Ackbar's Spear

By Warlord Zepnick, in Star Wars: Armada Fleet Builds

Faction: Rebel Alliance
Points: 398/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Home One ( 7 points)
- Damage Control Officer ( 5 points)
- Engine Techs ( 8 points)
- Advanced Projectors ( 6 points)
- Electronic Countermeasures ( 7 points)
- Quad Battery Turrets ( 5 points)
- Leading Shots ( 4 points)
= 194 total ship cost

MC80 Command Cruiser (106 points)
- Fighter Coordination Team ( 3 points)
- Boosted Comms ( 4 points)
- X17 Turbolasers ( 6 points)
- SW 7 Ion Batteries ( 5 points)
= 124 total ship cost

1 Jan Ors ( 19 points)
3 X-Wing Squadrons ( 39 points)
2 A-Wing Squadrons ( 22 points)

2 activations will really put you at an activation advantage, but if you play like @Capt. Griff , you should be fine. Though maybe just find room for 1 comms net flotilla. Dropping Jan and the X-wings would be fine, swap them out for A-wings.

For the Assault cruiser flagship, dropping ECMs and putting Blast Doors would be perfectly fine.

Is Damage Control Officer really necessary? If not, put Raymus, Derlin, or Intel Officer on there.

5 minutes ago, anonymousguy said:

2 activations will really put you at an activation advantage, but if you play like @Capt. Griff , you should be fine. Though maybe just find room for 1 comms net flotilla. Dropping Jan and the X-wings would be fine, swap them out for A-wings.

For the Assault cruiser flagship, dropping ECMs and putting Blast Doors would be perfectly fine.

Is Damage Control Officer really necessary? If not, put Raymus, Derlin, or Intel Officer on there.

The reason I have the Damage Control Officer is to compensate for the lack of Reinforced Blast Doors. I wanted to cater to the ship's strength, which is shields, and Advanced Projectors lets me do just that. ECMs will reduce more damage over time than RBDs will. Therefore, I put a DCO on the ship to protect against APTs, which directly impact hull, of which this ship only has 8.

Thanks for the input.

Home 1 should be on the command with Ackbar as the red dice are more spotty and benefit more from h1 than the command.

Otherwise, despite the obvious difficulties a 2 ship fleet will face it seems like a fun fleet.

I agree with swapping Home1 over to the MC80 Command.

Then you can ditch SW7 from the MC80 Command to put Defiance on the MC80 Assault. 6 red +1 blue +1 black at long range with the option to reroll for LS and a blank turned to an accuracy. :D

What a fun looking list! :D

A couple things. One thing I stress a ton when playing a dual activation fleet list is that you should try to gain initiative all the time. Mainly so you can have powerful first activation every turn. That said, you should try to find some space to have more of an initiative bid. In a perfect world I would say your bid should be 15 points. Though 9-11 is fine for about 2 standard deviations of lists played.

Also if your plan is to use the ship as the attacker more than the squads, then feel free to use the squads to their maximum efficiency! That said, I would suggest dropping the A-wings for more x-wings with Jan and Biggs. OR dropping both x wings and a wings and using Biggs, Jan, and YT-1300s. The reason is that your current squad setup isn't exactly meant to be a squad killer. Its more of a screen load out or a intercept a few outlying bombers kit. I would suggest instead is that you use your fighters for full defense mode and use biggs and Jan with YT1300s or X-wings to soak up as much damage from squad heavy lists so that way your big ships can deal a TON of hurt :).

Overall it looks fun and please report back on here to tell us how it goes when you use it :D