Ackbar MC-80 question

By emsgoof, in Star Wars: Armada Fleet Builds

Assault Frigate w/ XI-7, take Intel officer or leave it?

Does the assault frigate do enough damage to warrantyour opponent chucking the brace?

If there are bigger or near equal threats in your fleet then the answer is no.

Imagine your entire fkeet shooting an isd, when would the isd use its defence tokens?

What Ginkapo said.

I only take Intel officers on ships that that will do significant damage in a single hit, MC80, gladiators, mc30, salvation, some assault frigate builds ( Paragon with EA or TLRC, Ackbar led). ackbar is a leader that likes Intel officer, especially if you have home one, putting pressure on two defence tokens at the same time can be nasty and force the use of the intel officered token.

So this was the list:

MC80 Assault

Ackbar

Home One

ECM

Intel Officer

XI7

Adv Projectors

AF2B

XI7

ECM

AF2B

XI7

ECM

2x YT-2400

1x YT-1300

400 points

The theory was sound, but unfortunately the execution failed me.

Round 1- bye

Round 2 vs MC80 Command, 2x CR90, Dodanna, assorted nonsense cards, Keyan, Han, Dash, HWK, 4x A-Wings

I'm player 2, Advanced Gunnery, both choose our MC80

Killed Dodanna on his CR90. Then my dice showed how the rest of the day would go with rolling no more than 2 hits, while even his A-Wings against my ships were rolling hits...

Result- tabled.... 10-0 loss

Round 3 vs MC80 Assault, 4 TRC90, 2x A-Wing, Dash

Minefields, I set them up too close to his edge, so he just rolls past them.

Shooting- I kill all of his CR90s (1 by it going off the table but it would have died anyways, had 4 arcs from 2 ships on it.)

That being said, an example of my dice rolls:

"OK, Concentrate fire out the side of a AF2B, medium range, Ackbar, 5 red 2 blue. (roll). OK, 2 single hits and no accuracies..." (Shake head in disgust)

Combine that with the tournament being run poorly, and it just wasn't a fun day at all.

Edited by emsgoof

"OK, Concentrate fire out the side of a AF2B, medium range, Ackbar, 5 red 2 blue. (roll). OK, 2 single hits and no accuracies..." (Shake head in disgust)

But you have Home one...

Yes, that gave me an ECM countered accuracy. Just typical of the entire day, I would get 1-2 hits or I would severely overkill on smal ships, meanwhile my opponents would roll 10-12 damage with Intel and accuracies and XI7s...

Personally a fistfull of red dice is too unreliable for me to throw XI7s on. If I out a turbolaser upgrade on AF2s it's generally TRCs, though these days I don't use those much anymore either.

I'd have had Gunnery Teams on Both AFMk2s.

I'm not sure you need "Rouges." You have enough Squadron Commands. I'd suggest taking cheaper squadrons like A-wings and putting those points back into ship upgrades.

I ran a similar list and did just fine when on the top table in the last round was "educated" by McMann's and his DeMSU fleet.

I'm at a point right now where I just need to work on either using or being able to counter squadrons. That's my definite weakness and it shows. I may play a few games with larger squadron components and see how it goes.

Re-checking the list it was indeed below the points total (my apologies to my opponent), but I found an issue to keep in mind when using the fleet builder in the future.

Edited by emsgoof

Jan and some X's is the bare minimum for rebel escort really. Anything less and you may as well go without squadrons.

Jan and some X's is the bare minimum for rebel escort really. Anything less and you may as well go without squadrons.

While that's probably advisable for this list specifically, generally speaking I disagree.

I've found Tycho to be pretty useful in very stripped-down fighter screens, actually. Anchor your screen with {YT-2400|X-wing|A-wing|Han}, then drop Tycho on the far side of the squadron ball such that Intel can't reach both simultaneously. I mentally call it Splitting the Intel, and it forces them to 1) activate Intel early, slowing the bomber activations, and 2) choose which bombers to unlock. It's pretty hard to lock down ALL the bombers with both while simultaneously positioning both interceptors mutually outside of Intel range, but you can at least get a good chunk of them this way. Tycho is uniquely good at this because he lasts a long time, does reciprocal damage, is fast enough to get into the farther position needed to make this work, and is slippery enough to repeat the trick on a second turn if he's still alive (scatter against bombers means he may well be).

The catch is, this is most useful to slow squadrons down, not kill them, so it's most useful in fleets where you just need to stiffarm the squadrons long enough to secure a carrier kill. That means very aggressive flying, which is probably not what you're doing with this fleet, which is why I agree with Gink that on this case it's pretty much Jan & X-wings or gtfo. :)