra Wexley (17) • Ten Numb (19) • 3 x B-wing Squadron (42) • Jan Ors (19) • X-wing Squadron (13) = 110 Points Total Points: 400 I removed Ahsoka, because I think Yavaris is going to get dead relatively soon, and FC on Yavaris means it can bump Jan into better position to Intel and/or bump the B-wings closer to a target before they attack. I left Bright Hope on the ship with Adar & Bomber command, mostly because that ship is far more key to my overall strategy than Toryn is. EHBs.... I dunno, I could lose them, but at least right now, the thought of being able to activate the entire Wexley-ball from one ship seems pretty appealing - particularly post-FCT bump. Not sure that's the right play, since Wexley has better speed anyway, but I'll give it a go. Thanks for pointing out the Intel gap. I'll remember that. 1 The Jabbawookie reacted to this Quote Share this post Link to post Share on other sites
grunnax93 87 Posted March 6, 2018 @murphzero seeing as using only one escort, maybe swap x-wing for a yt-1300? Counter 1, 2 more hull and same speed as b-wings? Quote Share this post Link to post Share on other sites
murphzero 10 Posted March 6, 2018 Good call. (And the price is right, too) thx Quote Share this post Link to post Share on other sites
murphzero 10 Posted March 7, 2018 Revised again... i realized the earlier point about Bright Hope. Bright hope should follow Bomber command I think, so... Name: Dodonna Does Bombers VIII Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Flight Commander (3) • Fighter Coordination Team (3) • Expanded Hangar Bay (5) • Reinforced Blast Doors (5) • XX-9 Turbolasers (5) = 147 Points Nebulon-B Escort Frigate (57) • Flight Commander (3) • Fighter Coordination Team (3) • Yavaris (5) = 68 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points GR-75 Combat Retrofits (24) • Adar Tallon (10) • Comms Net (2) • Boosted Comms (4) = 40 Points Squadrons: • Norra Wexley (17) • Ten Numb (19) • 3 x B-wing Squadron (42) • Jan Ors (19) • YT-1300 (13) = 110 Points Total Points: 400 Quote Share this post Link to post Share on other sites
grunnax93 87 Posted March 7, 2018 Ok so I am currently toying with some builds, and have been finding the original build I ran to be successful in my first game, reason being is my opponent did not have enough alpha strike, meaning being at mid range to control fighters was possible and doing the Yavaris nuke was quite great, however I have been having a few games against Twin ISD builds, and I really don't like being up close to them. So I was thinking to try and play the range and mobility game instead of the 1 shot wonder. So here is what I cam up with. Name: Independence and Phoenix Home Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions MC80 Command Cruiser (106) • General Dodonna (20) • Flight Commander (3) • Fighter Coordination Team (3) • Boosted Comms (4) • Electronic Countermeasures (7) • Independence (8) = 151 Points Pelta Command Ship (60) • Ray Antilles (7) • Fighter Coordination Team (3) • All fighters, Follow Me! (5) • Boosted Comms (4) • Phoenix Home (3) • Flight Commander (3) = 85 Points GR-75 Medium Transports (18) • Flight Commander (3) • Bomber Command Center (8) • Boosted Comms (4) = 33 Points Squadrons: • Jan Ors (19) • 2 x X-wing Squadron (26) • Norra Wexley (17) • Ten Numb (19) • Dagger Squadron (15) • 2 x B-wing Squadron (28) • Z-95 Headhunter Squadron (7) = 131 Points Total Points: 400 Independence and All Fighters! Follow Me! will allow me to sling the B-Wings at Distance 5, and the 2 FCT will bring it to distance 7 (Roughly 19 inches of movement). Everything else is speed 3 so AFFM and 2 FCT means they can go distance 6 also (Roughly 16 inches of movement), which means i can guarantee a turn 2 strike, and Flight Commanders should allow me to make sure I am always in control range with Boosted Comms, long range will also mean I can stay side on and kite distance from enemy ships (not for long because speed 2) as well as bring my broadside to bear in support of the bombers as well. Not sure if in this case ECM or EWS is going to be better, I am thinking ECM. Independence is probably unnecessary, but unsure. Should I swap Independence for something like XX-9 Turbolasers for Dodonna's ability? Also because this is a long range and less overall nuke, I figured Ten Numb and Dagger Squadron and a Z-95 might be better to increase anti-squadron capabilities? Or should I just ditch the Z-95 for Y-Wing and drop the Independence for Blight Hope on the Transport. Thoughts? Quote Share this post Link to post Share on other sites