Is this the new broken rebel build?

By Deadshane, in Star Wars: Armada Fleet Builds

Admiral Ackbar

Mc80 assault

-home 1

-enhanced armament

-electronic countermeasures

-advanced projectors

-Raymus Antilles

Assault MK2 A

-advanced projectors

-gunnery team

-enhanced armament

Assault MK2 A

-advanced projectors

-gunnery team

-enhanced armament

=397pts

Home 1 with 8 red broadside under CF orders.

Frigates with 7 red then 6 at another target out the side.

...all with Home 1.

Squadrons get 2 dice from each ship for anti squadron. Carriers that get in range get nuked.

Seems scary.

XI7s and bombers

I dunno that bombers have anything for this fleet. Carriers arent going to get within long range...theyde be vaporised instantly.

Lots of anti squadron dice here too.

You can't fire at bombers on your front/rear and benefit from Ackbar. And you have no way of pinning them elsewhere. The MC80 is so large and slow that it can't shake off bombers that end up in front of it and will keep overlapping them. So there's no need for carriers to approach.

...which doesn't take away from the fact that this build is terrifying. But not broken, let alone invincible.

You can't fire at bombers on your front/rear and benefit from Ackbar. And you have no way of pinning them elsewhere. The MC80 is so large and slow that it can't shake off bombers that end up in front of it and will keep overlapping them. So there's no need for carriers to approach.

This. Same with my Demolisher and Raider.

too many upgrades; too few ships imo

you could fit home one with 3 Afmk2-Bs or Shrimps (gunnery team for maximum Akbar + home one abuse) in 400 points

Edited by ficklegreendice

too many upgrades; too few ships imo

you could fit home one with 3 Afmk2-Bs or Shrimps (gunnery team for maximum Akbar + home one abuse) in 400 points

I run 3 ships with 125points of squadrons: so I would agree with this. All-ship's needs min 4 to work.

I ran a similar. List on Tuesday. Came up against a ISD and a Glad and 134 points of fighters, Rhymer ball and a Howlrunnerr swarm. It was close, I felt I didn't roll well (the glad survived two Mc80 Akbar broadsides) but I lost. One the Glad was down, advanced gunnery didn't do much for me, and against only two ships, AG wasn't much use at all. Seeing that number of squadrons on the table, was pretty impressive!!

I've got something similar, but I use AFIIBs. You are going to get mauled without a fighter screen. Boosted Comms is going to mean fighters can out range you. A Rhymer ball is going to be especially dangerous. Get yourself a couple YT-2400s at least.

Edited by Truthiness

With boosted comm and a rhymer ball the carrier can stay at range. And the rhymer ball with a carrier and the title vsd card can move at speed 5. And shoot at medium range. Which if they have 3 ties and 4 bombers means 3 bkue and four blacks coming at you

Three big, fat point pinatas with no fighter screen?

Oh, goodie!

Begging for Gladiators and Raiders to take them front the front/rear arcs, as well.

Far from broken, but certainly potent.

So if I just up and ram your ship front on with a VSDI, then we keep ramming each other and doing damage to each other every turn (as neither of us can escape), but the only difference being I can shoot at you with my ridiculous front arc, and you can't shoot me at all.

Sounds good to me.

I personally hope the lack of squadron coverage will be Akbar's weakness (and it'll be good to finally get away from all the "squadrons don't work great" threads)

Squadron threat range + ship command range outranges even red dice. Speed 3 alone gives you almost the entire length of the range ruler (move medium range, attack at distance 1)

With boosted comms in the mix, Rhymer and rebel Silly Bombers are slated to challenge our fish faced friend's dominance of the range game

best squadron coverage I could fit with Akbar is either

Home One and two Gunnery Fatties escorted by 4 A-wings (MC-80 is a command cruiser for the sake of points)

or

four fatties w/gunnery teams and 4 A-wings

I have had a lot of success in wave 1 games, and took my standard wave 1 imperial build against a list similar to this and got absolutely blown away.

I had 2 VSD's and 2 Glad's, plus a handful of AA ties, and the gunnery team Mark B's were averaging 6 damage a turn that couldn't be braced!

Its very hard to get into the front arcs of these ships when they are flown well! I reckon bombers are the way to go! I am definitely going to start experimenting with more bombers!

MC30s are going to absolutely maul the other heavy broadside ships. Quick and maneuverable enough to reliably cross the T on them, AND pack a devastating broadside...

Even a naked shrimp can expect to throw something like 7 damage out on a double arc. And what are you going to throw back? 2,3 blues & reds? At the expense of a round of Ackbar?

... Okay!

The issue is rhymer lets him fire all the ships he can fit at medium range on your ships. Target ackbar and postion the ball in the forward or rear arc and you cant shoot him.

...wait til you see an Engine Tech'd Rieekan build.