Shut those blast doors

By MandalorianMoose, in Star Wars: Armada Fleet Builds

Never really found Ackbar to be too effective for me, because the enemy could always predict where I would be going and cut off the routes. However, with the new upgrades I feel the pickle might finally be tanky enough to pull off the Ackbar slash, catching many opponents by suprise while the assault frigate harasses two ships from long range, reducing damage with derlin, and using blast doors to give it an extra three hull. Lack of ECM shouldn't be much of an issue at this range. Will use the z-95's as I do tie fighters, only using them to screen my ships and force the squadron engagement within range of my AA fire. Thoughts?

Wave 5 Ackbar

Faction: Rebel Alliance

Points: 395/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery

Defense Objective: Fire Lanes

Navigation Objective: Solar Corona

MC80 Assault Cruiser (114 points)

- Home One ( 7 points)

- Damage Control Officer ( 5 points)

- Medical Team ( 1 points)

- Electronic Countermeasures ( 7 points)

- Reinforced Blast Doors ( 5 points)

- X17 Turbolasers ( 6 points)

- Leading Shots ( 4 points)

= 149 total ship cost

Assault Frigate Mark II B (72 points)

- Major Derlin ( 7 points)

- Gunnery Team ( 7 points)

- Reinforced Blast Doors ( 5 points)

- X17 Turbolasers ( 6 points)

= 97 total ship cost

GR-75 Medium Transports (18 points)

- Bright Hope ( 2 points)

- Comms Net ( 2 points)

= 22 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)

- Admiral Ackbar ( 38 points)

= 56 total ship cost

1 Lietenant Blount ( 14 points)

6 Z-95 Headhunter Squadrons ( 42 points)

1 VCX-100 Freighter ( 15 points)

Edited by MandalorianMoose

Yep, been toying with the assault tank myself. It should not disappoint. DCO, ECM, and RBD all combine very very well together. Flown it once myself. It flipped the bird to an Overload Pulse Raider and its accompanying Avenger ISD. The only thing I would recommend is taking Defiance instead of Home One. You're only getting the benefit of Home On on a single ship. If you feel you need accuracies, I've come to find H9 Turbos superior to XI7 in the current meta.

Edited by Truthiness

Yup, Home One to Defiance, XI7 to H9 on both gunships. Also, drop Medical Team and eat up your bid for ET: you're never going to surprise anybody with speed 2 maneuvers, but you are comfortable going second, so bidding shouldn't be critical for you.

Yup, Home One to Defiance, XI7 to H9 on both gunships. Also, drop Medical Team and eat up your bid for ET: you're never going to surprise anybody with speed 2 maneuvers, but you are comfortable going second, so bidding shouldn't be critical for you.

He'd have to drop Comms Net and Bright Hope to fit Engine Techs. That's why I didn't mention it initially. You will probably need that Comms Net flotilla to command squadrons, so it's definitely worth considering. ETs make the MC80A very very flexible. Speaking of Bright Hope, move the title over to Ackbar's ship (assuming you don't drop it for ETs). Everyone will be gunning for his ship, not the Comms Net flotilla.

Thanks to the input guys! Will definitely drop home one and xi7 for two h9's and defiance, and while I agree ET is much better for flexibility, I had been thinking medical teams could effectively give the pickle one extra hull as it discards the firs faceup crew damage card right? Could be rare to trigger though and ET will ALWAYS be useful... as far as putting bright hope on the comms net, I expect that one to be more in the thick of things with the MC80 and squadrons, while Ackbar scurries away and uses relay to throw a squad command here and there

Edited by MandalorianMoose

SHUT the Blast Doors!
SHUT the Blast Doors!


So something like this? It does look much more powerful and flexible than the first one, and only really at the expense of being able to feed tokens to the pickle. Thanks again!

Blast doors mk2

Faction: Rebel Alliance

Points: 400/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery

Defense Objective: Fire Lanes

Navigation Objective: Salvage Run

MC80 Assault Cruiser (114 points)

- Defiance ( 5 points)

- Damage Control Officer ( 5 points)

- Engine Techs ( 8 points)

- Electronic Countermeasures ( 7 points)

- Reinforced Blast Doors ( 5 points)

- H9 Turbolasers ( 8 points)

- Leading Shots ( 4 points)

= 156 total ship cost

Assault Frigate Mark II B (72 points)

- Major Derlin ( 7 points)

- Gunnery Team ( 7 points)

- Reinforced Blast Doors ( 5 points)

- H9 Turbolasers ( 8 points)

= 99 total ship cost

GR-75 Medium Transports (18 points)

= 18 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)

- Admiral Ackbar ( 38 points)

= 56 total ship cost

1 Lietenant Blount ( 14 points)

6 Z-95 Headhunter Squadrons ( 42 points)

1 VCX-100 Freighter ( 15 points)

That looks better to me, but now that I see it...

You may run into difficulty activating all of your Z-95's while also keeping Ackbar safe, but I'm not sure how I'd mitigate it. I know I said H9, but now that I look at it, you might get more value out of DTT's on the AF2... Maybe H9 -> DTT and use the points to get BH back?

Might also move Ackbar to Defiance. You're banking the game on not losing that anyway, may as well double down and remove an Achilles heel that anybody with an effective flotilla Hunter will exploit. That will also make both flotillas disposable, letting you use them to activate squadrons as needed.

Just some thoughts. Looks good from a build perspective as it is, I'm just thinking how I'd use it tactically.