Updated Hi everyone, started this this list to see how many dice (or potential) dice I could get one squadron to throw in a go, and then working from there making this fleet actually viable. Three GR-75s, each individually specialized to reflect the new FAQ, almost exclusively for pushing squads. The trick is to activate Dutch with the Adar flotilla, and again with something else, preferably the MK IIB o get two enemy squads into activated status...and then, if strategic, sic' Wedge on one of the activated enemy squad for 7 blue dice, and in a perfect set up get that E-Wing shooting 4 blue snipe die. No VCXs for the relay because I need those 30 points, so the flotillas won't be skirting the edges and may wind up giving up their points but it's a risk that needs to be taken.
Admo is there to provide a hard hitting ship-to-ship combat with Advanced Projectors to allow it to be a little more aggressive, and the MK II B to push squads with that sweet Flight Controllers.
I don't have CC yet but would love to get Biggs in on this because he is a d***bag, playing against him is awful. Looking for feedback on what would help enhance this list. I am between switching one Boosted Comms from the BCC flotilla to the MK II B, to keep FC going deep into the squadron fight.
AFMK II B
- Dodonna
- Flight Controllers
- RBD
- DTT
MC30c Torpedo Frigate
- Ordance Experts
- Assuat Proton Torpedoes
- Advanced Projectors
- Admonition
GR-75
- Adar Tallon
- Boosted Comms
- Bright Hope
GR-75
- Comms Net
GR-75
- Bomber Command Center
- Boosted Comms
Squads:
- Wedge
- Dutch
- Jan
- Luke
- 1 E-Wing
- 1 YT-1300
- 2 - Z-95s
Edited by eliteone
updated for new FAQ, better point spread etc.