I've been trying to play my Rebels more and my favorite Admiral by far is Ackbar. Maneuvering around firing broadsides has a massive appeal to me from my love of traditional naval war gaming. Generally I run him with some mix of an MC80, CR90s and AFMKIIs. However, with the recent addition of an MC75 to my fleet I have an idea that it may make a better home for Ackbar than the traditional MC80. The MC75 is throwing less dice, but it can throw them twice thanks to being able to take Gunnery Teams.
I think it pairs well with MC30s, as they can all throw good broadsides of red dice twice!, move fast and are vicious if anything does get in close. It's a different way to play these ships, rather than the torpedo-boat-down-the-throat tactics I usually see them employed with. It's a faster list, allowing for a different tactical approach; quickly flitting around like a school of fish rather than the pod of whales gun-line. Additionally, I've been toying with squadron combos and so far have found this one to be an effective tar-pit. So, thoughts?
Faction: Rebel Alliance
Points: 399/400
Commander: Admiral Ackbar
[ flagship ] MC75 Armored Cruiser (104 points)
- Admiral Ackbar ( 38 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
= 156 total ship cost
MC30c Scout Frigate (69 points)
- Gunnery Team ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 83 total ship cost
MC30c Scout Frigate (69 points)
- Gunnery Team ( 7 points)
- Turbolaser Reroute Circuits ( 7 points)
= 83 total ship cost
1 Corran Horn ( 22 points)
1 Ketsu Onyo ( 22 points)
1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)