Jump to content
Sign in to follow this  
grunnax93

Dodonna Independence Bombing Fleet Regionals

Recommended Posts

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 by grunnax93

Share this post


Link to post
Share on other sites

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.

 

Share this post


Link to post
Share on other sites
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!

Share this post


Link to post
Share on other sites
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 by grunnax93

Share this post


Link to post
Share on other sites

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 1
Tested 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.

LJe9hoK.jpg

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.

Oxb10TB.jpg

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.

UpBY559.jpg

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.

L57T17P.jpg

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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?

 

Share this post


Link to post
Share on other sites

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 ...

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites
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 by The Jabbawookie

Share this post


Link to post
Share on other sites

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. 

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...