Calamari Broadsides - 400pts

By dramagod2, in Star Wars: Armada Fleet Builds

I haven't played in quite some time (wave 1) as he group in my area kinda fizzled out but I recently moved to atlanta and there seems to be a good community of players here so I thought I'd jump back in and pick up where I left off. I've picked up most of the ships. All im missing are the interdictor and the gazantis but The idea of maximizing on broadsides in naval combat was too good to pass up so I thought I'd give Ackbar a try. This fleet is pretty straight forward. Its designed to maximize on ackbars ability while the A wings are there to tie up incoming bombers I'm not sure how good it is since i haven't played in quite some time and the objectives were pretty much just a guess but it at least looks fun to try out on Thursday at the next armada night. C&C appreciated and welcome. Thanks!

Broadsides400

Faction: Rebel Alliance
Points: 399/400

Commander: Admiral Ackbar

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

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Home One ( 7 points)
- Electronic Countermeasures ( 7 points)
- Heavy Turbolaser Turrets ( 6 points)
= 172 total ship cost

MC30c Scout Frigate (69 points)
- Gunnery Team ( 7 points)
- Enhanced Armament ( 10 points)
= 86 total ship cost

MC30c Scout Frigate (69 points)
- Gunnery Team ( 7 points)
- Enhanced Armament ( 10 points)
= 86 total ship cost

5 A-Wing Squadrons ( 55 points)

Good, straightforward fleet. Should be fun to fly.

I'd swap out the Assault for the Command variant, the HTTs for XI7s, and add Leading Shots. On the MC30s, I'd definitively swap out the EAs for TRCs. I prefer Tycho and 3 YT2400s for a light screen, and it'll allow you to ignore the temptation for Squad commands on your flagship. However, if you keep the 5 Awings, then that should free you up to put APTs on the Scouts which, with TRCs are real nice.

Absolutely concur with Rogue on just about everything. TRCs are a must on those shrimps. The saved points are enough to get Tycho, which is a must in an A-Wing screen. Where I would diverge is you can live without the HHTs and X17s on Home One. Unless all of your ships are using them, or you're bringing a strong bombing contingent, they're not going to be worth all that much. You're better off grabbing Leading Shots, which will help keep those fickle red dice in check.

I do love the TRC/APT combo. With Home One, it can make your opponent cry :-)

Thanks for the input. I've made the adjustment to the ships and left off the turbos on home one but I'm not sure about the APTs. They seem like theyd be situational. Are they really that good? This build leaves me 69 points for fighters. Unfortunately, I only have one set of the scum and villainy so I can't span the yt-2400s but I do have a 3 sets of the regular fighters. I can go full out with 6 a-wings which will leave me a meager 3 point bid but Im open to other options as well. Should I go x-wing instead? Also, are the missions above the best to go with for this fleet? I don't have a lot of experience so I wasn't sure which scenarios would be best for a build like this. Thanks again for the help!

1 • MC80 Command Cruiser - Admiral Ackbar - Leading Shots - Home One (155)
2 • MC30c Scout Frigate - Gunnery Team - Assault Proton Torpedoes - Turbolaser Reroute Circuits (88)
3 • MC30c Scout Frigate - Gunnery Team - Assault Proton Torpedoes - Turbolaser Reroute Circuits (88)

Edited by dramagod2

The APT's are great as they will put crits straight past shields and you want max damage from the turn you'll bring your Scouts in close. Double arc shot for 2 crits under shields is worth 5 points...

The APT's are great as they will put crits straight past shields and you want max damage from the turn you'll bring your Scouts in close. Double arc shot for 2 crits under shields is worth 5 points...

That makes a lot of sense. it didn't occur to me that the card gets dealt automatically regardless of shields. I can definitely see why it's worth taking. Any thoughts on squadrons and missions?

Edited by dramagod2

Just remember, APT is black only, TRC is red only.

Advanced Gunnery is spot on. Fire Lanes works well, but remember that Ackbar dice don't count for the objective since they're an add effect. I would still take it, but fly accordingly. I think Intel Sweep might be better than Dangerous Territory for you. The MC30s are certainly fast and maneuverable enough. The key to the objective, though, is deterring your opponent's objective ship from approaching a token. Your list can do that well.

I prefer Dangerous Territory over Intel Sweep as second player as it allows you to basically ignore the obstacles.

I prefer Dangerous Territory over Intel Sweep as second player as it allows you to basically ignore the obstacles.

That was my thinking for dangerous territory as well and it actually Proved helpful in my game last night. I lost pretty badly, lol, but a lot of that was due to me not remembering things after not having played in a year. On of the mc30s got one shouted by an ISD before it had a chance to do with anything so that was pretty depressing but otherwise it was a big learning experience. I'm not sold on gunnery teams though. I fell like for them to be worth the points you really have to play to the upgrade. Against 2 ISDs they were pretty useless as both ships were never in range but I'm curious to try it some more before giving up. The a wings did ok but I'm curious how this list would fare if I dropped all fighters and were able to squeeze in a couple of cr-90s. I feel like I can fit two if I try.

I prefer Dangerous Territory over Intel Sweep as second player as it allows you to basically ignore the obstacles.

It never deters me as first player and almost always splits 3/3 on the tokens. Intel Sweep, because the second player places the majority of the tokens and because of the mechanics of when you pick up the token, puts an awful not of pressure on the first player. Again, the key to the objective is forcing risk on picking up objective tokens. You can do that well.

Don't fly without fighter cover, your MC80 is just a big bomber target of Jiucy points. You fighters are also 50% of your deployments. You can win a game by being able to place a choice mc30 on the table late in the deployment phase.

Think about taking admonition with lando on one of you mc30s, this ship will survive an Alfa strike from Any ship build in the game. this allows you to put this mc30 infront of a big enemy ship take the hit then go for the choice double arc shot, then speed away.

If you went for it I would also consider taking gunnery team off your admonition and instead using ordnance experts, this will allow you to max that black dice/APT damage.

I'm not sure I would keep APT on the other MC30 if you are keeping it as a sniping, gunnery team + TLRC platform, it's unlikely to deploy its black dice very often. You could put the points towards the other MC30 title, which is just great if your planning to keep your distance with this ship.

Have you had a chance to try that list out? I'm curious as to how it performs. I'd be scared to put half my points into one ship. Lol

Yeah I have multiple times. Rhymer gives you trouble but I used Redundant shielding earlier but swapped for foresight. Defiance is MEAN. Add a Blue for leading shots and if you roll well then it just adds more.

Have you had a chance to try that list out? I'm curious as to how it performs. I'd be scared to put half my points into one ship. Lol

Yeah I have multiple times. Rhymer gives you trouble but I used Redundant shielding earlier but swapped for foresight. Defiance is MEAN. Add a Blue for leading shots and if you roll well then it just adds more.