400pt Newbie Rebel Build - Long Range Ackbar Build

By krisarthur, in Star Wars: Armada Fleet Builds

My job with this build is to stay in long-range with broadsides. Using the MC30 again as more red dice and to cover my flank of my line of AFs.

Thoughts? My only concern is I think I have too many upgrades... also isn't gunnery team with Ackbar pretty deadly? Same hull zone twice? All those Reds!??? I'm new so please let me know if there is a limitation here. Also, not really sure of the objectives I should take but had to start some where.

400 pt Rebel Build - Newbie
Author: pudge74

Faction: Rebel Alliance
Points: 398/398

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

Assault Frigate Mark II B (72 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)

[ flagship ] MC30c Scout Frigate (69 points)
- Admiral Ackbar ( 38 points)
- Gunnery Team ( 7 points)
- Redundant Shields ( 8 points)
- Turbolaser Reroute Circuits ( 7 points)

Assault Frigate Mark II B (72 points)
- Gallant Haven ( 8 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- Enhanced Armament ( 10 points)

6 A-Wing Squadrons ( 66 points)

If you are going to take Ackbar, you need to keep him alive, which means means keeping him out of range. I'd drop the Gunnery Team and the TLRC from the MC-30 Scout Frigate and spend the points elsewhere.

Either of the MC-30 ship titles will increase its survivability immensely. I would take foresight and keep him at range.

Drop gallant haven as your A-wings will most probably be going out to intercept bombers anyway.

Drop redundant shields and replace with foresight will increase the survability of the MC30, move Ackbar to an assault frigate as it's more tanky and late game you may wish to throw your MC30 at a ISD to take it down. TLRC are nasty on the MC30, even at long range with an Ackbar side you will be putting out a good 4 to 6 damage a shot.

Lose gallant haven, waste of time, as if he does not have bombers you want to be agressive with your fighters in attacking his ships as soon as your activating assault frigate is in red dice range. If he has bombers you will be engaging them well away from your ships....

Loss enhanced armaments as it's not points efficient and you don't need it with Ackbar. Get a second Intel officer on the other assault frigate

That gives you another 11 points

I would swap 2 of you a wings for y wings and purchase a 3rd y wing ( for 3 Ys and 3 a wings) that gives you a harder hitting, tanker fighter wing and an extra 3 points for you bid (395 is an ok bid... 398 is a waste of 2 points )