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xanderf

Need help with a Rebel list for practice (given lack of experience flying Rebels)

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Trying to get some practice as Rebels to see how they think/work, but having a heck of a time building a list for them that doesn't do dreadfully badly.

Current iteration:

http://armadawarlords.hivelabs.solutions/view_list.php?token=229428

IE.,

Quote

 

Commander: General Rieekan

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions

 

GR-75 Medium Transports (18 points)
-  Bomber Command Center  ( 8  points)
= 26 total ship cost

 

Nebulon-B Escort Frigate (57 points)
Yavaris  ( 5  points)
-  Raymus Antilles  ( 7  points)
= 69 total ship cost

 

[ flagship ] MC75 Armored Cruiser (104 points)
-  General Rieekan  ( 30  points)
-  Flight Controllers  ( 6  points)
-  Expanded Hangar Bay  ( 5  points)
-  Electronic Countermeasures  ( 7  points)
= 152 total ship cost

 

CR90 Corvette B (39 points)
-  Leia Organa (off)  ( 3  points)
= 42 total ship cost

 

1 Biggs Darklighter ( 19 points)
3 X-Wing Squadrons ( 39 points)
1 Norra Wexley ( 17 points)
1 Luke Skywalker ( 20 points)
1 Dutch Vander ( 16 points)
= 111 total squadron cost

 

My real problem comes with the squadron game.  Coming from an Imperial background, Rebel squadrons are SOOOO SLOW (although I've got a real respect for X-Wings, those things can get some serious work done against enemy squadrons OR ships when BCC-backed). 

Also I can't figure out *what* to do with Yavaris to make it work.

Not sure if there are some obvious tweaks to the above I could make that would let it work a lot better.  Or maybe I should just scrap it entirely and start over?  FWIW, I've got basically one of every expansion for the Rebels, with pairs of the expansions:

  • Squadrons I
  • Squadrons II
  • MC-30c
  • GR-75

...and some combination of stuff whereby I have 4x CR-90s.

Edited by xanderf

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maybe try something like this.

Your list lacks activations, some actual ship firepower, and your squadrons dont have enough punch to reliably hurt ships. MC-75 makes a horrible squadron ships unless you use a officer to have it when you need it. With this you can have the 2 cr-90's flank and deal really high damage if you can double arc(2 red dice out front+ trc the side red into double hit) And your MC-75 should be a bit nastier because redirects become kinda useless(XI-7)
 

Name: Untitled Fleet
Faction: Rebel
Commander: General Dodonna

Assault:
Defense:
Navigation:

MC75 Armored Cruiser (104)
• General Dodonna (20)
• Strategic Adviser (4)
• Caitken and Shollan (6)
• Electronic Countermeasures (7)
• External Racks (3)
• XI7 Turbolasers (6)
= 150 Points

GR-75 Medium Transports (18)
• Bomber Command Center (8)
• Bright Hope (2)
= 28 Points

GR-75 Medium Transports (18)
= 18 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points

Squadrons:
• Wedge Antilles (19)
• Norra Wexley (17)
• Dutch Vander (16)
• Gold Squadron (12)
• 2 x X-wing Squadron (26)
= 90 Points

Total Points: 388


Even with this I consider the anti ship firepower a bit wanting, maybe ditch the MC-75 and trim your list for a pair of MC-30's

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I'd actually originally started my with Dodonna, but as most the Imperials I face have contain, without APTs he never seems to actually trigger.  I mean, yeah, he's still cheap.  He just never seems to actually DO anything.  Definitely looking forward to Agate for the same price, as I think she'll get some work done on the MC-75 or an AF Mk2.  SPEAKING of...

I generally agree that the list is lacking enough squadron crunch to be as squad-focused as it was.  Tinkering with it, I'd moved over to this (as with your version, I dumped Yavaris - for its price, and low activations, I just can't make it work well enough to justify it)...

http://armadawarlords.hivelabs.solutions/view_list.php?token=229577

IE.,

Quote

 

Points: 400/400

Commander: General Rieekan

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Superior Positions 

GR-75 Medium Transports (18 points)
-  Toryn Farr  ( 7  points)
-  Bomber Command Center  ( 8  points)
= 33 total ship cost

[ flagship ] MC75 Armored Cruiser (104 points)
-  General Rieekan  ( 30  points)
-  Skilled First Officer  ( 1  points)
-  Flight Controllers  ( 6  points)
-  Expanded Hangar Bay  ( 5  points)
-  Electronic Countermeasures  ( 7  points)
= 153 total ship cost

Assault Frigate Mark II B (72 points)
-  Flight Controllers  ( 6  points)
-  Expanded Hangar Bay  ( 5  points)
-  Electronic Countermeasures  ( 7  points)
= 90 total ship cost

1 Luke Skywalker ( 20 points)
4 X-Wing Squadrons ( 52 points)
1 Norra Wexley ( 17 points)
1 Biggs Darklighter ( 19 points)
1 Dutch Vander ( 16 points)
= 124 total squadron cost

 

That said, your list does look pretty solid.  (Are TRCs really that good, though?  I think maybe my issue is that, driving Imperials so often, I'm not great at flanking with CR90s and getting the TRC shots off at all, and when I do - the Star Destroyers just seem to shrug them off.  Although you're not wrong about the activation count being low-ish.  As noted a few times, given the Imperial background, I try to make high-quality activations that are good whenever they happen in the turn - usually through throw of fighters - rather than stalling activations until the right moment.  Always seems, when trying that path, you run into some player that somehow still has MORE activations than you, so the whole point of the build becomes a dud...)

EDIT: I also notice you taking Dodonna, as well as BCC, but *not* taking Luke?  Given he ignores shields, and unlike most X-Wings shoots black dice instead of red anti-ship, that seems like a good combo?

Edited by xanderf

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