Ackbar's Sabre

By TheToad, in Star Wars: Armada Fleet Builds

Give me your thoughts guys. It's fast and it flings a metric ****-ton of dice.

Faction: Rebel Alliance

Admiral: Admiral Ackbar

Objectives:

Advanced Gunnery

Hyperspace Assault

Dangerous Territory

Total fleet cost: 395

Flagship:

Mc-80 Command Cruiser-106

Electronic Countermeasures-7

Enhanced Armament-10

Engine Techs-8

Admiral Ackbar-38

Defiance-5

Total ship cost: 174

Ship 2:

Mc-30 Torpedo Frigate-63

Enhanced Armament-10

Assault Proton Torpedoes-5

Lando Calrissian-4

Admonition-8

Total ship cost: 100

Ship 3:

Gr-75 Medium Transport-18

Expanded Hangar Bays-5

Bomber Command Center-8

Toryn Farr-7

Bright Hope-2

Total ship cost: 40

Ship 4:

Gr-75 Medium transports-18

Quantum Storm-1

Total ship cost: 19

Squadrons:

(Group one, flys with bright hope)

Wedge Antilles-19

Dutch Vander-16

Y-Wing-10

(Group two, flys with quantum storm)

Tycho Celchu-16

A-Wing-11

Total squadron cost:72

It doesnt fling a tonne of dice, only two of the ships even have dice!

The Mc80 can throw eleven dice (with concentrate fire power) the mc30 is throwing nine... I'd say that's a lot...

The Mc80 can throw eleven dice (with concentrate fire power) the mc30 is throwing nine... I'd say that's a lot...

It is, but only at two targets. Thats just not good enough. Neither has any way of rerolling so chances are wont do much damage on either of those two salvos.

Upgrade the flotillas into jainas light with trcs and you have a reliable ship finisher to mop up after the other two.

Give the mc30 sensor teams and you can one shot flotillas and block braces to turn poor rolls into decent rolls.

Accept that the mc80 is going to have to pull the squads about. Well QS wasnt going to trigger whilst pushing squads anyway.

Potentially swop wedge and dutch for a pair of yt2400s.

I agree with the sensor teams on the 30, I've dropped enhanced armament off the 80 and put the teams on the 30 and put leading shot on the 80. I do not agree with dropping the transports for a corvette though. The 80 doesn't want to be doing squadron commands. In my local meta a six point bid is enough, picking advanced gunnery against this fleet is suicide, hyperspace assault is very risky. Most people are going to pick dangerous territory. I want to keep both transports to pick up objectives and activate all my squads

Did some tinkering dropped the command cruiser for a mkII and added a corvette

Faction: Rebel Alliance

Admiral: Admiral Ackbar

Objectives:

Advanced Gunnery

Hyperspace Assault

Dangerous Territory

Total fleet cost: 398

Flagship:

Assault Frigate MkII B-72

Electronic Countermeasures-7

Turbolaser Reroute Circuit-7

Sensor Team-5

Admiral Ackbar-38

Total ship cost: 129

Ship 2:

Mc-30 Torpedo Frigate-63

Rapid Relaod-8

Sensor Team-5

Lando Calrissian-4

Admonition-8

Total ship cost: 88

Ship 3:

Gr-75 Medium Transport-18

Expanded Hangar Bays-5

Bomber Command Center-8

Toryn Farr-7

Bright Hope-2

Total ship cost: 40

Ship 4:

Gr-75 Medium transports-18

Total ship cost: 18

Ship 5: CR90 A-44

Turbolaser Reroute Circuit-7

Total ship cost: 51

Squadrons:

(Group one, flys with bright hope)

Wedge Antilles-19

Dutch Vander-16

Y-Wing-10

(Group two, flys with untitled GR-75)

Tycho Celchu-16

A-Wing-11

Total squadron cost:72

Edited by TheToad

You're not really getting mileage put of Ackbar. His ability requires you to have My ships and/or gunnery teams to offset his cost and limitations. The MC30 hits hard, but the AF is meh. The trc90 is an ok addition - with ackbar out doesn't add much damagewise, but it has great freedom of maneuver.

Squads are just all over the place.

Bit harsh GK, the latest list was a vast improvement and no major errors, just lessons to be learnt through playing the game.

Bit harsh GK, the latest list was a vast improvement and no major errors, just lessons to be learnt through playing the game.

I'm just sharing some of my hard-earned wisdom...I've had a lot of fun with Ackbar, in various builds, but if there is one thing that holds true: you need to capitalize on those bonus reds.

(goes to the corner of shame to play with some more Vader...or maybe Mon Mothma?)

And yes, the 2nd list was much more agreeable than the first. I didn't really look at the 1st one.

GK- My first thought when looking at the list was "The AF needs gunnery teams" as well.

My second thought was you have a lot of points tied up in a little bit of hull, which means it is going to be really really hard to get a large MOV. This means your yellow objective choices are going to be a real weak point.

Even if you table and get 300pts, if they pick Hyperspace assault which doesn't net you any points and you lose even one of the AF or MC you are going to end up with a marginal win.

If I was going to play you in a tournament, and saw those objectives and that fleet I would go ahead and pick HA, Ignore either the MC or BCC flotilla + Wedge, Dutch, Y that would be coming out of Hyperspace and burn hard straight toward the frigate and know that even if I lost I would be scoring probably 4 points, and would have a decent chance of taking down both the AF and MC to win big.

At very least, I would swap out hyperspace assault and pick fire lanes as another objective your big broadsides can score points off of.

If you are averse to fire lanes then I do think redesigning this fleet is going to be a good idea because I don't see contested outpost as being good because it will require you to sit your AF on the station which will get it blown up, and fleet ambush will put you in a situation where your MC can be crippled turn 1 forcing you to either take it out of the fight to keep it alive and prevent losing the points or force it to take a maybe less optimal trade than you would like it to.

Drop the Y-Wing and BCC. Put GT on the AF. Put Comms Net or Slicer Tools+QS on the naked GR-75. Upgrade the MC30 to the Scout and put APT and OE on it. Could drop Lando to get EA on it you want. Still leaves you with a 2 point bid and you can attack at long range with both ships.