Muelmuel 428 Posted November 22, 2018 Want to make a fun yet passable list composed of Lmc80 and nebs. Used Leia as she replaces multiple upgrades and helps unique title nebs do what they need to do. Lib and nebs (400/400) ===================== MC80 Battle Cruiser (103 + 49) + Leia Organa (38) + Gunnery Team (7) + Nav Team (4) Nebulon-B Escort Frigate (57 + 5) + Yavaris (5) Nebulon-B Support Refit (51 + 😎 + Redemption (8) Nebulon-B Support Refit (51 + 7) + Salvation (7) GR-75 Medium Transports (18 + 4) + Repair Crews (4) Norra Wexley (17) 3 x Y-wing Squadron (3 x 10) What objectives are good too? thinking of Targeting Beacons, Jamming Barrier, and Solar Corona Feedback requested Share this post Link to post Share on other sites
chr335 569 Posted November 22, 2018 Hmm lots of fragile ships. See if you cant find points for TRC on Salvation that combo works well together other then that your main weakness will be bomber wings Share this post Link to post Share on other sites
R4Pi3R 79 Posted November 23, 2018 (edited) Maybe drop the Y's and Norra for some X's or A's (maybe Shara?) and TRC on Salvation? Also, dunno if Leia is the Commander to go... You got Nebs and a Liberty, so you will probably need to nav a lot to keep the enemy in your Front Arc. The Dial+Token nav will probably not often bring much advantage here, since going from 3 to 1 or vice versa AND gaining advantage from that will happen twice or thrice a game (Slowing down, speeding up to turn and slowing down again - but i think the first slow will rather be 2 to 1 than 3 to 1) Also, on the Flotilla with RepCrews, Leias effect is lost completely since stacking dial+token does nothing because of the "instead of" part of RepCrews. I also doubt redemption will save one of the nebs very often. Repair on a Neb has to be incredibly well timed and probably lucky at that too. So you will rather bank a token. Using that will barr you from resolving Leias effect and either heal 1 damagecard or 1 shield + 1 shield shift. Even with the RepCrews that means, the ship must have been damaged before and musn't have allready activated for that to be of any use. And nebs are known to blow up in a single turn (even if they dish out some dmg before, suicide should mostly never be the planned tactic). If you want to keep the list mostly as it is: I know he's everywhere, but...Dodonna. Gives you the spare points for TRCs on one (or two) nebs and/or another squad and gives the Y's another good go at ships (if they are not torn apart by a fighter wing, again, maybe an a or x or Jan would be nice in the mix. If you want to keep Leia, consider swapping the Y's for a more defensive screen that can also deal with ships if they win or the enemy is squadless. Also, consider Station assault as your red. Only affectable by Interdictors (where targeting beacons can be relocated by strategic and 2 are placed by your opponent anyway) and dares the opponent to fly in your slow rolling wall of death. That way you can capitalize on Leia CF commands (and TRCs if you can spare the points (again, redemption and or RepCrews can go) replacing the beacons reroll. But as allways, that's just my 2 cents on it. Feel free to give a dang Enjoy playing and Good luck Edited November 23, 2018 by R4Pi3R 1 Muelmuel reacted to this Share this post Link to post Share on other sites
Muelmuel 428 Posted November 23, 2018 2 hours ago, R4Pi3R said: Maybe drop the Y's and Norra for some X's or A's (maybe Shara?) and TRC on Salvation? Also, dunno if Leia is the Commander to go... You got Nebs and a Liberty, so you will probably need to nav a lot to keep the enemy in your Front Arc. The Dial+Token nav will probably not often bring much advantage here, since going from 3 to 1 or vice versa AND gaining advantage from that will happen twice or thrice a game (Slowing down, speeding up to turn and slowing down again - but i think the first slow will rather be 2 to 1 than 3 to 1) Also, on the Flotilla with RepCrews, Leias effect is lost completely since stacking dial+token does nothing because of the "instead of" part of RepCrews. I also doubt redemption will save one of the nebs very often. Repair on a Neb has to be incredibly well timed and probably lucky at that too. So you will rather bank a token. Using that will barr you from resolving Leias effect and either heal 1 damagecard or 1 shield + 1 shield shift. Even with the RepCrews that means, the ship must have been damaged before and musn't have allready activated for that to be of any use. And nebs are known to blow up in a single turn (even if they dish out some dmg before, suicide should mostly never be the planned tactic). If you want to keep the list mostly as it is: I know he's everywhere, but...Dodonna. Gives you the spare points for TRCs on one (or two) nebs and/or another squad and gives the Y's another good go at ships (if they are not torn apart by a fighter wing, again, maybe an a or x or Jan would be nice in the mix. If you want to keep Leia, consider swapping the Y's for a more defensive screen that can also deal with ships if they win or the enemy is squadless. Also, consider Station assault as your red. Only affectable by Interdictors (where targeting beacons can be relocated by strategic and 2 are placed by your opponent anyway) and dares the opponent to fly in your slow rolling wall of death. That way you can capitalize on Leia CF commands (and TRCs if you can spare the points (again, redemption and or RepCrews can go) replacing the beacons reroll. But as allways, that's just my 2 cents on it. Feel free to give a dang Enjoy playing and Good luck The idea for Leia and nebs is that the nebs will nav in early turns to line up properly before slow rolling against the enemy, then spamming their individual main commands (Yav, Sal, Redemp boosted with Leia) when in combat. Now that I think about it, redemption is harder to use as the other 2 want to spam other commands and as u say the nebs pop easily; I may need to swap it out. The extra nav token may seem wasted on the nebs but it allows them to jump to 3 in one turn and hopefully scoot to safety if possible(I'm also considering a variant list with nav team to make them super maneuverable). Maybe I'll add qbt, tho I initially went with Y squads as I wanted to add more punching power to the nebs. I should have swap in a hwk to push past enemy squads. Or a swap to Xwings may be better. Share this post Link to post Share on other sites
eliteone 252 Posted November 26, 2018 Are you tied to the Nebs? Hammerhead Scouts have just as good as a front arc with Spinals and come in 1pt cheaper. Alternatively, you could have QBT or DTT and come in 5 points cheaper. Heck even going down to two HHs with QBT or DTT and keeping Yavaris for the Squads saves you 25 points. Share this post Link to post Share on other sites
Maturin 1,440 Posted November 26, 2018 Need SFO on those Nebs! Also, consider upgrading all nebs to Escort model for flak? Also find a spot for Toryn? But would have to drop the flotilla for the points.... Overall I think the Dodonna advice is spot on; drop Redemption as well and you could add another flotilla and have comms net on both, which would allow the jump from speed 1-3, albeit in a more limited fashion. In return you’d get another 2 pair of Y-wings or HWKs out of it... Share this post Link to post Share on other sites
Dupy 126 Posted November 29, 2018 I agree with maturin. The extra flack from an escort neb helps a lot. Change out the y-wings. A Trc-90 in place of redemption and Farr needs to be on something. Maybe 2 x wings and jan. If possible, a nav team combined with Leia on redemption can give an awesome boost to setting up the shot and keeping your flank hidden. Share this post Link to post Share on other sites
Muelmuel 428 Posted December 13, 2018 (edited) Did a new edition after considering your comments. I think redemption will be mostly pointless for what it does, so out with that and in with a scout hh to keep up the firepower. Decided to keep the Ys as I felt Xs/As will just be a token speedbump when the enemy comes for the nebs, while Ys can charge in and do some damage. Hence added Jan for that. I'm tossing between bcc and jamming field to assist the bombers Lib and nebs 2(400/400) ===================== MC80 Battle Cruiser (103 + 49) + Leia Organa (38) + Gunnery Team (7) + Nav Team (4) Nebulon-B Escort Frigate (57 + 5) + Yavaris (5) Nebulon-B Support Refit (51 + 7) + Salvation (7) Hammerhead Scout Corvette (41 + 5) + Quad Battery Turrets (5) GR-75 Medium Transports (18 + 😎 + Bomber Command Center (8) Jan Ors (19) Norra Wexley (17) 2 x Y-wing Squadron (2 x 10) Most Wanted Hyperspace assault Solar Corona Edited December 13, 2018 by Muelmuel Share this post Link to post Share on other sites
Hawkwing 121 Posted December 13, 2018 Hi! I just saw the post and wanted to chip in with a very fun and but not so competitive list, that I have had some measure of success with Keep in mind, it's obviously a meme list Name: Madine's Gunline Faction: Rebel Commander: General Madine Assault: Advanced Gunnery Defense: Fleet Ambush Navigation: Salvage Run MC80 Battle Cruiser (103) • General Madine (30) • Ray Antilles (7) • Caitken and Shollan (6) • Engine Techs (8) • Heavy Ion Emplacements (9) • Spinal Armament (9) • XX-9 Turbolasers (5) • Mon Karren (8) = 185 Points Nebulon-B Escort Frigate (57) • Ahsoka Tano (2) • Engine Techs (8) • Redemption (8) = 75 Points Nebulon-B Escort Frigate (57) • Engine Techs (8) • Salvation (7) = 72 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Comms Net (2) = 20 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Shara Bey (17) = 17 Points Now, the idea with the list is to jump around the playing field and picking off smaller targets or squadrons. The list has extensive AA coverage, and with Shara the threat is even greater It is be design that the MCL80 has two crit upgrades. The Heavy Ion Emplacements are used to peel shield alongside the Nebs while the XX-9 is to dig for those game-swinging face-up cards. Tokens are abundant and Redemption therefore frequently is quite helpful at keeping the Nebs and MCL80 away from complete annihilation. 10 % of the time, it works a 100 % of the time! Although I like Leia, I just NEED tokens in my lists. Tokens combined with Ahsoka provide immense flexibility: providing the right token for any situation. Share this post Link to post Share on other sites
Dupy 126 Posted December 14, 2018 I agree with @Hawkwing. I've run a similar list to his. It maneuvers well and is fun to fly. Share this post Link to post Share on other sites
Muelmuel 428 Posted December 14, 2018 17 hours ago, Hawkwing said: Hi! I just saw the post and wanted to chip in with a very fun and but not so competitive list, that I have had some measure of success with Keep in mind, it's obviously a meme list Name: Madine's Gunline Faction: Rebel Commander: General Madine Assault: Advanced Gunnery Defense: Fleet Ambush Navigation: Salvage Run MC80 Battle Cruiser (103) • General Madine (30) • Ray Antilles (7) • Caitken and Shollan (6) • Engine Techs (8) • Heavy Ion Emplacements (9) • Spinal Armament (9) • XX-9 Turbolasers (5) • Mon Karren (8) = 185 Points Nebulon-B Escort Frigate (57) • Ahsoka Tano (2) • Engine Techs (8) • Redemption (8) = 75 Points Nebulon-B Escort Frigate (57) • Engine Techs (8) • Salvation (7) = 72 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Comms Net (2) = 20 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • Shara Bey (17) = 17 Points Now, the idea with the list is to jump around the playing field and picking off smaller targets or squadrons. The list has extensive AA coverage, and with Shara the threat is even greater It is be design that the MCL80 has two crit upgrades. The Heavy Ion Emplacements are used to peel shield alongside the Nebs while the XX-9 is to dig for those game-swinging face-up cards. Tokens are abundant and Redemption therefore frequently is quite helpful at keeping the Nebs and MCL80 away from complete annihilation. 10 % of the time, it works a 100 % of the time! Although I like Leia, I just NEED tokens in my lists. Tokens combined with Ahsoka provide immense flexibility: providing the right token for any situation. Cool list! Can see it prefers to dance around instead of slow roll. Could you elaborate more on your deployment strategy and command dials for each turn? And do you need to move in formation to use ahsoka/redemption? Also won't fleet ambush be dis-advantageous if a bomber fleet jumps one of your ships?(even the lib is relatively frail) Share this post Link to post Share on other sites
Hawkwing 121 Posted December 14, 2018 17 hours ago, Muelmuel said: Cool list! Can see it prefers to dance around instead of slow roll. Could you elaborate more on your deployment strategy and command dials for each turn? And do you need to move in formation to use ahsoka/redemption? Also won't fleet ambush be dis-advantageous if a bomber fleet jumps one of your ships?(even the lib is relatively frail) Thank you very much! It indeed just prefers to dance around the enemy and try to hit them where it hurts the most. This list is incapable of trading blows against more optimised lists. Wall of text incoming! Sorry! Deployment is heavily influenced by the specific matchup and objective. Typically, I fly the Nebs and flotillas in flank formation while the MCL80 goes very slowly and head-on against the enemy. I try to keep it in range of Redemption, though. The cool thing about MC80 here is that with Madine + Engine Techs, it can become very unpredictable. So for deployment in a typical ship-heavy matchup, I try to create two threats by deploying the two "groups" apart, ready to flank the enemy: the Nebs + flotillas (which I use for blocking myself or the enemy when necessary) and the MCL80, as it usually is the primary concern for the enemy. Against bomber fleets, I try to take advantage of the massive AA flak my fleet can muster - so that usually means keeping the ships close enough to each other to make overlapping shots at enemy bombers possible. Taking advantage of Ahsoka + Redemption is usually not necessary in the first couple of rounds in either situation. This allows me to fly them far apart, until I or the enemy begin the engagement. As for the dials, I primarily use Navigate on the Nebs. I never use Concentrate Fire on them, as I prefer them to be in the right spot rather than trading blows. This means that I will actively use Navigate from round 1 to continously try to outmaneuver my enemy. The flotillas provide the Nebs + MC with Engineering and Concentrate Fire tokens. The Nebs in particular need to have some kind of reroll, and I simply can't risk to put them in a precarious situation just to get one additional die from a Concentrate Fire command: a dead ship is a useless ship As for the MCL80, I typically go (1) Navigate, (2) Concentrate Fire, (3) Navigate, (4) Repair, (5) Repair, and (6) Navigate. Raymus provides me with a Navigate token in round 1, which I can use in round two while I focus my long range fire on the enemy (if it seems likely that a long-range engagement seems likely when setting the dials). Then I restock on a Navigate token in round 3, which I can use in round 4. At this point, the Lib is usually where it needs to be in order to avoid being killed and can focus on staying alive. In my experience, this list can only hope to kill off some threats and then run away before the situation gets out of hand :b About Fleet Ambush, that's just a mistake. I may have miss clicked something there D: I'd put Planetary Ion Cannon in there or Contested Outpost, depending on my mood. Contested Outpost is so great - I usually try to bluff going for it while only actually getting a flotilla in range to grab points, while the Lib and Nebs go flanking the enemy 1 1 Muelmuel and Maturin reacted to this Share this post Link to post Share on other sites