Still trying to KILL ACKBAR!!!

By GoldCrow18, in Star Wars: Armada Fleet Builds

So in my never ending quest to kill Admiral Ackbar and his MC80s of DOOM, without defecting to the Rebel Alliance, I have concocted a plenthora of lists for your perusal.

My common opponent:

2x MC80 Assault Cruisers with Ackbar and Home One (one one ship) complete with matching ECMs, Advance Projectors, and Slaved Turrets

1x Luke Skywalker

1x Wedge

2x Xwings

1x Jan Ors

MY LISTS:

2x Imp Class 2 SDs

#1: Tac expert, Gunnery Team, ECM, Overload Pulse, XI7 Turbolasers, Avenger

#2: Motti, Flight Controllers, Boosted Comms, ECM, Leading Shots, XI7 Turbolasers

Rhymer + x6 Bombers

Note: I am also toying with the option of dropping 1 bomber and the tac expert and throwing in either a TIE Advanced, Jumpmaster, or a YV-666 for Squad support.... Another option is to drop some stuff for Firesprays (Fireball)....

Object: #1 leads the pack, shuts down the ships defense tokens with Overload Pulse and Avenger with 2 shots with Gunnery Team THEN #2 swoops in from behind toting a plethora of Bombers and it's own leading shots for maximum damage output... The XI7s are intended to negate the Advanced Projectors full power....

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2x ISD Class 2

#1: Gunnery Team, ECM, Overload Pulse, Avenger

#2: Motti, Flight Controllers, Boosted Comms, ECM, Leading Shots

Rhymer, x2 Firesprays, x4 Bombers

Similar concept to the above

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I actually have a bunch more that I built yesterday but sadly I left the sheets I printed in with my stuff out in the car.... When I get them I will post them to this thread tomorrow... Suffice it to say everything I built includes either 2x ISD2s or 1x ISD2 and 2x VSD1... Each comes with Motti at the helm and a core of Gunnery Teams, Flight Controllers, Ruthless Strategists, ECMs (except for the VSDs obviously), and Boosted Comms with a minimum of Rhymer and 4-5 other bombers plus a combo of Firesprays, TIE Advanceds, and YV-666s.... I have been agonizing over what to bring to full bear at this tournament especially against my friend who is the best competition I am going to see in my local meta, running the aforementioned Ackbar MC80 crap... lol ;-) .... Thanks for your input ahead of time! I really appreciate you thoughts!

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ALSO, please, any input for Objectives and strategy on how to fly these lists would be welcome advice as well... I would love to hear advice from folks in other metas!

You all rock! Thanks and May The Force Be With You!!!

Edited by GoldCrow18

3 victory carriers with 134 pts of bomber and ties and boosted comms. Should take those mc80s out without a single hull damage to your ships

One thing you should be aware of is that Overload Pulse does not benefit the ship that uses it...and so putting it on Avenger doesn't work.

With only two ships overload pulse will dictate which ship you will need to activate first, making you predictable, which is bad. I say ditch it.

Next with his fighter squadrons equipped for anti squadron work your all bomber force is a no go. You will need some anti squadron forces of your own. Facing that, I would go big and take Lots and Lots of TIEs of all sorts, and some aces. Kill his fighters and then they can still help with Ackbar.

A raider would help stop the revel conga line in its tracks, but it's your call on squadrons vs ships.

The Xi-7s are good.

Practice!

Get two glads with engine tech and park them in front of the mc80s. The mc80s cant jump over them. And they give up their frontal weapon arc to fire ackbar out the side. Or lose ackbar increase for that front shot to clear the glad. Then a ISD cones cruusing up from the rear arc

Agreed. The weakness of a line astern is facing an opponent who's gotten ahead of you. A raider can, but is rather flimsy and not especially shooty. A Gladiator, on the other hand, can get there quite fast and mess things up badly.

Beat them with deployment. Place a raider, then a fireball. If you have enough squadrons you will be able to place the star destroyers perfectly for the conga intercept.

This is what i run for imps:

http://armadawarlords.hivelabs.solutions/view_list.php?token=11250

1 ISD and 2 VSD with anti air support.

the isd will punch a mc80 down pretty fast without its defense tokens. and avenger intel officer will take them away pretty quick. I go second with this list because i want them to come to me.

I usually run them with the Isd to the far side of where the line is pointed so i can catch up from the rear, and use the vsd to pin them down.

the easiest part of a conga line is you already know where theyre pointed next.

Agreed. The weakness of a line astern is facing an opponent who's gotten ahead of you. A raider can, but is rather flimsy and not especially shooty. A Gladiator, on the other hand, can get there quite fast and mess things up badly.

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Edited by emsgoof

3 victory carriers with 134 pts of bomber and ties and boosted comms. Should take those mc80s out without a single hull damage to your ships

Take the advice above.

A list that works for me really well:

1. VSD I - Huey (Flagship)

- Tarkin

- Defense Liason

2. VSD I - Dewey

- Denfese Liason

- Boosted Coms

3 VSD I - Louie

- Defense Liason

- Boosted Coms

Dengar

Firespray x2

Rhymer

Mithel

Advanced x3

Most wanted; Hyperspace assault; Superior Position

Flagship in between the others, usually deploying in the opposite corner. Spam of squadron commnad. Speeding up in the right moment to cut the road of the enemy. Try go first (some variation on squadrons to guarantee it if you need). My oponents tend to choose superior position what means above 90-120 victory points.

At this moment I won 3 ackbars (with 2-3 ships, even with heavy squadron configuration) and 1 Mothma (a bit weird, I don't really count it) and 1 defeat (against 2ship ackbar with Gallant Haven, a really pain in the ass, but I did a lot of mistakes moving my squadrons and a really epic fail in the last round, not killing a whale with 2 hull points remaining, no defense token, no shields... a Rhymer blank, and a single accuracy on my Victory frontal arc XD).

Killing Akbar is easy. Soften with Rhymer Bomber run, then overload pulse the biatch and pound with ISD and others, while Demolisher Gladiator smashes it all primed up on Assault Concussion missiles, ordinance experts last. Top this with Vadar / Screed for maximum effect. Last 4 games against a C80 I have killed it everytime, either turn 3 or 4. My best is turn 2, when opponent flew it straight at me! (Go figure).

Edited by Lucious Pain