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Star Wars Armada: Building A Rebel Sector Fleet

6 Minute Read
Mar 1 2019

Lets take a look at some Rebel Fleets for the new Sector Fleet battles.

The other week FFG put out new rules for Armada supporting larger Sector Fleets. I’ve cover the rules in depth here. These new rules allows for fleets up to 1200 points in size, and boy has that got me thinking. I think it goes without saying that I am super excited to try and field 1200 point fleets. Last week I looked at an Imperial Fleet I want to try out, this week lets take a look at some Rebels.

Akbar’s Revenge 

Commander: Admiral Ackbar

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MC80 Assault Cruiser (114 points)-flagship
–  Admiral Ackbar  ( 38  points)
–  Home One  ( 7  points)
–  Raymus Antilles  ( 7  points)
–  Engine Techs  ( 8  points)
–  Redundant Shields  ( 8  points)
–  Advanced Projectors  ( 6  points)
–  X17 Turbolasers  ( 6  points)
–  Leading Shots  ( 4  points)
198 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

 

CR90 Corvette A (44 points)
–  Slaved Turrets  ( 6  points)
50 total ship cost

Points: 1198/1200

Assault Objective: Opening Salvo
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

Running Of The CR90s

So this fleet is just an expanded version of my old tournament fleet, which I’ve talked about in depth here. The basic idea is that with Ackbar and Slaved Turrets your CR90s can each out out a 4 Red dice broadside, 5 with a concentrate firepower command, or a 3/4 red dice frontal attack. This makes them pretty much the most points efficient way to get red dice, since you are paying 10 pts per red dice in the attack. A swarm of these little guys can focus fire on the enemy to devastating effect and do it at long range. They are also pretty much the most maneuverable ship in the game and so can be where they want when they want.

Anchoring them is Ackbar himself in Home One, a though nut to crack even without support. Home One helps the CR90s accuracy and acts as a “finisher” for the list. My old 400 point fleet had Home One and 4 CR90s and did very well. This list has Home One  and 20(!) CR90s and can throw out more than 100 Red dice. With that many activations I don’t really care about going first and overall just plan to bury the enemy in ships. I’ll lose a fair number of CR90s no doubt, but the enemy are going to take a beating.

Phoenix Rising 

Commander: Commander Sato

MC75 Armored Cruiser (104 points)-flagship
–  Commander Sato  ( 32  points)
–  Profundity  ( 7  points)
–  Strategic Adviser  ( 4  points)
–  Gunnery Team  ( 7  points)
–  Electronic Countermeasures  ( 7  points)
–  X17 Turbolasers  ( 6  points)
–  Leading Shots  ( 4  points)
–  Assault Proton Torpedoes  ( 5  points)
176 total ship cost

 

MC75 Armored Cruiser (104 points)
–  Gunnery Team  ( 7  points)
–  Electronic Countermeasures  ( 7  points)
–  X17 Turbolasers  ( 6  points)
–  Leading Shots  ( 4  points)
–  Assault Proton Torpedoes  ( 5  points)
133 total ship cost

 

MC75 Armored Cruiser (104 points)
–  Gunnery Team  ( 7  points)
–  Electronic Countermeasures  ( 7  points)
–  X17 Turbolasers  ( 6  points)
–  Leading Shots  ( 4  points)
–  Assault Proton Torpedoes  ( 5  points)
133 total ship cost

 

GR-75 Medium Transports (18 points)
18 total ship cost

 

GR-75 Medium Transports (18 points)
18 total ship cost

 

GR-75 Medium Transports (18 points)
–  Toryn Farr  ( 7  points)
25 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
–  Ordnance Experts  ( 4  points)
–  Assault Proton Torpedoes  ( 5  points)
45 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
–  Ordnance Experts  ( 4  points)
–  Assault Proton Torpedoes  ( 5  points)
45 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
–  Ordnance Experts  ( 4  points)
–  Assault Proton Torpedoes  ( 5  points)
45 total ship cost

 

Hammerhead Torpedo Corvette (36 points)
–  Ordnance Experts  ( 4  points)
–  Assault Proton Torpedoes  ( 5  points)
45 total ship cost

 

Modified Pelta-class Assault Ship (56 points)
–  Engine Techs  ( 8  points)
–  Assault Proton Torpedoes  ( 5  points)
–  All Fighters, Follow Me!  ( 5  points)
74 total ship cost

 

Modified Pelta-class Assault Ship (56 points)
–  Engine Techs  ( 8  points)
–  Assault Proton Torpedoes  ( 5  points)
–  Entrapment Formation!  ( 5  points)
74 total ship cost

 

1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)
1 Corran Horn ( 22 points)
1 Rogue Squadron ( 14 points)
4 A-Wing Squadrons ( 44 points)
15 YT-2400s ( 240 points)
353 total squadron cost

 

Points: 1184/1200

Assault Objective: Opening Salvo
Defense Objective: Fighter Ambush
Navigation Objective: Solar Corona

Long Range Missile Bombardment

For my 2nd list I wanted to look at something more balanced and also really built for the bigger battles. Sato is a commander I’ve always liked but struggled with using. He has a solid ability but I always found it hard to balance having enough squadrons to trigger his ability reliably with having enough ships to take advantage of it. At 1200 points I think this is far less of an issue, with enough points to flood space with fighters and taking a lot of ships. In order to take advantage of his ability I’ve thus built a large fighter force. I’ve taken a few solid Aces, some with Rogue, to add punch, but mostly built it around YT-2400s, one of the best squadrons in the game. I’ve got enough ships to command them early on, but they’ve also got Rogue so they can take care of themselves later. I’ve also thrown in a few super fast A-Wings that I can throw out as needed to trigger Sato.

For the bulk of the fleet it was simply finding ships with Red/Black dice facings and loading them up APTs. I’ve taken a mix of ships that can do, from front line brawlers like the MC75s, faster flankers like the Hammerheads, to sit-off-and-shoot types like the Pelta. You’ve also got 3 GR-75s in there to push fighters and get in the way. Overall this is a fleet that can do a lot of different things and really put out crits. I think in particular this list would be a strong counter to an SSD list as the massive amount of crits could cripple a big ship.

Let us know what kind of Rebel Sector Fleets you are thinking of building, down in the comments! 

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Author: Abe Apfel
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