Ackbar's Eleven

By LTD, in Star Wars: Armada Fleet Builds

I'm new to the MC80 scene, and I want to use ALL the dice possible. 6 base + 2 from Ackbar, plus enhanced armament, plus Defiance and Concentrate Fire = 11 dice (possibly 2 black, 2 blue, 7 red).

If I can fire from the other side as well, that's another 10.

The AF2 can produce 7 from a side with Ackbar, doubled with gunnery teams, so maybe 14 dice in a turn?

The Corvette A can make 4 red dice with Concentrate Fire (2 front + 2 side with 2 chances at TLR, or 4 from the side with 1 chance at TLR, depending on arcs, etc).

So that's up to 39 anti-ship dice a turn.

Thoughts, comments, suggestions?

Faction: Rebel Alliance
Points: 400/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory

MC80 Assault Cruiser (114 points)
- Defiance ( 5 points)
- Intel Officer ( 7 points)
- Electronic Countermeasures ( 7 points)
- Enhanced Armament ( 10 points)

CR90 Corvette A (44 points)
- Leia Organa ( 3 points)
- Turbolaser Reroute Circuits ( 7 points)

[ flagship ] Assault Frigate Mark II B (72 points)
- Admiral Ackbar ( 38 points)
- Raymus Antilles ( 7 points)
- Gunnery Team ( 7 points)
- Boosted Comms ( 4 points)
- Electronic Countermeasures ( 7 points)
- Enhanced Armament ( 10 points)

3 X-Wing Squadrons ( 39 points)
1 Jan Ors ( 19 points)

A nice list.

Only change I might do is home one instead of defiance. Give that free accuracy the af so all the dice punch harder.

Also...wouldn't put ackbar on the af. Either mc80 or the corvette. Keep him safe. Yer af is your main front fighter and easy to kill losing you ackbar

MC80 really needs to be running engineering or navigate most of the time, which defeats the use of CF...

Also leading shots etc allows you to reroll making those dice markedly better. This is worth far more than enhanced armanents with the addition that you could just take X17's for the combo with intell officer. No brace, no redirects, straight to the hull.

Boosted Comms my be a waste. I'd lose them and convert enhanced armament to TRC, and extended hangers. Wish I could find a way to stick on Gallant Haven

Thanks for the comments...

@mikemcmann - I like Home One, but I think if I took it the MC80 would become the carrier, and I'd try to squeeze in 2 AF2s with GT and EA. I'm going for a different feel for this list - plus, six red dice are pretty much guaranteed an accuracy anyway...

@Ginkapo - some good suggestions - I've added leading shots to Defiance, which will be "spamming" repair and navigate as a matter of course - the Corvette with Leia is there to change this to "Concentrate Fire" as necessary - there are times when the others won't be needed, and CF will be icing on the cake.

@Vogons - You are probably right with Boosted Comms - this is a defensive fighter list, so they need to be kept close anyway. I don't like TRCs on the AF2 with GT - it's only one use a turn unless you burn the evade - and I probably need the evade anyway. 2 extra red dice on ships a turn is worth 10 points in my book.

I've made some slight changes based on suggestions above....

Thoughts, comments, suggestions?

Faction: Rebel Alliance
Points: 400/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory

Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Electronic Countermeasures ( 7 points)
- Enhanced Armament ( 10 points)

[ flagship ] CR90 Corvette A (44 points)
- Admiral Ackbar ( 38 points)
- Jainas Light ( 2 points)
- Leia Organa ( 3 points)
- Turbolaser Reroute Circuits ( 7 points)

MC80 Assault Cruiser (114 points)
- Intel Officer ( 7 points)
- Electronic Countermeasures ( 7 points)
- Enhanced Armament ( 10 points)
- Leading Shots ( 4 points)

3 X-Wing Squadrons ( 39 points)
1 Jan Ors ( 19 points)

When running Ackbar, and MC80, an AF2, and 1+ CR90’s I have had quite a lot of success running Ackbar on the AF2 with the MC80 having projection experts.

The MC80 then spends most of the game engineering (with a few choice nav commands thrown in if required). If the enemy goes after it that’s great, its better able to absorb damage than any of the other ships and has the engineering commands ready to go. If the enemy goes after Ackbar then between engineering, Ray, and projection experts it can heal five shields a turn and becomes hard to bring down……if the enemy does manage this then it’s not too bad since the TRC90’s and the MC80 are capable fighters even without Ackbar.

I agree with the others that enhanced armament and boosted coms would be the best place to start shuffling upgrades. Leading shots really is nice to have, as is XI7 on the MC80…….you start getting into the realms of one shotting medium ships then.

Leia is nice on the CR90 for getting a concentrate fire on the Defiance when you don’t need another command rather than setting it on the dials. If you are keen on running Defiance then this looks like a good idea. It also helps if someone tries to block the MC80…….home one gets stuck badly, while defiance with a concentrate fire can throw five dice out its front which is enough to start worrying light blockers. It’s not a situation you want to have occurring, but does help get you out of trouble in a close game.

Thanks Boothy, those are some great thoughts.

I agree about Defiance and the five dice to the fore arc in an emergency - the problem is that I want Defiance to activate last / late, so it probably cannot be the lead ship in the "Conga" line (aka Battle Line). I need to think some more on this.

Perhaps enhanced armaments on the MC80 is overkill - six red dice is a lot like seven, and xi7s might be the way to go. More thinking required!

Cheers

I agree about Defiance and the five dice to the fore arc in an emergency - the problem is that I want Defiance to activate last / late, so it probably cannot be the lead ship in the "Conga" line (aka Battle Line). I need to think some more on this.

Its more of a sideways line, with the MC80 ready to ram lock your opponent in place if need be whilst the AF and corvette kite past.

I don't quite understand the idea about the Corvette. Why do you use it? Only to fly Ackbar to safety? Or for actual fighting? In that case, why is Ackbar on it?

I did quite well recently with Ackbar on a corvette A. He hangs in the background, sniping as he can, and runs like billy-o if anything scary gets close. He can also serve as bait, tricking the enemy into dividing their forces.

Of course, if Demolisher with engine techs is floating around this is not going to work.

Also, first player is a bonus to his safety.

I originally had him on the AF2 - I think I will go back to that idea.

Here's the third version of this basic list. I've put Raymus on the MC80 with engine techs - the first, third, and fifth orders can be Navigate, and I can engine tech every turn. Second, fourth, sixth can be engineering to put back 3 shields or repair 2 cards.

Leia on Jaina's Light can change those orders to concentrate fire any time I think that will come in handy (or move an engineering earlier, etc).

The AF2 can now only activate 3 squadrons, but if I pick up a token on round 1, I can still do something with all 4 on round 2. Apart from this, Xi7s take the place of enhanced armaments.

Thoughts, comments, suggestions? Are we there yet? I feel we are close.

Faction: Rebel Alliance
Points: 399/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Dangerous Territory

CR90 Corvette A (44 points)
- Jaina's Light (2 points)

- Leia Organa ( 3 points)
- Turbolaser Reroute Circuits ( 7 points)

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

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Defiance (5 points)

- Raymus Antilles ( 7 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- Enhanced Armament ( 10 points)
- Leading Shots ( 4 points)

1 Jan Ors ( 19 points)
3 X-Wing Squadrons ( 39 points)