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NairoD

My first rebel try

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Posted (edited)

Hi folks

As I'm back in business afther long breake I'm trying to play other side of conflict. From the start I never played Rebels. Had few models to play. Here is my first try with them so take your bucket of mud to throw on me. Enjoy (PS. Looking for comments and advice)

Faction: Rebel Alliance
Points: 400/400  

Commander: Commander Sato

Assault Objective: Targeting Beacons
Defense Objective: Fire Lanes
Navigation Objective: Minefields

 

Nebulon-B Support Refit (51 points)
 Salvation  ( 7  points) 
-  Spinal Armament  ( 9  points) 
= 67 total ship cost

 

[ flagship ] CR90 Corvette A (44 points)
-  Commander Sato  ( 32  points) 
-  Quad Battery Turrets  ( 5  points) 
= 81 total ship cost

 

CR90 Corvette A (44 points)
-  Quad Battery Turrets  ( 5  points) 
= 49 total ship cost

 

CR90 Corvette A (44 points)
-  Quad Battery Turrets  ( 5  points) 
= 49 total ship cost

 

GR-75 Combat Retrofits (24 points)
 Quantum Storm  ( 1  points) 
-  Jamming Field  ( 2  points) 
= 27 total ship cost

 

GR-75 Combat Retrofits (24 points)
 Bright Hope  ( 2  points) 
-  Slicer Tools  ( 7  points) 
= 33 total ship cost

 

4 YT-2400s ( 64 points) 
2 VCX-100 Freighters ( 30 points) 
= 94 total squadron cost

Card view link

Fleet created with Armada Warlords

 

Edited by NairoD

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Posted (edited)

Yo, welcome back!

Love your choice of commander here.  ;) Anyhow just my 2 cents. Quad Battery Turrets dont really work well with CR90s. CR90s are almost always faster than anything else they face and they usually want to be or else having that option to speed and nip around, so QBT won't proc alot for them. Better to take TRCs or DTTs if you want. As Sato you will probably be throwing blacks so the damage output is already increased so even no upgrades is a possibility. Optional too you can have a pelta somewhere with Intensify Firepower/Entrapment Formation. Personally I would also swap the titles on the GR75s as slicers want to go fast to slice enemies while I assume your jamming field is to keep your squadrons alive so keeping that GR75 alive little longer via Bright Hope before the alpha strike might help. Salvation looks fine but if you want to save points consider dropping to a Slaved Turret or DTT since you can't Gunnery Team.

cheers and have fun most importantly!

 

 

Edited by Muelmuel

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Salvation is a beast with Sato. Has the potential for highest per point damage among all the ships in the game.

The QBT's are an interesting choice, but I would not either have them on the CR90's, as they are a fix for the VSD in my eyes.

Squadrons are good. The YT2400's are cut for Sato, but change one for Tycho if you have him and maybe Han Solo if you can find the points.

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As I play Empire from early wave 2 I learned not to rush in to the enemy, it is why I put QBT on CRs. Looking on it once more I could drop them to get better bid or swap as you mention for other stuff.

 

Titles on flotillas should be swaped. I made mistake when add last points upgreades on list.

 

Thx for advices :)

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Turbolaser Reroute Circuits on CR90As are sooo good, and holding back with them generally is not using the best part about them, the part where they are able to fly in, shoot, and then fly around and shoot again, and again, and again. Speed 4 CR90s that are throwing 2-5 dice that will always score at least 2 hits is a big pain, especially when they can drain your sheilds on one side of you ship just to fly out of range or move to another side.

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Make changes (swapped QBT for TRC). Downgraded one flotilla to unarmed version. I'm not convinced with Tycho as I try to use generics. Will test it and them made decision to add him or not.

 

Faction: Rebel Alliance
Points: 400/400  

Commander: Commander Sato

Assault Objective: Targeting Beacons
Defense Objective: Capture the VIP
Navigation Objective: Solar Corona

 

GR-75 Combat Retrofits (24 points)
 Bright Hope  ( 2  points) 
-  Jamming Field  ( 2  points) 
= 28 total ship cost

 

Nebulon-B Support Refit (51 points)
 Salvation  ( 7  points) 
-  Spinal Armament  ( 9  points) 
= 67 total ship cost

 

CR90 Corvette A (44 points)
-  Turbolaser Reroute Circuits  ( 7  points) 
= 51 total ship cost

 

[ flagship ] CR90 Corvette A (44 points)
-  Commander Sato  ( 32  points) 
-  Turbolaser Reroute Circuits  ( 7  points) 
= 83 total ship cost

 

GR-75 Medium Transports (18 points)
 Quantum Storm  ( 1  points) 
-  Slicer Tools  ( 7  points) 
= 26 total ship cost

 

CR90 Corvette A (44 points)
-  Turbolaser Reroute Circuits  ( 7  points) 
= 51 total ship cost

 

YT-2400s ( 64 points) 
2 VCX-100 Freighters ( 30 points) 
= 94 total squadron cost

 

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With this list i would change Sato.
I mean, why do you want to use Sato at all? The main reason for him is to change red dice to black dice. But you need something to do with these black dice. Normally you use Assault Proton Torpedos or Assault Concussion Missiles. But non of your ships can make use of the black dice. Even worse, you are supporting red dice with the TRC.
MC30 Scout or Hammerhead are more the ships that are good with Sato.

There are other Commanders, that are more usefull with your ship combination. Mon Mothma or Cracken would fit way better.

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I want to use Sato ;) yes you are right hammerheads will perform better but I dont own them :)

 

buying them is almost like lotto game :D - You may try :P

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Posted (edited)
7 hours ago, Tokra said:

With this list i would change Sato.
I mean, why do you want to use Sato at all? The main reason for him is to change red dice to black dice. But you need something to do with these black dice. Normally you use Assault Proton Torpedos or Assault Concussion Missiles. But non of your ships can make use of the black dice. Even worse, you are supporting red dice with the TRC.
MC30 Scout or Hammerhead are more the ships that are good with Sato.

There are other Commanders, that are more usefull with your ship combination. Mon Mothma or Cracken would fit way better.

I think that just making the red dice into better black dice is fine. I mean everything that takes advantage of those changes makes the list better. Sure using crit effects will make it a better list, but it isn't necessary. Changing the commander would make this list a completely different list.

As far as the list, you need some form of a bid and some changes to the squad comp.

Assault: Opening Salvo good with MSU
Defense: Fire Lanes same thing, great with VCX
Navigation: Sensor Net great with VCX

GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points

CR90 Corvette A (44)
• Dual Turbolaser Turrets (5)
• Jaina's Light (2)
= 51 Points

CR90 Corvette A (44)
• Dual Turbolaser Turrets (5)
= 49 Points

Nebulon-B Support Refit (51)
• Lando Calrissian (4)
• Dual Turbolaser Turrets (5)
• Salvation (7)
= 67 Points

Pelta Assault Ship (56)
• Commander Sato (32)
• Ray Antilles (7)
• Intensify Firepower! (6)
• Assault Proton Torpedoes (5) or ExRacks
= 106 Points

Squadrons:
• Tycho Celchu (16)
• 2 x VCX-100 Freighter (30)
• Biggs Darklighter (19)
• 2 x YT-1300 (26)
= 91 Points

Total Points: 390

DTT is a cheap black die as you add a red and change it to black and then remove the black die/red die that is blank

Tycho is a GOD with Sato. intensify is nice for consistency, but you could trade pelta for cr90 and stuff. 

Edited by Cleto0

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Posted (edited)
8 hours ago, Cleto0 said:

I think that just making the red dice into better black dice is fine. I mean everything that takes advantage of those changes makes the list better. Sure using crit effects will make it a better list, but it isn't necessary. Changing the commander would make this list a completely different list.

As far as the list, you need some form of a bid and some changes to the squad comp.

Assault: Opening Salvo good with MSU
Defense: Fire Lanes same thing, great with VCX
Navigation: Sensor Net great with VCX

GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points

CR90 Corvette A (44)
• Dual Turbolaser Turrets (5)
• Jaina's Light (2)
= 51 Points

CR90 Corvette A (44)
• Dual Turbolaser Turrets (5)
= 49 Points

Nebulon-B Support Refit (51)
• Lando Calrissian (4)
• Dual Turbolaser Turrets (5)
• Salvation (7)
= 67 Points

Pelta Assault Ship (56)
• Commander Sato (32)
• Ray Antilles (7)
• Intensify Firepower! (6)
• Assault Proton Torpedoes (5) or ExRacks
= 106 Points

Squadrons:
• Tycho Celchu (16)
• 2 x VCX-100 Freighter (30)
• Biggs Darklighter (19)
• 2 x YT-1300 (26)
= 91 Points

Total Points: 390

DTT is a cheap black die as you add a red and change it to black and then remove the black die/red die that is blank

Tycho is a GOD with Sato. intensify is nice for consistency, but you could trade pelta for cr90 and stuff. 

latest?cb=20161209220312

Rules Clarification:

While you are resolving this card’s effect, you cannot resolve other effects that modify diceuntil you have completely resolved this card’s effect.

FaQ Version 3.3.1; Dec. 2017

So, I don't think you can change DTT's red die using Sato. 

Nevertheless I think DTT works great with him as he wants insurance for the black dice that don't have Ordnance Experts support. Are you doing a failsafe by adding the IF pelta as well? Coz it might be too much insurance for too little benefit(you might see 2 single hits on your dice quite often). But it's not negative synergy of course. :)

 

Edited by Muelmuel

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My another try on Sato. Need to grab some hammerheads and Wide Area Barage :D

Sato swarm 

Faction: Rebel Alliance
Points: 398/400  

Commander: Commander Sato

Assault Objective: Opening Salvo
Defense Objective: Fire Lanes
Navigation Objective: Salvage Run

 

Nebulon-B Support Refit (51 points)
 Salvation  ( 7  points) 
= 58 total ship cost

 

Modified Pelta-class Command Ship (60 points)
-  Disposable Capacitors  ( 3  points) 
-  Intensify Firepower!  ( 6  points) 
= 69 total ship cost

 

[ flagship ] Hammerhead Torpedo Corvette (36 points)
-  Commander Sato  ( 32  points) 
-  Ordnance Experts  ( 4  points) 
-  Disposable Capacitors  ( 3  points) 
-  Wide-Area Barrage  ( 2  points) 
= 77 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
-  Ordnance Experts  ( 4  points) 
-  Disposable Capacitors  ( 3  points) 
-  Wide-Area Barrage  ( 2  points) 
= 45 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
-  Ordnance Experts  ( 4  points) 
-  Disposable Capacitors  ( 3  points) 
-  Wide-Area Barrage  ( 2  points) 
= 45 total ship cost

 

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors  ( 3  points) 
-  Comms Net  ( 2  points) 
= 29 total ship cost

 

GR-75 Combat Retrofits (24 points)
-  Disposable Capacitors  ( 3  points) 
-  Comms Net  ( 2  points) 
= 29 total ship cost

 

1 Tycho Celchu ( 16 points) 
2 VCX-100 Freighters ( 30 points) 
= 46 total squadron cost

Card view link

Fleet created with Armada Warlords

 

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Posted (edited)
9 hours ago, NairoD said:

Wide-Area Barrage  ( 2  points) 

Not a good pick tbh on the hammerheads. Remember that there has to be a target at close range, which is actually a hard trigger. And then it is minimal damage, only one or 2.

Edited by Cleto0

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4 hours ago, Cleto0 said:

Not a good pick tbh on the hammerheads. Remember that there has to be a target at close range, which is actually a hard trigger. And then it is minimal damage, only one or 2.

usually will get 3 balck dices with sato on long range. If played opening salvo initial strike will be 5 rerorable black dice with Intensify firepower this is a lot of damage to distribute ;)

had to try this list :)

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16 hours ago, NairoD said:

usually will get 3 balck dices with sato on long range. If played opening salvo initial strike will be 5 rerorable black dice with Intensify firepower this is a lot of damage to distribute ;)

had to try this list :)

Assuming you get Opening Salvo, which is a hard sell for most lists. ;) 

Yes I know Sato gives you blacks at long range, yes I know you have rerolls. Assuming Con Fire, you could have 3 black dice at long range, which is almost always going to result in 2-3 damage with Intensify. This means you deal that damage and then deal 2 more for WAB. this 2 can go to squads, or ships, but it goes to any hull zone on that ship, so it can use shields and specific shields that would not get used as much anyway. APTs deal one less damage, but it is a crit to their hull, which can hurt bad, it is against the same target, which means you are focusing down a ship quicker, which is better potentially, then 2 damage on another ship. Also this isn't a very solid Sato list for many reasons OTHER than WAB, and I would like to pick apart your squad ball, which would be useless in about 1 turn.

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First will test WAB then will try other variants. I dont assume someone will choose OS objective. On paper WAB looks like waste of points but I really want to test them ;)

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