Neo-Ackbar

By schmidty1701, in Star Wars: Armada Fleet Builds

The new Ackbar Gunline.

MC75 Ackbar
Author: Admiral Attackbar

Faction: Rebel Alliance
Points: 397/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona

[ flagship ] MC75 Armored Cruiser(104 points)
- Admiral Ackbar ( 38 points)
- Aspiration ( 3 points)
- Caitken and Shollan ( 6 points)
- Hardened Bulkheads ( 5 points)
- Early Warning System ( 7 points)
- Enhanced Armament ( 10 points)
- External Racks ( 3 points)
= 176 total ship cost

Assault Frigate Mark II B (72 points)
- Veteran Gunners ( 5 points)
- Early Warning System ( 7 points)
- Enhanced Armament ( 10 points)
= 94 total ship cost

Assault Frigate Mark II B (72 points)
- Veteran Gunners ( 5 points)
- Early Warning System ( 7 points)
- Enhanced Armament ( 10 points)
= 94 total ship cost

1 Tycho Celchu ( 16 points)
1 Shara Bey ( 17 points)
= 33 total squadron cost

What's good, what can be changed? Is it viable to even fly? I expect y'all to jump on this to distract yourselves from what happened today. ;)

Gunnery teams and DTTs instead Veterans and Enhanced on the AFs perhaps?

I think it's viable. But I prefer ECMs to EWS. Also I think on the frigate DTTs would be so much cheaper and probably as effective as EA. Since with that many red dice you will get at least one with a blank. With those saved points maybe you could give your flag ship Lando? Or some other goodies (maybe HIE for funsies).

I really don’t like Ackbar with the MC75 because that ship is made to double arc. I guess if you’re mostly using him for the AFMIIs I can kind of see it. Better off with a pickle though, I think.

It's really challenging to conga line with 3 ships in my experience. Trade one of the AFs for an IF! Pelta and use it as a Trailer/Slasher. Assuming the AF is behind the 75 it can get away with QBTs over EA. And yeah, Gunnery Team over Vets if you run IF!.

I've ran several iterations of Akbar gunline using MC-75 as a lead ship. I prefer to run my MC-75's guns as:

MC75 Armored Cruiser 104

• Gunnery Team 7

• External Racks 3

• Leading Shots 4

• Quad Battery Turrets 5

Total Cost - 123

Then add on any officers, defensive upgrades. This comes to the same cost as your offensive upgrades: Caitken and Shollan (6) + Enhanced Armament (10) cost the same as Gunnery Team (7) + Leading Shots (4) + Quad Battery Turrets (5).

The beauty of this is that as long as you go slow you can get leading shots re-rolls on both shots which really ups the average damage of your red dice. You can afford to go slow with your gunline's long range firepower advantage - its your opponent that has to speed up to ensure a good attack angle.

This ship can pump big damage into 2 different targets or double arc one target for massive damage. That makes it very difficult for your opponent to deal with. Being in the Side Arc opens them up to gunnery team abuse but getting in front they risk a possible 15 dice double arc!

On 5/2/2018 at 5:06 PM, shmitty said:

It's really challenging to conga line with 3 ships in my experience.

My experiences match Shmitty's: a Large, Med, Med gunline is very unwieldy and inflexible to maneuver. The 2 ship gunline has many more options for maneuvers.

Personally, I've replaced the 3rd AF with a Scout MC30. It CAN fly with the gunline but is happy to break out and do its own thing. It can really surprise your opponent if you fake the MC30 flying with the gunline and then jump forward to catch an exposed target by surprise.