Rebel 80/AF/30 build--Ackbar

By TTC, in Star Wars: Armada Fleet Builds

I like running squadron-heavy builds, but I'm looking for a simpler alternative (just to fully explore the game). This is a traditional Rebel conga line with Ackbar. I would probably run the AF first, Home One second, and have the MC-30 either take up the rear (and ready to dash forward to block someone closing in tight), or possibly run it even with and outboard of the AF, ready to dash forward and around someone trying to block.

MC-80: Home One

Ackbar

ECM

Home One

AF MkII-B

Gunnery Team

ECM

MC-30c Scout

Rapid Reload

Han Solo

3xA-Wings

Objectives: TBD

That is 388 points, which gives me room for either a big initiative bid, one more A-Wing, or a few more minor upgrades.

I know that this would be weak to a major Rhymer/Fireball, but hopefully I could slow it down and weaken it enough to take some of the bite out of it.

Any suggestions on what to add or change?

I wouldn't survive in my Meta with such a small investment in Squadrons... Mostly because even a basic Rhymer with Intel just flies away, and you're not able to put the damage out to really capitalise against it...

Personally, I'd upgrade the As to Xs these days, and look at adding another one somehow - possibly two at the cost of Han.

But that's my meta influencing things - where 100 points on Squadrons is the norm...

I wouldn't survive in my Meta with such a small investment in Squadrons... Mostly because even a basic Rhymer with Intel just flies away, and you're not able to put the damage out to really capitalise against it...

Personally, I'd upgrade the As to Xs these days, and look at adding another one somehow - possibly two at the cost of Han.

But that's my meta influencing things - where 100 points on Squadrons is the norm...

I'm halfway through a playtest and the squadrons are holding their own against a Rhymer-ball with a Firespray, Boba Fett, and Soontir. They took out Dengar in one round. One A-Wing and the MF are still alive in round 4 and, even if they both die this round, I expect them to have taken out at least 50% of the Empire's anti-ship capabilities.

X-Wings may do better with their staying power, but the Counter-2 means that the A-Wings will attrite anything that attacks them--and thus is more power against a larger squadron build.

And the dice I'm throwing out--this is my first Ackbar build. Even the MC-30c is putting out some damage.

I wouldn't survive in my Meta with such a small investment in Squadrons... Mostly because even a basic Rhymer with Intel just flies away, and you're not able to put the damage out to really capitalise against it...

Personally, I'd upgrade the As to Xs these days, and look at adding another one somehow - possibly two at the cost of Han.

But that's my meta influencing things - where 100 points on Squadrons is the norm...

I'm halfway through a playtest and the squadrons are holding their own against a Rhymer-ball with a Firespray, Boba Fett, and Soontir. They took out Dengar in one round. One A-Wing and the MF are still alive in round 4 and, even if they both die this round, I expect them to have taken out at least 50% of the Empire's anti-ship capabilities.

X-Wings may do better with their staying power, but the Counter-2 means that the A-Wings will attrite anything that attacks them--and thus is more power against a larger squadron build.

It was merely a comparative.

A Common Rhymer Ball in my Area is 5 Bombers, Dengar, Adv and a Firespray if they're feeling funky. It takes a lot more killing, and unless you're able to drop the Advanced and worry them, they just keep moving and shooting at ships as if you're not there.

I'd really take a look at putting Turbolaser Reroute Circuits on that Scout Frigate and then either a Gunnery Team or Ordnance Experts instead of the Rapid Reload. I have had a lot of success with both of those upgrades on the MC-30.

Otherwise, it looks solid and will be a really competitive list.

I wouldn't survive in my Meta with such a small investment in Squadrons... Mostly because even a basic Rhymer with Intel just flies away, and you're not able to put the damage out to really capitalise against it...

Personally, I'd upgrade the As to Xs these days, and look at adding another one somehow - possibly two at the cost of Han.

But that's my meta influencing things - where 100 points on Squadrons is the norm...

I'm halfway through a playtest and the squadrons are holding their own against a Rhymer-ball with a Firespray, Boba Fett, and Soontir. They took out Dengar in one round. One A-Wing and the MF are still alive in round 4 and, even if they both die this round, I expect them to have taken out at least 50% of the Empire's anti-ship capabilities.

X-Wings may do better with their staying power, but the Counter-2 means that the A-Wings will attrite anything that attacks them--and thus is more power against a larger squadron build.

Except with Intel, A wings can be ignored and they will never get a chance for those counter dice.