Got a causal list for the group to look over...

By TheToad, in Star Wars: Armada Fleet Builds

Got a game with my buddy coming up and wanted to try a few things. Usually I like running liberty lists but I want to give ackbar a try. I think the key with him is maximizing the amount of ships to off set his cost. I have also been itching to play with the z95 head hunters so I built my carrier (the mk2) around giving them more teeth with flight controllers. I'm debating on switching the yt out for an x-wing ( I wish the yt went speed 3). As usual any and all thoughts are appreciated, especially any advice on the headhunters


Ackbars strokin the dice...

Faction: Rebel Alliance
Points: 380/400

Commander: Admiral Ackbar

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

Assault Frigate Mark II B (72 points)
- Raymus Antilles ( 7 points)
- Flight Controllers ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 95 total ship cost

MC30c Scout Frigate (69 points)
- Admonition ( 8 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)
- Assault Concussion Missiles ( 7 points)
= 95 total ship cost

[ flagship ] CR90 Corvette A (44 points)
- Admiral Ackbar ( 38 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 91 total ship cost

CR90 Corvette A (44 points)
- Turbolaser Reroute Circuits ( 7 points)
= 51 total ship cost

1 Lieutenant Blounts ( 14 points)
3 Z-95 Headhunter Squadrons ( 21 points)
1 YT-1300 ( 13 points)

Edited by TheToad

Just a quick tip- cant have 2 of the same unique (such as lietenant Blounts)

Flight controllers is great for getting the most out of your squadrons. Form say turns 2 to 6 it gives you an extra 20 to 30 blue dice over the game. Problem is those fighters have to stay alive for that length of time and I don't think your Z95s will last. Your one escort is slow and the enemy just squadron move to range of a Z95 but not the YT1300 and fire away.

You can either boost the fighters say Jan + 2 x-Wings + 2-4 Z95s. This will have more staying power as Jan's braces protect the X-wings who in turn protect her and the little Z95s.

Or you can just take a harassing fighter build and convert flight controllers into Gunnery teams to let your 5 red dice fire twice from the AFII.

Or think about an alternative to Flight Controllers and maybe take Ruthless Strategist. Those Z95 are squishy anyway with their 3 HP, you can just as well reduce that to 2 and deal one damage to the enemy. The dedicated Interceptors with 4 blue dice + swarm reroll (+ possibly FC or Howlrunner or similar) will usually kill a Z95 in one attack no matter what.