Assault Frigate w/ XI-7, take Intel officer or leave it?
Ackbar MC-80 question
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 emsgoofJan 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. ![]()