Akbar List for this Weekend

By Rettere, in Star Wars: Armada Fleet Builds

Hey - what do y'all think of this list? Specifically I am interested in thoughts about the fighter screen (too much/too little), no defensive upgrades on the frigates, and the objectives!

Faction: Rebel Alliance
Points: 391/400

Commander: Admiral Ackbar

Assault Objective: Most Wanted
Defense Objective: Capture the VIP
Navigation Objective: Solar Corona

Assault Frigate Mark II B (72 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- X17 Turbolasers ( 6 points)
= 92 total ship cost

Assault Frigate Mark II B (72 points)
- Intel Officer ( 7 points)
- Gunnery Team ( 7 points)
- X17 Turbolasers ( 6 points)
= 92 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

GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost

GR-75 Medium Transports (18 points)
= 18 total ship cost

1 Biggs Darklighter ( 19 points)
1 Wedge Antilles ( 19 points)
2 X-Wing Squadrons ( 26 points)
2 Z-95 Headhunter Squadrons ( 14 points)

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Fleet created with Armada Warlords

Squadron power looks enough. You could change Wedge for Jan to provide Intel and lend brace tokens to all X-Wings. Biggs will then not be the main target with the other two still able to brace after he is dead.

Agreed. Needs Jan.

I guess I could use some more advice on the Jan/Wedge question. Isn't everyone just going to shoot Wedge first, so I won't need Jan's braces? I'm not really interested in bombing with this list so the extra anti squad firepower from Wedge is appealing. But maybe longevity in turns 4-6 is more important so Jan would be better?

For ships, what is your thought behind XI7 and Intels? I personally consider Intel Officer mutually exclusive to any other token manipulation. The idea behind taking an expensive officer is that it means you don't need to waste extra points on defense token pressure. If you want to fill that turbolaser slot, something that increases consistency like Dual Turbolaser Turrets would work with Intel to make the choice to flip an Intel'd token a harder one.

For Squads, as it stands, if you don't bring Jan I agree with those above that I would target the generics first and know that I could probably hit 3 damage on them to push two to the target and move 1 some where else, and since you typically won't want your aces soaking damage for a generic the two generics would go down pretty fast.

One idea that might interest you is a Dutch/Hera/Wedge + Biggs + (2) X-Wing. It moves your X-Wing ball from a purely anti-squad tie up force to a deadly 100pt mixed bomber wing that can hurt ships as well as absolutely decimate squads (Rogue Wedge and Dutch are not to be underestimated.) This is about the only way I would run Wedge over Jan (without Rieekan), simply because Hera Rogue-ing up Dutch and Wedge is so much damage it will guarantee the target isn't the generics, and if they DO go for the generics first you are going to melt their screen like butter on a hot day and then proceed to throwing a ton of bomber dice at their ships.

So I was thinking Xi7 for the redirect and intel officer for their brace... but was also considering dual turbos so maybe that's a good call to push more raw damage on target.

I love the proposed Hera wing, but trying to decide if I should cut a transport (leaving me with 4 activations and no bid) or drop the corvette to a transport to pay for it.