3xAFII upgrades and squadron heavy 400

By Daft Blazer, in Star Wars: Armada Fleet Builds

AFIIB, Intel officer, x17, ECM

AFIIB, Intel officer, x17, ECM

AFIIB, Akbar, boosted comes, wing commander

Awing x 3

Bwing x 3

YT2400

395 points

Thinking of running this list tomorrow night, any suggestions for improvements and objectives appreciated!

I like it. The only change I'd make is, I'd swap out the B's and the YT for another A, 2 Scurgg's, and 2 Y's.

For objectives, my initial picks would be Advanced Gunnery, Fleet ambush and dangerous territory.

Edited by nicholscs73

I would consider switching Intel officer or xi7 for gunnery teams since Anbar gunnery teams= win :P

I would consider switching Intel officer or xi7 for gunnery teams since Anbar gunnery teams= win :P

I agree with this.

Drop Intel officer and XI-7s for Gunnery Team and Boosted Comms. You'll be unstoppable at mid-long range and can give Ackbar an extra upgrade if you want.

I only have 1 boosted comms at the moment, also I only have the YT1300 and 2400 from the rogues and villains pack!

So does gunnery team outperform x17/intel officer ? I can see where concentrated fire from multiple AFIIs against multiple targets this might be the case..... As the attacks are made, you will be burning through tokens anyway, due to the sheer number of attacks. Not sure how it would work out on the table though? The last time I took gunnery teams, my opponent had only 2 ships, once Demolisher went down , gunnery teams was useless :(

Edited by Daft Blazer

I only have 1 boosted comms at the moment, also I only have the YT1300 and 2400 from the rogues and villains pack!

So does gunnery team outperform x17/intel officer ? I can see where concentrated fire from multiple AFIIs against multiple targets this might be the case..... As the attacks are made, you will be burning through tokens anyway, due to the sheer number of attacks. Not sure how it would work out on the table though? The last time I took gunnery teams, my opponent had only 2 ships, once Demolisher went down , gunnery teams was useless :(

Gunnery Teams garauantee damage on multiple ships. Even with double ISD builds, you will find that Gunnery Team's damage on two targets for each MKII far outweighs anything else.

Gunnery teams can help you get out Anti-squadron as well as Anti-ship fire from the same arc. 1 blue doesnt sound like much but every dice helps.