Store Championship List

By Spaceman01, in Star Wars: Armada Fleet Builds

In mid March I am going to a Store Championship. I would like some feedback on this rebel list.

Faction: Rebel Alliance
Points: 393/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Home One ( 7 points)
- Engine Techs ( 8 points)
- Leading Shots ( 4 points)

4 YT-2400s ( 64 points)

Fleet created with Armada Warlords

I test this fleet out this past Tuesday against a 2 ISD ozzel list and I ended up winning that game with a score of 8-2. I did lose both AFMKII on the last turn but I killed both ISDs. I think if I used a different activation order I would have only lost one. I also only had one instance of ramming my own ships. I did lose all my squads, but I felt they did their job. Overall I flet good about the way I executed my plan to fight two ISDs. Leading shots really didn't come into play as I forgot to use it when I had blue dice.

Edited by Spaceman01

I'd recommend ECMs on the flagship.

Either drop Home one, downgrade to a command MC80 or eat into the initiative bid and drop leading shots.

I'd recommend ECMs on the flagship.

Either drop Home one, downgrade to a command MC80 or eat into the initiative bid and drop leading shots.

I'd say the exact same thing. Your not using anything specific to the assault cruiser so I'd downgrade to the command cruiser and add ECM that way you can always brace. Home One is okay in this list. It only effects the two AFs so I might switch it out for something else as well.

I agree with the ECM being on the flagship, minimally. Given how common squadrons are in the meta, you could change a gunnery team for Flight Controllers. You lose some anti-ship control, but you pick up anti-squadron power. Since you're activating the squadrons from a ship then, that probably means you can rework your squadrons to another combination that is a bit cheaper, which frees up points you can use for ECM or other upgrades. For example, 4x A-wing+FC+Expanded Hangers works almost as well, while saving 10 points. There's your ECM.

Hyperspace assault - is it worth letting your opponent see your deployment in exchange for bringing in an Assault frigate on in turn two? I would take Fire lanes or Contested Outpost instead.

I actually love running fleet ambush with my ackbar list. Half their fleet deploys much closer to your ackbar line, keeping certain ships out of the fight. The only downside is if they are fighter heavy, but as long as you have engine techs you can deploy all of you ships at speed 3( or Nav command up to speed 3) to try and outrun the fighters while nuking whatever capital ship(s) they deployed close to you.

I'd also drop one(maybe 2) of the 2400s to put essential upgrades on your capitals such as ECMs or XI-7s. With 2x 2400s you would pretty much use them to run in and lock down rhymerballs or other bomber wings to try and buy your 80 and the frigs a few rounds of not getting lit up.

Edited by FNG tie pilot