400pts Ackbar's broad's (wip)

By Hxhexen, in Star Wars: Armada Fleet Builds

Been thinking about a lot of builds lately involving Ackbar and I came across a pretty solid build using the good ol whale and guppies!! Still figuring a few things trimming between officers and some points to spare but overall the build seems efficient and strong. Ackbar's abilitly combined with Home One is devastating and witnessing first hand at Sullust was a sight to see. Build is simple enough broadside broadside broadside using the guppies to run interference and keeping enemies at bay utilizing tractor beams to slow a pursuer down trying to get at our flagship. I also decided to throw in Dash after reviewing him I find him an extremely strong pick-up for any rebel fleet and seeing as he can manage on his own without commands with rouge and covering a lot of distance with movement of 4 he works well to us having him activate in the squadron phase jumping on a down shielded side to hopefully land a clean double hit with bomber/reroll. I hope you guys like the list let me know what you all think

(393 of 400 pts)

Flagship: (187 pts)


  • MC80 Assault Cruiser(114 pts)
  • Admiral Ackbar (38 pts)
  • Home One (7 pts)
  • Ray Antilles (7 pts)
  • Electronic Counter Measures (7 pts)
  • Advanced Projectors (6 pts)
  • H9 Turbolasers (8 pts)


Fleet Ship 1: (91 pts)




  • Assault Frigate Mark II B(72 pts)
  • Gunnery Team (7 pts)
  • Phylon Q7 Tractor Beams (6 pts)
  • Advanced Projectors (6 pts)


Fleet Ship 2: (91 pts)




  • Assault Frigate Mark II B(72 pts)
  • Gunnery Team (7 pts)
  • Phylon Q7 Tractor Beams (6 pts)
  • Advanced Projectors (6 pts)


Squadrons (24 of 131 pts):

  • [*]1x Outrider - Dash Rendar (24 pts)

I am working on a similar approach ship wise and find your choice of tractor beam over the enhanced armaments interesting.

Would be great to hear play reports how they turn out!

Raymus and the H9s are the only thing that i consider optional, so again would be great to hear about table tests :)

Objectives?

I have something very similar. I went with the redundant shields in place of ECMs (which is an experiment, ECMs might be the smarter choice with all the dice getting thrown around this wave) and engine techs in place of H9s. I didn't go with the tractor beams just because I didn't want to go quite that light on fighter support. I grabbed Hand and Tycho instead of Dash.

I am working on a similar approach ship wise and find your choice of tractor beam over the enhanced armaments interesting.

Would be great to hear play reports how they turn out!

Raymus and the H9s are the only thing that i consider optional, so again would be great to hear about table tests :)

Objectives?

Yah Raymus was kind of throw in I actually dropped him for 2 Intel officers on the Guppies to punch more damage in combination of guaranteed accuracy through Home One. The guppies in combination of tractor beams/intel officer/additional dice and home one just let them shred in damage while controlling defense tokens and forcing hard choices. I dropped the H9 and considering either going for xi7 or heavy turbo laser on mc80 which brings the point total to 398/400.

As far as objectives

  • Advanced Gunnery
  • Contested Outpost
  • Dangerous territory