I would want to try a rebel capital built for tournaments focusing on keeping range and dishing out red dice. The idea was that the main damage should come from the MC80 and the Mark II B, CR90 for running objectives and the squadrons and rogues for handling enemy squadrons. I dont know if it is a bad idea, but my thoughts about the tractor beam on the Mark II was to lower incoming ships speed, to keep them at a fair distance when they get to close. Any feedback is welcome - im fearing the demolisher a bit but dont want to focus all my efforts on stopping that one ship if the other team opts for something else.
First Real Attempt
Author: MightyCamel
Author: MightyCamel
Faction: Rebel Alliance
Points: 397/400
Points: 397/400
Commander: Admiral Ackbar
Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Intel Sweep
Defense Objective: Fire Lanes
Navigation Objective: Intel Sweep
[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Intel Officer ( 7 points)
- Electronic Countermeasures ( 7 points)
- Advanced Projectors ( 6 points)
- X17 Turbolasers ( 6 points)
= 178 total ship cost
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Phylon Q7 Tractor Beams ( 6 points)
- X17 Turbolasers ( 6 points)
= 91 total ship cost
CR90 Corvette A (44 points)
= 44 total ship cost
4 A-Wing Squadrons ( 44 points)
1 Tycho Celchu ( 16 points)
1 Dash Rendar ( 24 points)