CC Cracken fleet (New Player)

By Nevole, in Star Wars: Armada Fleet Builds

So a friend of mine roped me into this game sometime last year and I avoided purchasing any miniatures to stave off addiction of the game; however the same friend ended up getting me the starter kit and a few other ships for xmas so the avoidance was short lived. We are now looking to start a CC between a small group of friends and I wanted to get the input of others on a viable fleet build before committing to what I am considering. I've had some early success with Mon Motha, Rieekan & Madine but want to give Cracken a try. The following is the fleet build I have come up with so far:

Faction: Rebel Alliance

Points: 396/400

Commander: General Cracken

Assault Objective: Targeting Beacons
Defense Objective: Custom Objective (It wouldn't let me select Capture the VIP for some reason)
Navigation Objective: Solar Corona

Assault Frigate Mark II B (72 points)
= 72 total ship cost

Nebulon-B Escort Frigate (57 points)
- Yavaris ( 5 points)
= 62 total ship cost

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
= 58 total ship cost

[ flagship ] CR90 Corvette A (44 points)
- General Cracken ( 26 points)
- Jainas Light ( 2 points)
= 72 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
= 20 total ship cost

1 Ten Numb ( 19 points)
1 Jan Ors ( 19 points)
1 Luke Skywalker ( 20 points)
1 Wedge Antilles ( 19 points)
1 Biggs Darklighter ( 19 points)
1 "Dutch" Vander ( 16 points)

The general idea of the fleet is to stay at long range plinking the enemies ships with nothing but red dice; the fleet can output up to 14 a turn if I time my CF's just right. The CR90 will stick with another one of the ships (probably the Salvation Neb) to attempt to stay obstructed at all times lessening the dice pool of the enemy even further when attacking it. Yavaris and the GR-75 will push my fleets, which would only be 4 in the beginning until I get upgrades, but keep them somewhat at a close range to provider a screen for anything that does get close to my ships. The squadrons I have selected are mostly for anti squadron but also provide the capability of making any ship that gets close pay. Any input or criticism on how to improve this initial fleet setup would be most appreciated.