Feedback on Ackbar fleet

By racknut, in Star Wars: Armada Fleet Builds

I was playing around with some ideas I had after Wave 7 and was looking for feedback on this fleet. The idea is to make sure that the MC80 goes last so it has the best chance to proc Defiance. I was also torn between ECM and AP, but ECM seemed like a better choice to always ensure that the brace is available. On the AFMKII I was back and forth on IO and Lando, but felt that IO would be better to lock down or strip a brace. And I'm not sure how useful DCaps will be, but for 3 points it seemed worth it.

Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Hyperspace Assault
Navigation: Dangerous Territory

MC80 Assault Cruiser (114)
• Admiral Ackbar (38)
• Strategic Adviser (4)
• Engine Techs (8)
• Early Warning System (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Defiance (5)
= 193 Points

Assault Frigate Mk2 B (72)
• Intel Officer (7)
• Caitken and Shollan (6)
• Disposable Capacitors (3)
• Electronic Countermeasures (7)
• XI7 Turbolasers (6)
= 101 Points

GR-75 Medium Transports (18)
• Leia Organa (3)
• Comms Net (2)
= 23 Points

GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bright Hope (2)
= 27 Points

Squadrons:
• 4 x A-wing Squadron (44)
= 44 Points

Total Points: 388

Change one of your A-Wings to Shara Bey. Drop Leia and/or the DCaps if you want the points for a bid.

Yeah, I was thinking of doing that. I originally had Shara, but dropped her to make room for IO.

I'd say Dcaps are worth dropping, and the upgrade to Shara is definitely worthwhile. I don't think you need a huge bid to go second, you could probably put some other goodies in. I like the list, I have played similar ones, I find them a lot of fun.

You could always add some VCX's and do some objective farming.

Also, others will tell you to take Gunnery Teams instead of C&S, but I really like the fish twins myself.

I thought about GT, but with throwing so many reds, I decided I should really have some way of making them count.

1 hour ago, racknut said:

I thought about GT, but with throwing so many reds, I decided I should really have some way of making them count.

it really depends on how you maneuver and what u want to use the guppy for. The twins promise you higher dmg per shot, which is useful for punching bigger ships/oneshotting smalls, while GT says you can shoot 2 ships that u catch in same arc and guppy has wide sides, so more useful against msu/bunch-up.

Edited by Muelmuel