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New Rebel Strategy For Star Wars Armada

By Barclay Montgomery | March 6th, 2018 | Categories: Star Wars Armada, Star Wars Tactics

The Rebels have devised a new strategy to outwit the fearsome Imperial fleet. Bail Organa has lent his tactical prowess in Star Wars Armada.

The MC80 Battle Cruiser is as close to the Imperial Star Destroyer as the Rebels can muster, and with the right loadout, can be devastatingly efficient. With Bail Organa at the helm of this Battle Cruiser, he can catch the Imperials off guard and exposed.

Bail Organa is a new officer for the Rebels. Restricted to a medium or large ship only, his ability will have a huge impact on the game state. After deploying fleets, you may place 1 round token on Bail. At the start of the Ship Phase of the round matching that round token, if you are the second player, you must activate; if you are the first player you may gain up to 2 command tokens of your choice. Round tokens go from 1-6 and it is best to pick a later round where your activation can have the most impact. Being the second player means that your opponent is playing on your terms, but he will be able to activate ships before you. With Bail at the controls, if you are second player, a well-timed first activation with this Battle Cruiser, say at round 4, could turn the tide of battle for the Rebels! 

Since the Battle Cruiser has a large front arc, like the ISD, Gunnery Teams is a must have to ensure maximum damage output. Favoring medium to long range combat, this ship can catch multiple enemies in its wide front arc.

With ships that have large batteries of dice that include blues, Leading Shots is always a solid choice. Being able to spend 1 of your blue dice to reroll any of your other dice can make sure those red dice are red hot when they blast an ISD!

Spinal Armament can add to the already impressive forward battery of the Battle Cruiser. 5 red dice out of its front arc will make any Imperial ship think twice about jousting head-on with this Battle Cruiser. If it is timed just right with Bail, and you are at medium range, a first activation with 5 red dice and 3 blues, with the ability to reroll will decimate any Imperial ship.

To make sure those Imperial Star Destroyers don’t make it back to port, the always helpful XI-7 Turbolasers can punch through shields to get at that sweet hull. Since ISDs love their redundant redirect tokens, take the wind out of their sails by forcing them to only redirect 1 damage. Ouch.

The Rebels have a new bad boy in town that will make the Empire tremble in fear! For the Rebellion!

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About the Author: Barclay Montgomery

I'm a weird guy wargamer and hobby enthusiast. I'm like the Thing, I can take many forms. I could be a bounty hunter looking for Rebel prey, a commander of an Imperial fleet, or the Hive Mind of the Great Devourer of Worlds.