Ackbar Tournament - Minimum Squadrons

By 34thGingerbread, in Star Wars: Armada Fleet Builds

I've been struggling to make a list that will be relatively competitive locally, while still sitting in the budget of things I own. After a lot of unsuccessful Sato runs I've decided to go with Ackbar as my commander. I normally play with a lot of squadrons, but am trying to make the most of my ships to really capitalize on damage output. Here's what I got so far:

Faction: Rebel Alliance
Points: 396/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Capture the VIP
Navigation Objective: Superior Positions

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Defiance ( 5 points)
- Electronic Countermeasures ( 7 points)
- X17 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 174 total ship cost

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Comms Net ( 2 points)
= 22 total ship cost

CR90 Corvette A (44 points)
- Jainas Light ( 2 points)
- Turbolaser Reroute Circuits ( 7 points)
= 53 total ship cost

MC30c Scout Frigate (69 points)
- Gunnery Team ( 7 points)
- H9 Turbolasers ( 8 points)
= 84 total ship cost

Squadrons:

1 Shara Bey ( 17 points)
1 YT-2400 ( 16 points)
2 Lancer-class Pursuit Crafts ( 30 points)

I'm a little concerned about someone tossing a huge ball of Squadrons my way, and while I like the idea of having Rogue activations (so my ships can focus on other stuff) I've never really used the Lancers before. Normally I use Shara and E-Wings to chip apart the threats I don't like. I'd love to hear any suggestions-- perhaps I'm doing something wrong?

I've ran a list like this one before and it seems like a pretty solid build.

My biggest advice: find a way to get engine techs on the Mc80. It is your biggest threat but unfortunately its positioning is very predictable since it can only move speed 1 or 2 each turn. Engine techs fixes that and gives you many more maneuver options.

Mass squadrons from the enemy is definitely a challenge for this type of fleet. I've had some success weathering the blow with my Mc80, killing their important ships turn 3-4, and then running away at speed 3 (thank you engine techs!) turn 5-6. Your squads just need to jam up the enemy to buy some time. Your squad setup looks pretty good for that. Grit is helpful on the lancers but they do die pretty quickly. I've gotten some real mileage out of the lancer ace Ketsu for her fighter slowing ability. That can often buy you a whole extra turn in which fighters can't reach your ships and it is absolutely killer against rebel bombers that will all be reduced to speed 1.

A good game for this fleet usually involves your Mc80 taking the majority of the enemy fire that way your little ships don't die. If you can find the points I would fit another defensive upgrade on there to allow it to survive even better. If the Mc80 dies it is very, very hard to win.

Objectives look good although I would be a little worried about running superior positions in case you run into someone with a lot of fighters. Maybe run solar corona or intel sweep instead?

With 4 hull points I was thinking of just throwing the Lancers at an enemy ship to rack up points on superior positions, but I think you're right. If I'm outnumbered with squadrons it seems kinda stupid to think I'd get the edge on points there. I've never looked at Ketsu before, mostly because I wasn't really sure what the point to her was...but if she's there to screw up intel I can definitely see why she'd be worth taking.

I've found the MC80 to be incredibly good at weathering damage, especially with the Flotilla feeding engineering points. Engine techs seems awesome, but I'm not sure what I could swap out to make room for it. Gunnery Team on the MC30?

Ya I would lose the Gunnery team on the MC30 for the Engine techs on the MC80 in a heartbeat. If you like rogue, take Hera Syndulla with 2 flights of standard X-wings. She can give them Rogue each turn and provide you with that extra bit of Anti-squad firepower you are looking for.

I absolutely love the idea of Hera and two X-Wings, but I feel like at that point I'm losing one Squadron activation which may be too big a loss for an already slim list of Squadrons. Escort is nice, but I'm gaining 2 5 HP squads at the cost of a 6, two 4s, and Shara (who can stretch her lifespan with Scatter).

Otherwise I swapped out Gunnery for the Engine Techs, and I think Solar Corona is definitely a good idea. I've never played with it before, and but reading it basically makes it sound like I pick left or right (3' side) and whatever shots are facing that zone lose an accuracy? So i always deploy from the side of the Corona?