So, this is what I'm thinking for a Wave II list. I've been fond of the Assault Frigate, and Ackbar seems like the perfect commander to give them some force multiplication. However, I do have a couple of concerns. First, the list itself;
Ackbar's Honor Guard (389 of 400 pts)
Flagship: (197 pts)
- MC80 Assault Cruiser(114 pts)
- Admiral Ackbar (38 pts)
- Home One (7 pts)
- Intel Officer (7 pts)
- Engine Techs (8 pts)
- Electronic Counter Measures (7 pts)
- Advanced Projectors (6 pts)
- Enhanced Armament (10 pts)
Fleet Ship 1: (96 pts)
- Assault Frigate Mark II B(72 pts)
- Gunnery Team (7 pts)
- Electronic Counter Measures (7 pts)
- Enhanced Armament (10 pts)
Fleet Ship 2: (96 pts)
- Assault Frigate Mark II B(72 pts)
- Gunnery Team (7 pts)
- Electronic Counter Measures (7 pts)
- Enhanced Armament (10 pts)
Objectives:
- Advanced Gunnery
- Fire Lanes
- Undetermined Navigation Objective
Looking at the list, the three biggest potential issues I see is the Home One's pricetag, uncertainty over which Navigation Objective to use, and the lack of any real anti-fighter strategy.
I can cut Intelligence Officer and Engine Techs from the Home One, but both of them cover up the ship's weaknesses in the list; The Intelligence Officer gives the ship a dependable pseudo-accuracy token (The Frigates benefit from Home One, but the title doesn't work on the ship itself), while Engine Techs gives it improved mobility (And when you're already throwing out so many dice with a single attack and lack squadrons, Navigation and Engineering are pretty much the only commands you need). That frees up 15 points, putting me at 26 points to spare, though, and I'm not sure what I'd spend them on. On the other hand, if I also cut all 3 Enhanced armaments, that puts me up to 56 points, and that's enough for a Corvette with a trick or two and an innitiative bid.
Fire Lanes and Advanced Gunnery are both pretty obvious choices. Advanced Gunnery turns the Home One into a nightmarish death machine spitting out 14 red dice at a single target each turn, while Fire lanes synergizes well with the hefty amount of long range firepower (Although having checked now, Ackbar doesn't count. Still, that's a ton of red dice). But what about Navigation? Superior Positions is probably out- a rhymer bomber on my tail could easily rack up tons of points. Intel Sweep concentrates on the mobility of a single ship, and the Whale and... Bigger whale are at best average. Dangerous Territory is another speed and mobility objective, so I guess Minefields is the logical choice? I guess I'd have to get used to using it, though.
As for the lack of anti-fighter tools... I don't see where I could find the points for a fighter screen, and the ships don't really have a good anti-fighter strategy since ships can't push through enough damage to hurt anything more durable than a Tie Fighter or Tie Interceptor without fighters of their own doing the heavy lifting.
Any other things you see that seem questionable? Suggestions on how to adjust the list to manage those concerns? Thanks for the help.
Edited by Squark