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Are Yularen to Me?

Well here we are at the last GAR commander Admiral Yularen, next week I will talk about the petal and we will have all the ships and commanders' final thoughts for the Clone Wars faction. So without any further delay let's talk about Admiral Yularen.





Put simply he makes your squadron tokens push 2 squads and gives your ships the ability to use 2 engineering to repair a squadron at distance 1-3. I see a lot of people utilize his first ability but not the second one and I think that is a pretty big mistake personally in most lists that I did that in I thought why am I not taking Plo Koon. So Yularens best friend is the pelta he loves them not only could you use them to give ships squad tokens with comms net, but they have engineering 4 at a price point of 45 points is a steal. As a general rule of thumb if your Yularen list does not have at least one pelta you are probably doing it wrong. Here is a simple pelta loadout I have found helpful in Yularen builds


Pelta Transport Frigate (45)

• Veteran Captain (3)

• Comms Net (2)

= 50 Points


I really like this one you bank a squad token turn one to pass to your carrier ship in a later round and vet captain lets the ship spam repair commands and pass another token later on or if really needs drop an engineering token for the pelta to have 6 engineering points it has some flexibility in that regard and lets Yularen list do what they need to do. You can also do a slightly weaker version of this with a skilled first officer who lets you flip to the squad dial the turn that you need it. The FB-88 title is also great for this but more expensive.





Another big friend of Yularen is a Clone navigation officer he makes getting squad tokens for your carriers super easy. You reveal a squad dial you are a friendly ship at distance 1-5 so gain a squad dial in most cases you will only get two uses out of him but he really really helps your carrier.


Yularen builds have primarily two archtypes heavy squad MSU or Super Carrier build. I want to emphasize the singular on the carrier while it is really cool to have two super carries but you usually just dont have the number of squads that you end up activating it's generally better to have a single carrier in a non-msu Yularen build and have the rest or at least majority spam engineering for healing. Unless the republic gets some really cheap squads This is another good rule of thumb to follow for Yularen.





So lets talk about MSU first. A medical pelta is a good option as a carrier it has two squads naturally and the token makes it push 4. So with two, you can push a ball of 8 fairly easily.


Pelta Transport Frigate (45)

• Admiral Yularen (24)

• Hondo Ohnaka (2)

• Medical Team (1)

• Comms Net (2)

• Electronic Countermeasures (7)

• TB-73 (5)

= 86 Points


Pelta Medical Frigate (49)

• Clone Navigation Officer (4)

• Medical Team (1)

• Boosted Comms (4)

= 58 Points


Pelta Medical Frigate (49)

• Clone Navigation Officer (4)

• Medical Team (1)

• Boosted Comms (4)

= 58 Points


Pelta Transport Frigate (45)

• Medical Team (1)

• Munitions Resupply (3)

= 49 Points


Pelta Transport Frigate (45)

• Medical Team (1)

• Munitions Resupply (3)

= 49 Points


Squadrons:

• 8 x V-19 Torrent Squadron (96)

= 96 Points


Total Points: 396


5 petals is a lot, but if you want to repair squads a pelta is the best way to do it: it is also the most durable small flagship for GAR right now. Munitions Resupply is what you have for re-rolls hopefully crits won't stick s many tanks to all the medical teams. You could also take expanded hangers and cut a few things and push it up to 10 squads which is a little silly but I think you sacrifice more than you gain on that one. Though if any archetype can get away with ignoring Yularen's repair ability and not have to ask itself why it's not Plo Koon I think MSU is the one.


Consular Charger C70 (45)

• Admiral Yularen (24)

• Linked Turbolaser Towers (7)

= 76 Points


Consular Charger C70 (45)

• Linked Turbolaser Towers (7)

= 52 Points


Consular Charger C70 (45)

• Clone Navigation Officer (4)

• Boosted Comms (4)

• Linked Turbolaser Towers (7)

= 60 Points


Consular Charger C70 (45)

• Clone Navigation Officer (4)

• Boosted Comms (4)

• Linked Turbolaser Towers (7)

= 60 Points


Consular Armed Cruiser (37)

• External Racks (4)

= 41 Points


Consular Armed Cruiser (37)

• External Racks (4)

= 41 Points


Squadrons:

• 5 x V-19 Torrent Squadron (60)

• BTL-B Y-wing Squadron (10)

= 70 Points


Total Points: 400


The Armed Cruisers support the squads with some flak and ex-racks is always versatile. Two of the chargers are kitted out for a solid pocket carrier role LTT could help the squad fight if they get close to it. Its Veristal squad wing will punish squad-less players and make the matches against heavy squads much more manageable. Personally, I think the GAR is missing a small ship that can punch just a bit harder than the pelta but still push a good (squad value 2) amount of squadrons to really make Yularen shine in MSU builds.





Now we come to where I think Yularen really shines as a commander in the single supercarrier and I think these lists fall into two main categories the alpha wulff build (Wulff Yularen) and Bee stings (Navoota Bee). Let's look at some examples of alpha wulff builds.


Venator II (100)

• Flight Controllers (6)

• Expanded Hangar Bay (5)

• Thermal Shields (5)

• External Racks (4)

• Resolute (6)

= 126 Points


Acclamator I (66)

• Admiral Yularen (24)

• Ordnance Experts (4)

• Flag Bridge (0)

• External Racks (4)

• All fighters, Follow Me! (5)

= 103 Points


Pelta Transport Frigate (45)

• Comms Net (2)

= 47 Points


Squadrons:

• Luminara Unduli (23)

• Plo Koon (24)

• 6 x V-19 Torrent Squadron (72)

= 119 Points


Total Points: 395


The basic idea behind this build is a pretty simple bid for first then use the Ven II+Yularen to push 8 squads in one go and hit your opponent's squads hard and profit. All fighters Follow Me makes the alpha a bit easier and the clam is just there for that and to do a hit and run to help clean up ships. This list feels a little but like a “why not Plo Koon list?” but with Plo Koon in the fighter compliment and the large alpha strike given by Yularen, I think it is justifiable. Here is another example of an alpha wulff build.


Venator II (100)

• Admiral Yularen (24)

• Clone Captain Silver (4)

• Flight Controllers (6)

• Expanded Hangar Bay (5)

• Thermal Shields (5)

• External Racks (4)

• Quad Battery Turrets (5)

• Tranquility (3)

= 156 Points


Pelta Transport Frigate (45)

• Veteran Captain (3)

• Comms Net (2)

• Reactive Gunnery (4)

= 54 Points


Pelta Transport Frigate (45)

• Veteran Captain (3)

• Comms Net (2)

• Reactive Gunnery (4)

= 54 Points


Squadrons:

• Anakin Skywalker (19)

• Luminara Unduli (23)

• Plo Koon (24)

• Axe (17)

• 4 x V-19 Torrent Squadron (48)

= 131 Points


Total Points: 395


This one does not have all fighters follow me so an alpha might be a bit harder to pull off but the principle is more or less the same its also able to take Anakin for a bit more anti-ship kick in the squad ball. The Ven two is able to drop resolute and depend on the peltas to feed it the tokens it needs to push 8 squads and so can take tranquility to up durability. We can also squeeze in clone captain silver to slow down to stay in the range of our squads and to also get more dice from QBT, or jump out to get out of trouble.


So lets look at “bee sting” builds now.


Acclamator I (66)

• Admiral Yularen (24)

• Clone Navigation Officer (4)

• Flight Controllers (6)

• Boosted Comms (4)

• Expanded Hangar Bay (5)

• Nevoota Bee (5)

= 114 Points


Pelta Transport Frigate (45)

• Veteran Captain (3)

• Comms Net (2)

= 50 Points


Consular Charger C70 (45)

• Linked Turbolaser Towers (7)

= 52 Points


Consular Charger C70 (45)

• Linked Turbolaser Towers (7)

= 52 Points


Consular Charger C70 (45)

• Linked Turbolaser Towers (7)

= 52 Points


Squadrons:

• 8 x BTL-B Y-wing Squadron (80)

= 80 Points


Total Points: 400


So this build has 5 activations with 8 squads. They do have heavy but Flight Controlled Y-wings with Nevoota Bee are pretty mean. The charges will bank a squad token to help push the ones Bee can’t and the pelta will feed Bee tokens while repairing squads that get hit it also can lay out some great support flak. Bee is fairly fragile so you want to keep it in a safe place, but if it dies you are not going to be using your commander anyway and for a flagship 114 points is not a huge loss.


Last but certainly not least I think this is my personal favorite Yularin list.


Assault: Precision Strike

Defense: Abandoned Mining Facility

Navigation: Superior Positions


Venator I (90)

• Admiral Yularen (24)

• Clone Captain Silver (4)

• Ruthless Strategists (4)

• Intensify Firepower! (6)

• Ordnance Pods (3)

• Tranquility (3)

= 134 Points


Acclamator I (66)

• Clone Navigation Officer (4)

• Flight Controllers (6)

• Boosted Comms (4)

• Expanded Hangar Bay (5)

• Nevoota Bee (5)

= 90 Points


Pelta Transport Frigate (45)

• Skilled First Officer (1)

• Comms Net (2)

= 48 Points


Pelta Transport Frigate (45)

• Munitions Resupply (3)

= 48 Points


Squadrons:

• 8 x BTL-B Y-wing Squadron (80)

= 80 Points


Total Points: 400


This list will melt squad wings if they engage close to the venator with the petlas doing double duty on repairing squads it's hard to feel the sting of Ruthless. IF makes your ships deliver consistent damage and Bee makes your squads super consistent as well. I really like clone captain silver as he lets tranquility spam engineering to heal squads even more or just getting shields back with tranquility is so good. Bee hangs out in the back and even if your opponent ignores your squad ball they will either get eaten up by the ven or the peltas flak. I also think the objective suite for this build can be deceptively powerful if I go second.





I had my doubts about Yularen when I first started messing with him, but at the end of the day I think I found some pretty good places for him in the republic and I think he is a solid choice is the right lists. I do think that a few things could really help Yularen come into the light as I touched on having cheaper squads for a quantity over the quality thing, or a small ship that can produce some decent damage and has squad 2. Despite that, I think he is fine where is and will probably only get better.


What do you think of Yularen? What kind of lists have you run him in? Until next time have a great week!


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