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==Small Ships== {| class="wikitable" |- ! Class !! Variant !! Fore !! Sides !! Aft !! AA !! Hull !! Defenses !! C/S/E |- | CR90 Corvette | A | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❶</span> <span style="color:red">⬤</span> | <span style="color:blue">⬤</span> | 4 | Evade x2, Redirect | 1/1/2 |- | CR90 Corvette | B | <span style="color:green">❷</span> <span style="color:blue">⬤⬤⬤</span> | <span style="color:green">❷</span> <span style="color:blue">⬤⬤</span> | <span style="color:green">❶</span> <span style="color:blue">⬤</span> | <span style="color:blue">⬤</span> | 4 | Evade x2, Redirect | 1/1/2 |- | Nebulon-B | Escort | <span style="color:green">❸</span> <span style="color:red">⬤⬤⬤</span> | <span style="color:green">❶</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span> | <span style="color:blue">⬤⬤</span> | 5 | Brace x2, Evade | 2/2/3 |- | Nebulon-B | Support | <span style="color:green">❸</span> <span style="color:red">⬤⬤⬤</span> | <span style="color:green">❶</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span> | <span style="color:blue">⬤</span> | 5 | Brace x2, Evade | 2/1/3 |- | MC30c | Scout | <span style="color:green">❸</span> <span style="color:red">⬤</span>⬤⬤ | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span>⬤⬤⬤ | <span style="color:green">❷</span> <span style="color:red">⬤</span>⬤ | <span style="color:blue">⬤</span> | 4 | Evade x2, Redirect x2 | 2/1/3 |- | MC30c | Torpedo | <span style="color:green">❸</span> <span style="color:blue">⬤</span>⬤⬤ | <span style="color:green">❸</span> <span style="color:blue">⬤⬤</span>⬤⬤⬤ | <span style="color:green">❷</span> <span style="color:blue">⬤</span>⬤ | <span style="color:blue">⬤</span> | 4 | Evade x2, Redirect x2 | 2/1/3 |- | Pelta | Assault | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span>⬤⬤ | <span style="color:green">❷</span> <span style="color:red">⬤</span>⬤ | <span style="color:green">❶</span> <span style="color:red">⬤⬤</span> | <span style="color:blue">⬤</span>⬤ | 5 | Brace, Evade, Redirect | 2/1/4 |- | Pelta | Command | <span style="color:green">❸</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤⬤</span> | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❶</span> <span style="color:red">⬤⬤</span> | <span style="color:blue">⬤</span> | 5 | Brace, Evade, Redirect | 2/3/4 |- | Hammerhead | Scout | <span style="color:green">❷</span> <span style="color:red">⬤⬤</span><span style="color:blue">⬤</span> | <span style="color:green">❶</span> <span style="color:blue">⬤</span> | <span style="color:green">❶</span> | <span style="color:blue">⬤</span> | 5 | Contain, Evade, Redirect | 1/1/2 |- | Hammerhead | Torpedo | <span style="color:green">❷</span> <span style="color:red">⬤</span><span style="color:blue">⬤</span>⬤ | <span style="color:green">❶</span> ⬤ | <span style="color:green">❶</span> | ⬤ | 5 | Contain, Evade, Redirect | 1/1/2 |- |} ====CR90 Corellian Corvette==== [[File:CR90.png|thumb|300x300px|right|CR90 Corellian Corvette Expansion Pack]] One of the Rebellion's cheapest ships, half of its Core Set composition, and one of its most iconic vessels. Four HP, 7 total shields distributed mostly evenly and just one redirect make it a very fragile ship. But with high top speed, incredible maneuverability and two evades, the CR90 excels at weaving in-between the enemy's most dangerous arcs at long range, where its evades can remove one of hopefully very few dice being rolled towards it. Support and defensive upgrade slots, along with its cheap cost, make some niche builds - like Engine Techs and Reinforced Blast Doors for maximized ramming damage - possible. As a Wave I ship, it's been through a lot of twists and turns in the meta over the years, with balance changes, new upgrades, and competition with the Hammerhead as the Rebels' cheapest option. *'''CR90 Corvette B''' - The cheaper variant sports nothing but ion cannons, and the Ion Cannons upgrade slot to match. Unfortunately, getting into medium range to use its guns means your evades are less able to keep you alive. On the other hand, ''Dodonna's Pride'', Heavy Ion Emplacements, or SW-7 Ion Batteries can allow the ship to hit hard for its low cost. *'''CR90 Corvette A''' - At five points more than the CR90B, the CR90A swaps most of its blue dice for red, giving it the range to trade blows with other capital ships while maintaining its evasive edge, and accordingly its Ion Cannons upgrade is traded for Turbolasers. This is the more common variant on the table, infamously often fielded with Turbolaser Reroute Circuits (to guarantee 2+ damage from long range, while its spare Evade protects it) such that it is known as the "TRCR-90". *'''Titles:''' **'''''Dodonna's Pride''''' - As a blue crit effect, cancel all attack dice to deal one faceup damage card. Like a watered-down APTs, this can allow you to sneak a devastating effect onto an enemy ship that thought it was safe behind its shields - especially when paired with its namesake Commander to handpick the crit. Note the timing - crit effects resolve ''after'' defense tokens are spent, so this doesn't allow you to freely bypass scatter or evade tokens. Deceptively difficult to pull off - even on a CR90B with Engine Techs, getting into medium range without blowing up can be hard, and then you have to roll a crit to even use it. Take leading shots to try and fish for that crit, and you're spending a hefty chunk of change on a gimmick that could've been better spent just dealing raw damage. It has its uses, but a CR90B with ''Dodonna's Pride'' can't just be dropped into any list and expected to earn its keep, as first reading might suggest. Originally available in the Core Set. **'''''Tantive IV''''' - When you would gain a token, another nearby friendly ship may gain it instead. Very situational, especially with the addition of Comms Net alongside the GR-75 in Wave III. Made a bit more sense back in the Wave I/II days. Originally available in the CR90 Expansion Pack. **'''''Jaina's Light''''' - For two points, you ignore obstacles and can't be obstructed. Combined with TRCs, this can allow a CR90A a lot of survivability - hiding behind rocks for obstruction plus cancelling a second die with evade - while it can freely dish out its own damage in return. So cheap it can often be taken on a whim, and combos well with the CR90A's evasive, skirmishing playstyle. Originally available in the CR90 Expansion Pack. **'''''Liberator''''' - Rebellion in the Rim debuted this newest CR90 title, and a potential challenger for the new "default" CR90. For just two points, you can equip ''Liberator'' with a Fleet Command card, but cannot spend command tokens to activate it. This is most often used for a one-time ''All Fighters, Follow Me'' to push squadrons, but the other commands see occasional use. It functions similarly to the new Flag Bridge Offensive Retrofit, but ''Liberator'' does not have to be your flagship and is (obviously) not bound by the Medium or Large ship restriction. If you were tired of trying to fit a Pelta into your fleet, this might be the alternative you were looking for. ====Nebulon-B Frigate==== [[File:Nebulon-B.png|thumb|300x300px|right|Nebulon-B Frigate Expansion Pack]] Slower and much less agile than a CR90, but with stronger forward firepower and shields, five hull, and a pair of incredibly useful brace tokens. At long range, it has the same front arc offense ''and'' defense as the much more expensive Victory Star Destroyer - but lacking any native redirects and with extremely large and weakly shielded side arcs, it can die very easily to bad positioning or enemy bombers. More than almost any other ship, a badly flown Neb-B is a dead Neb-B. But fly slow, keep your nose pointed at the enemy, and don't get into both range and arc of anything bigger than you, and the Nebulon is a solid long range red dice platform. *'''Nebulon B Support Refit''' - The cheaper variant maintains the same anti-ship weapons as its pricier sibling, making it well suited to use for the ''Redemption'' title, and/or as a turbolaser platform with ''Vanguard'' or ''Salvation'' and the right upgrades. *'''Nebulon B Escort Frigate''' - For six additional points, the ship's anti-squadron increases by one blue die, and its squadron value improves by one. A solid pick with ''Yavaris'' or a Flight Controllers-equipped ''Vanguard'', which allows its low squadron value to punch above its weight class. *'''Titles:''' **'''''Salvation''''' - Crits out your front arc count for two damage rather than one. Slap it on a Support Refit for a cheap sniper ship. For sillier builds, TRCs, Spinal Armaments, Commander Sato, and/or the Opening Salvo objective (alongside concentrated fire commands) can boost your long range front arc damage output to terrifying levels. Given the frame's low survivability, ''Salvation'' is often best suited as a sweeper coming in late, a flanker coming in from the side, or a companion flying in formation with another threat. Originally found in the Nebulon-B Expansion Pack. **'''''Yavaris''''' - ''Got nerfed hard.'' Used to let squadrons it activated attack twice if they didn't move. This led to some [[bullshit|ridiculous gimmicks]] when teamed up with the heaviest hitters in the rebel fighter lineup. Paired with Adar, Wedge could potentially throw [[Solitaire|18 anti-squadron dice in a round.]] Now it lets them add a dice to their attack pool of a color they already have if they don't move, which still works great with with [[Vance Motherfucking Stubbs|Luke Skywalker]] but much less so for Wedge. Originally found in the Nebulon-B Expansion Pack. **'''''Redemption''''' - Whenever a friendly ship within range 5 resolves a repair command, they gain an extra engineering point. Turns the ship into a floating medical barge, this can be a lifeline for small engineering 2 ships who cannot repair hull points with just an engineering dial, and enables engineering 4 ships to remove damage cards with just an engineering token. Note that because it does not say "''another'' friendly ship", ''Redemption'' benefits from its own effect; which you can leverage by taking Projection Experts. Originally found in the Core Set. **'''''Vanguard''''' - Rebellion in the Rim introduced this title to the game, and much like ''Harrow'' for the VSD it fixes a long standing gripe with the Nebulon-B. At the cost of 4 points, you gain a Weapons Team slot and can replace 1 of your defense tokens with a Redirect. Gunnery Teams is the obvious choice, but there are a lot of new opportunities that Nebulon-Bs can take advantage of now. ====MC30c Frigate==== [[File:MC30c.png|thumb|300x300px|right|MC30c Frigate Expansion Pack]] The MC30 is primarily a means of transporting black dice to the enemy fleet, which it excels at. With 3 black / 2 other dice in its side arcs, the maneuverability at speed 3 of a CR90, and access to both weapons team and ordnance slots, it has the ability to reduce even an Imperial Star Destroyer to space dust with the right upgrades and some skilled flying. With a close range double arc, the MC30 can spit out up to 10 damage onto a single target from its black dice alone, even before considering the blue/reds or any upgrades such as APTs or TRCs. On the flipside, it's very flimsy, with just four hull; its speed 4 maneuverability leaves something to be desired, and it lacks the ability of ''Demolisher'' to project damage in a huge area. Skilled piloting, a bid for first player, and activation advantage can all be used to mitigate its fragility. Usually kitted with Ordnance Experts, Assault Proton Torpedoes, ''Admonition'', and possibly an Intel Officer, Expert Shield Tech, or Lando Calrissian; but many other officer or ordnance upgrades are viable - even builds with Enhanced Armaments to leverage Admiral Ackbar's ability at long range have merit, bumping the MC30c's side arcs to match an ISD-I's front arc. *'''MC30c Torpedo Frigate''' - The cheaper MC30c is generally the more common one. The black dice delivery service will put you in close range anyways, and the blue dice are more likely to roll a natural accuracy (or a guaranteed one, with Sensor Teams or H9 Turbolasers) to shut down a crucial brace or redirect. *'''MC30c Scout Frigate''' - For six points, swaps its blue dice for red - otherwise mostly the same as above. While two dice out the side at long range isn't much to sniff at, once again, pairing with Enhanced Armament and/or Admiral Ackbar can boost your side arcs' red dice to Star Destroyer levels, and Turbolaser Reroute Circuits can turn the ship into an up-sized CR90. For a few points less than an Assault Frigate, you can get very similar long range damage but dramatically enhanced short range damage (at the cost of survivability, among other things). *'''Titles:''' **'''''Admonition''''' - Discard (not spend!) a defense token to cancel one attack die. This is much more powerful than it first appears, as the MC30 often lives or dies by a point or two of damage by nature of its weakness and close-range damage potential. **'''''Foresight''''' - Your evades affect an additional die, and your redirects can draw from an additional adjacent hull zone. Formerly the less common of the two MC30 titles. The 1.5 buff to Evade tokens and newer upgrades that help keep Redirect tokens more relevant as hull zones lose their shields make ''Foresight'' much more capable at surviving bigger hits at closer ranges. Pair it with Mon Mothma and shrug off damage dice like ''Admonition'' used to on release. **'''''Mon Calamari Exodus Fleet''''' - A generic title for all MC pattern ships. Spend a Repair dial or token and exhaust another Mon Calamari Exodus Fleet-equipped ship's card within distance 4 to gain 2 engineering points. Very situational, and you give up arguably more useful titles on ships like the MC30 and Liberty to equip it. But it lets your engineering token remove a damage card, or can boost a dial+token command on Home One (with help from a ''Redemption'' Nebulon-B or Engineering Teams) enough to recover 2 damage and a shield. ====Modified Pelta-Class==== [[File:Pelta.png|thumb|300x300px|right|Phoenix Home Expansion Pack]] The Pelta is a support ship, as the original home of the powerful Fleet Command upgrade slot, and the Rebellion's only natural access to it, that can house one of five unique upgrades that offer fleet wide benefits. It has a decent array of dice and defensive tokens for its price, but is hampered by its maximum speed of two and a comparative lack of access to damage-increasing upgrade slots. With its Support Team upgrade slot and 2 yaw at speed 1, its speed can be alleviated by Engine Techs; and the relatively high engineering value of 4 keeps it alive longer than some of the Rebellion's other small ships. The Pelta tends to be priced out by leaner or meaner alternatives, unless you're taking full advantage of one the Fleet Commands. Accordingly, be sure to consider how you're going to supply the Pelta with Command tokens - Raymus Antilles, Veteran Captain, Comms Net, Garm Bel Iblis, etc - and watch the timing, as the token is spent before you get the chance to activate any of your ships to pass one over. *'''Modified Pelta-Class Assault Ship''' - An assault Pelta with engine techs costs similarly to the MC30 - but that ship offers more dice, stronger shielding, higher speed, duplicate tokens, Weapons Team/Defensive/Turbolaser slots, and pairs better with many of the Rebel commanders. In exchange, the Pelta offers tighter turning (being II-II or I-I-II with engine techs), an extra point of engineering, and a brace token; plus the differing titles. It has its own niche use cases, and provides cheaper access to the Fleet Command upgrades if you're not in need of a carrier, but if you're only looking for a black dice combat ship the MC30 is the better choice. The cheap External Racks can be a good pickup to up the ship's firepower without breaking the bank. *'''Modified Pelta-Class Command Ship''' - For four points, gains two extra squadron, switches its black anti-ship dice to blue, drops its black AA die, and swaps the Ordnance upgrade slot for an Offensive Retrofit. Accordingly, it is well suited to a carrier role - Expanded Hanger Bay or Boosted Comms suit its Squadron 4 well, it has a Support Team slot for a Fighter Coordination Team, and with All Fighters Follow Me!, it can rev B-Wings up to speed 3+1, or hurl X-Wings further than your opponent's speed 5 TIEs. It also hits respectably at medium range - two Command Peltas have the same cost and combined front arc dice of an ISD, with similar total HP; although lacking the latter's shooting-oriented upgrade slots. *'''Titles:''' **'''''Phoenix Home''''' - The Pelta's only title grants it a second Officer slot and raises its maximum Command token count to 4. Note the wording doesn't affect the Pelta's ''Command Value'' itself, so Garm doesn't grant the Phoenix Home 4 tokens. Potential combinations include Raymus/Ashoka, Veteran Captain/Toryn Farr, Flight Commander/Adar Tallon, etc. ====Hammerhead Corvette==== [[File:Hammerhead.png|thumb|300x300px|right|Hammerhead Corvettes Expansion Pack]] {{topquote|Perhaps today IS a good day to die! [[Ork_Escort#Brute|PREPARE FOR RAMMING SPEED!]]|Lt. Commander Worf, Star Trek: First Contact}} Taking the CR-90s former title as the Rebellions cheapest non-flotilla ship, the Hammerhead is a difficult ship to master and one that has a tendency to die before doing anything of value if mispositioned. Five hull is quite healthy, but with two less shields than a CR-90, 1x redirect/1x contain/1x evade defensive tokens, and a painfully mediocre maneuver chart at its top speed of 3, the Hammerhead has quite the glass jaw. But for its price, it has a great suite of upgrade slots that allow it to bring quite a bit of damage to bear, and its Task Force titles allow multiple Hammerheads to force-multiply surprisingly well. *'''Hammerhead Torpedo Corvette''' - The cheaper and more common variant has a black die in each arc, plus a blue and red in the front. Fortunately, it also has an ordnance upgrade slot, which External Racks should be all but stapled to. With a concentrate fire command (easy to dial in with Command 1) and ERs, the double-arc is 5 black, 1 blue 1 red, which is an astonishing amount of burst damage from such a cheap ship. Sure, it's probably gonna die shortly after (if not before) rolling this attack, and after spending ERs it's much less deadly, but losing a Hammerhead or two is no big deal if they were able to trade up for one of the Empire's pricey triangles. Also functions well as a cheap platform for boarding troops, and using Cham Syndulla to slice an ISDs entire 3 command stack can change the whole game - if you can pull it off. And, shockingly, there's an argument for taking them with Flight Controllers and Expanded Hangers, making them into super-flotillas; but results on the table may vary. They come two to a box, with two copies of all the non-unique upgrades therein. *'''Hammerhead Scout Corvette''' - At eight points more, the red/blue dice Scout variant is hard to use well (even with the Torpedo frame being difficult to fly as-is). At just three points less than a CR90A, you need a better game plan than slapping TRCs on it. Use Task Force Organa to give a swarm extremely cheap long-range dice fixing for their two (three with CF) red dice, or leverage its upgrade slots to do something the CR90/Nebulon can't. *'''Titles:''' **'''''Task Force Organa''''' - For just a single point, your nearby Hammerheads can exhaust each others' TFOs to gain rerolls for up to 2 dice. But, if a Hammerhead's TFO has been exhausted, it can't attack ships - which makes activation order vital, and potentially telegraphs your plan to your opponent. Increases in value the more Hammerheads you bring, and potentially suits a mixed composition of Scouts/Torpodoes using the others' TFOs at different ranges. **'''''Task Force Antilles''''' - Like TFO, TFA allows Hammerheads to tap each others' titles, this time to shunt damage around like a ship-sized Biggs. Like TFO, this is best taken with 3+ Hammerheads, but unlike TFO it has less of a downside - not repairing is way better than not shooting. Pending an FAQ, the community consensus is that this can only move one damage per attack; but run it by your Tournament Organizer or opponent before the match. **'''''Garel's Honor''''' - The only title suited to taking a single Hammerhead, Garel's Honor turns your rams into a much scarier threat. Note the wording - when ''you'' overlap, not when a ship overlaps you - so no, you can't park in front of a Star Destroyer, forcing it to ram you for more crits. With Dodonna, this can be absolutely hilarious - deploy on a flank, rocket up to speed three, and bump a ship repeatedly from an arc where it has weak dice and then slap it with super annoying crits; with Rieekan, you can guarantee the effect if you get within range at the end of the previous round.
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