Ackbar edits

By Dupy, in Star Wars: Armada Fleet Builds

This is my first Ackbar fleet. I've flown this fleet with mixed results. It can hit hard from afar and harder in close. However, it is a low activation, low deployment fleet.

I'd like to try it out in a tournament. It needs some tweaks, but, I'm not sure what to edit. Help, please!


ackbar scouts
Author: dupy

Faction: Rebel Alliance
Points: 389/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Navigational Hazards

GR-75 Medium Transports (18 points)
- Bright Hope ( 2 points)
- Phylon Q7 Tractor Beams ( 6 points)
- Slicer Tools ( 7 points)
= 33 total ship cost

MC30c Scout Frigate (69 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Cluster Bombs ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
= 87 total ship cost

MC30c Torpedo Frigate (63 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Veteran Gunners ( 5 points)
- Cluster Bombs ( 5 points)
- Enhanced Armament ( 10 points)
- Assault Proton Torpedoes ( 5 points)
= 100 total ship cost

[ flagship ] MC30c Scout Frigate (69 points)
- Admiral Ackbar ( 38 points)
- Foresight ( 8 points)
- Skilled First Officer ( 1 points)
- Gunnery Team ( 7 points)
- Cluster Bombs ( 5 points)
- Dual Turbolaser Turrets ( 5 points)
- External Racks ( 3 points)
= 136 total ship cost

1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)

I would talk to your older brother. That guy is SMART!

I did, he wouldn't stop talking about his fleet.

If a ship doesn't have gunnery teams the go for DTTs. If it does have them then Enhanced armament will benefit both shots out of the side.

Ordnance experts on Admonition as it gets in close. I think there are better ships if you just want to stay at long range with red dice only. AFIIs and TRC90s. MC30Ts are inefficient unless you do killer attack runs with APT, OE and any other bonus upgrades you care to chuck in.

My concern looking at that fleet is fragility. You don't have activation advantage, so you're relying on nimble flying to avoid being pinned down and destroyed. I wouldn't have ordnance on Ackbar's ship; he should only enter close combat when it's a guaranteed kill that can't shoot back. Admonition I would fit with Ordnance Experts and XI7; it's the close-range brawler, and while Ackbar Star Destroyer is a cool meme, EA won't get you around obstructed shots. Like @Mad Cat said, the Gunnery Team Scout Frigates are probably better off with EA than DTTs since they already have enough dice to deal with getting shots on obstructed targets. Cluster Bombs are pretty worthless; you're better off outrunning most bombers. If you really want a defensive retrofit, I recommend either Advanced Projectors, if you don't see a lot of XI7, or Reinforced Blast Doors, remembering for the latter you may only get one or two cards when you use it if you want to use it instead of losing the ship. That fleet has a lot of lethality, just be prepared to be trounced a fair bit as you learn how to fly it, since you have very little in the way of tanking capability, MC30 titles notwithstanding.

Great thoughts! Rbd's are a fantastic change. I've had some success with the clusters, though. A 5 pt investment to counterpunch and potentially kill a Sloan powered tie or jumpmaster. But, when there is no incoming fighters, they are wasted points. The Rlbs would usually get used. If only to counter ramming damage.

Initially, I figured Admo would get use of veteran gunners with the blues and reds. Didn't think i could fit enhanced on the scouts and keep a bid. It is a great improvement though. I see your point of getting two uses per turn. I'll make it fit.

Back to the drawing board! Thanks

Foresight is the long range flagship title. "Cant touch this"