So, in the hope of creating a fleet that is robust, has higher activations and has at least a token screen... This is what I've got. It comes from a couple of defeats; one was a swarm that I had trouble controlling and keeping alive. The other was losing (partially) on activation counts and never having that last move.
I've tried to strip down the capital ships to their 'must haves'. The squadrons are terribly light and I know would be viable for maybe 2 rounds max. It makes me sad. I love my squadrons.
XI 7s are also badly missed, but Home One can still do a good job on a brace.
If I could change anything, it really might be to get a healthier bid so I can guarantee first player,, but I don't see anywhere else to cut. Plus, going first is nice, but not essential.
Ackbar Stretched Thin
Faction: Rebel Alliance
Points: 398/400
Commander: Admiral Ackbar
Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Minefields
[ flagship ] MC80 Command Cruiser (106 points)
- Admiral Ackbar ( 38 points)
- Home One ( 7 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
Assault Frigate Mark II B (72 points)
- Electronic Countermeasures ( 7 points)
CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
1 HWK-290 ( 12 points)
3 X-Wing Squadrons ( 39 points)
Fleet created with Armada Warlords
Edited by RogueCommander