Akbar's Birgade

By Lord Dragon, in Star Wars: Armada Fleet Builds

So I have flown this twice and won both of my games. I have tinkered with it a bit since then and would love to know what people think

Objectives

-Fleet Ambush

-Superior Positions

-Advanced Gunnery

Admiral Akbar

ASSAULT FRIGATE MARK II B

- Intel Officer

- Gunnery Team

- Electronic Counter Measures

- Turbo Laser Reroute Circuits

MC30C TORPEDO FRIGATE

- Intel Officer

- Gunnery Team

- Turbo Laser Reroute Circuits

MC30C TORPEDO FRIGATE

- Intel Officer

- Gunnery Team

- Turbo Laser Reroute Circuits

SQUADS

HAN SOLO

2-YT 2400

2-HWK -290

I play This slow and steady. I sweep around staying at distance 3 the majority of the game and with akbars ability plus turbo laser reroute the MC30c's can do some great damage. If you keep them at distance three they are very hard to take down with their defense tokens. I am not sold on my squads. I am thinking about han, dash, hawk and two a-wings. let me know what you think,

The Torpedo Frigate can't be flown at distance. Ackbar's Ability will only kick in once you are within blue range at a minimum. His ability is to add 2 red dice to your available dice pool. At long range, you have no dice pool and you will be forced to skip attacking. Also...it might be just personal preference, but foresight is almost an auto-include whenever I field MC30.

If you want to play a distance game, I'd suggest switching to the scout variant of the MC30. Also, I'd even consider dropping one of the MC30's and field a TRC-90 (cr90 with trc). It has one less red dice, but you get better maneuverability and free up a lot of points. I say this because the MC30 wants to be a brawler. If you don't plan on abusing the black dice, that's a lot of wasted points for just 2 + 2 (ackbar) red dice.

The Torpedo Frigate can't be flown at distance. Ackbar's Ability will only kick in once you are within blue range at a minimum. His ability is to add 2 red dice to your available dice pool. At long range, you have no dice pool and you will be forced to skip attacking. Also...it might be just personal preference, but foresight is almost an auto-include whenever I field MC30.

If you want to play a distance game, I'd suggest switching to the scout variant of the MC30. Also, I'd even consider dropping one of the MC30's and field a TRC-90 (cr90 with trc). It has one less red dice, but you get better maneuverability and free up a lot of points. I say this because the MC30 wants to be a brawler. If you don't plan on abusing the black dice, that's a lot of wasted points for just 2 + 2 (ackbar) red dice.

I definitely agree here. If you want to have a Torpedo Frigate using all 3 colors, switch out the TRCs for Enhanced Armament. Also, I would like to point out that Fleet Ambush may not be the best Yellow Objective for you to utilize with this list. I personally think that you should change this out for Hyperspace Assault. As I found out the hard way, there is nothing scarier than a Surprise MC30.

The Torpedo Frigate can't be flown at distance. Ackbar's Ability will only kick in once you are within blue range at a minimum. His ability is to add 2 red dice to your available dice pool. At long range, you have no dice pool and you will be forced to skip attacking. Also...it might be just personal preference, but foresight is almost an auto-include whenever I field MC30.

If you want to play a distance game, I'd suggest switching to the scout variant of the MC30. Also, I'd even consider dropping one of the MC30's and field a TRC-90 (cr90 with trc). It has one less red dice, but you get better maneuverability and free up a lot of points. I say this because the MC30 wants to be a brawler. If you don't plan on abusing the black dice, that's a lot of wasted points for just 2 + 2 (ackbar) red dice.

I definitely agree here. If you want to have a Torpedo Frigate using all 3 colors, switch out the TRCs for Enhanced Armament. Also, I would like to point out that Fleet Ambush may not be the best Yellow Objective for you to utilize with this list. I personally think that you should change this out for Hyperspace Assault. As I found out the hard way, there is nothing scarier than a Surprise MC30.

Shoot, actually also forgot about the objectives as well. Hypersace Assault is always fun with a MC30 looming around. If anything, you're opponent will be wary of the tokens and you can use them as area denial.

I'd reconsider Advanced Gunnery. Do you really want an ISD or MC80, shooting twice from the same hull?

I put the wrong mc30 up no wonder things where not adding up when I made this it should be the scout and I will have to rework my squads

REVISED

Objectives

-Advanced Gunnery

- Hyperspace Assault

- Superior Positions

Admiral Akbar (38 pts)

ASSAULT FRIGATE MARK II B (100 pts)

- Intel Officer

- Gunnery Team

- Electronic Counter Measures

- Turbo Laser Reroute Circuits

MC30C TORPEDO SCOUT (90 pts)

- Intel Officer

- Gunnery Team

- Turbo Laser Reroute Circuits

MC30C TORPEDO SCOUT (90 pts)

- Intel Officer

- Gunnery Team

- Turbo Laser Reroute Circuits

SQUADS (82 pts)

HAN SOLO

NYM

JAN ORS

YT 2400

believe it our not 4 red dice with a guarantee that one is going to be a double. plus being about to intel a defense token is killer. I Rolled 3 doubles against a ISD used my evade to make it 4 doubles which forced him to use his brace that I had intelled. even using only red dice the ships are killer. and if a ship gets close the other black dice can do a lot of damage as well. my squads is what I am having trouble with. I love Han. he scored a lot of points for me with superior positions but he is a lot of points himself. I want to try nym but seems very iffy to get off his special. I love Jans ability as it saved my butt in both games that I played her in. any advise would be great as this is what I will probably run at store championship

Hmm I like this list, I thought to use home one but the afmkII does the job with all the upgrades you want and with TRCs on everything you don't need the home one to dice fix the inevitable blanks.

Tasty!

I like it I just need to flesh out my squads more. I went up against 6 tie interceptors and they tore my squads up. thankfully I was able to take his big ships down in time.

In the future, it helps to add the point costs. I and many other have 85% of the points memorized, but it speed up our ability to help you and run the calculations. It would have saved me 20 minutes with my slow connection on the tablet in the car. Your fighters were lacking in a meta shifting to fireballs and Intel ridden sets. Your squadrons are meant for anti-squadron duty while this set up give you solid firing. Akbar cannot give you red dice on the torpedo frigate see FQA, Dec 21st. Your idea is to stay at arms length but with a loaded out mc30c with protection from Forsignt and a heavy hitting expanded launchers, your well positioned double arc shot will bring a ship to its knees when they close or you find you need to close. The gunnery team on all three is excessive as your opponent will just avoid the broadsides with more than one ship. Gunnery team is great but can be overused in a situation where you need points elsewhere...particularly squadrons these days! The expanded launchers seem costly but it will give you some piece of mind when you do start to close and also push your opponent into some uncomfortable positions. Your squadrons have the ability bring the hurt to lists that are still in the wave one meta and taking few squadrons. Jan will give your X-wings the staying power they need to make a 6 squadrons force play like 7.5 and will crack that fireball/Rhymer-Degnar.

----

Admiral Akbar 38

ASSAULT FRIGATE MARK II B 72

- Intel Officer 7

- Gunnery Team 7

- Electronic Counter Measures 7

- Turbo Laser Reroute Circuits 7

--------------100

MC30C Scout FRIGATE 69

-Expanded Launcher 13

-Forsignt 8

-TLRC 7

--------------97

MC30C Scout FRIGATE 69

-TLRC 7

--------------76

SQUADS

AF: command plus token first strike or defense.

Jan Orrs 19

X-wing 13

X-wing 13

X-wing 13

----------- independent command if needed

YT-2400 16

Yt-2400 16

398 points

Edited by AdmiralNelson

I do like some of those changes as I think forsight is an auto include. but when I played this squad intel on every ship really saved me so I dont know if I want to take them off. I am a little worried about the x wings as I have never had any luck with them though I have never ran them with Jan before. I might tweak this a bit as I am thinking that this will be my store championship squad