Ackbar Spoiler Fleet

By ImpStarDeuces, in Star Wars: Armada Fleet Builds

People loves Flotillas and Fighters in the new meta which means the following from my experience (at least locally)...

1. XI7s have been replaced by H9s.

2. There are far less big ships.

3. There's been less Demolisher but that thing is still a beast and still pops up more than I like.

4. Long range firepower is more important now that people like to keep their distance.

5. You can roll lots of small pools of attack dice to kill a flotilla or one big one and just make sure the odds are stacked in your favor to roll an accuracy (6+).

7. Initiative bids have shrunk.

Because of the forgoing factors, I wanted to try Ackbar MC80's. Less big scary ships sitting in your front arc like ISDs. Durable enough to take the fighter attacks and Demolsiher, especially with AP being more useful now. Ackbar let's you throw lots of dice down range.

REBELS

Faction: Rebel Alliance

Points: 388/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Fire Lanes
Navigation Objective: Salvage Run

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Defiance ( 5 points)
- Lando Calrissian ( 4 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- Advanced Projectors ( 6 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 192 total ship cost

MC80 Assault Cruiser (114 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- Advanced Projectors ( 6 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 152 total ship cost

4 A-Wing Squadrons ( 44 points)

So far I've played it once and it worked wonders but that may have been because the list was a bit unexpected. XI7s stay in to cover all your bases so you can push damage through no matter what you are shooting at. A-Wings buy you a turn from the swarm if played right. Ackbar Defiance means you can throw 7 dice from downtown with a re-roll which I believe on average gives you at least one accuracy to kill a flotilla (worked every time a shot a flotilla in any case). Both ships are durable as hell and the multiple redirects help counter the little stings. AP also covers a Demolisher run pretty well since it gives you 15 shields that have to get burned through.

The second MC80 is meant to kill non Flotilla ships and help set up shots for Defiance with the Intel Officer. Additionally if you set up both MC80's parallel to each other they cover each other front arcs. You can also put out fairly respectable re-rollable AA with leading shots.

The main problem is deployment but when in doubt deploy centrally, start at max speed, and Nav every turn (you should really be doing this no matter what with a list like this) means you should be able to start shooting at the top of turn three. If they turtle, play the objective but I think most swarm players will try to jump you since the I foresee the list giving big wins or big losses.

It's fun to play at the very least. C&C welcome.

Edited by ImpStarDeuces