Thoughts?

By Ma22a, in Star Wars: Armada Fleet Builds

Just messing around and wondered what peeps think of this list

Ackbar 5 Shipper
Author: Mazza

Faction: Rebel Alliance
Points: 388/400

Commander: Admiral Ackbar

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

CR90 Corvette A (44 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

MC30c Scout Frigate (69 points)
- Foresight ( 8 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)

CR90 Corvette A (44 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

[ flagship ] CR90 Corvette A (44 points)
- Admiral Ackbar ( 38 points)
- Intel Officer ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

MC30c Scout Frigate (69 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)

I would move Intel officers onto the MC30s. You need a significant volley to encourage people to use and loose the Brace token by nominating it with Intel officer.

Duly noted.

Swapped Intel onto the 30's and placed ECM on the flagship to give Ol' fish head a bit more survivability

Ackbar 5 Shipper
Author: Mazza

Faction: Rebel Alliance
Points: 388/400

Commander: Admiral Ackbar

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

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

MC30c Scout Frigate (69 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)

MC30c Scout Frigate (69 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)

[ flagship ] CR90 Corvette A (44 points)
- Admiral Ackbar ( 38 points)
- Electronic Countermeasures ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)

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

So ive run this very list before.

i did well, but i did however meet my nemisis build in the first round : The firespray build

beware that a large firespray build will wreck this list. they hit soft but alot. The list i went up against had 6, and the lack of fighter cover kept them focusing on one ship at a time till they all died.

So ive run this very list before.

i did well, but i did however meet my nemisis build in the first round : The firespray build

beware that a large firespray build will wreck this list. they hit soft but alot. The list i went up against had 6, and the lack of fighter cover kept them focusing on one ship at a time till they all died.

Yeah that is the only concern i have with the build. Its very ship heavy in my local meta generally but there is the odd one who does lots of TIEs

Its a gamble you take i suppose :)

Ties aren't my worry. The rogue keyword is. They let squadrons chase ships and do damage without commands. That's why firesprays are so dangerous.

Against anything without rogue you can essentially ignore (just try not to fly I to the cloud of them)

I would not bother with the ECM on a CR90. What's it's going to give you, your double evade should be safe at red dice range and your redirect is securing exactly two extra shields into an attack.

Best protection for an admirals car is:

1) speed and being able to evade nasty arcs,, Engine techs do this best. A speed 5 CR90 is hard to pin down with anything even rogue fighters (fastest being speed four) Spam nav commands and keep a nav token for the ultimate in safe joy riding.

2) hiding behind your fleet, Jainas light is great as you can keep shooting, adding to the damage and hid at the same time.

3) spread the damage, as you have the speed and will be ( if your sensible) ensuring you are well away from blue range/primary arc of large ships you are most at risk from fast manuverable hunters, Gladiators ( Demo is the best at catching and killing you) CR90Bs ect. These boys will not be toting XI7 or likely to be rolling lots of damage and accuracies in the same hit ( CR90B can accuracy but it lowers damage). Therefore AP works well on this ship, good for fighters as well, you can nip a couple of damage to the far side of a swam.

4) funny members of the crew, mad points sink but.......

also I think the big MM would do well leading this list, she is supprisingly good at preventing Rymer powered fighters/bombers from doing damage against double evade ships.

It's such a manouver friendly list that you are going to get plenty of double arc shots, which gives you more total firepower that sticking with AA side shooting.

also think about your activation advantage and high bid, you are going to be first/ last and have lots of opportunity to manouver in a heavy hitter for a last/ first double tap. I would build at least one of your ships for this job, maybe two:

MC30 torp with Intel officer + APT, OE, XI7 or ACM, OE

CR90B, engine techs, SW-7s and if you have the points Raymus ( you can go from speed Two to Five in one round to get in and out )