I have a 1200 Point Sector Fleet Tournament coming up on the 27th of September. I was trying to figure out if I take Rebels or Imperial Squadron build, but I think I will be going Rebels as I have greater experience running Rebel bombers compared to Sloane Squads, also have a lot more Rebel ships and squads to optimize a build.
So in terms of Admirals I was thinking of the following options:
- Admiral Ackbar:
Turns the Carriers into heavy gunboats increasing damage potential on top of the bombers.
- General Dodonna:
Gives critical damage quality of the bombers, increases damage output via Structural Damage, but I do not think it will be as much of an increase in total damage output compared to Ackbar.
- Commander Sato:
Allows you to convert Long Range dice into Black on the target of the bombers, increasing damage, but not as much potential as Dodonna or Ackbar.
- General Rieekan:
Gives last stand to 1 ship or Ace Squadron per turn, I don't think this will be as effective in large games as it will be in standard games.
So I will probably run Admiral Ackbar. In terms of my fighter screen I was thing Jan Ors (Braces for generic X-Wings, Ten Numb (Cleave Squadrons with Triple Activations), Biggs Darklighter (Deals with damage saturation in conjunction with Gallant Haven), Wedge Antilles (Increase the Brace Count of the X-Wing Tar Pit) and 6 X-Wings. As for bombers Norra Wexley (To obtain free shield damage for the bombers crits), Gold Squadron, Keyan Farlander (Just hits hard), 2 B-Wings, Nym (Defense Token Destruction) and 3 Scurrg H-6 Bombers.
MC80s:
Main Bomber Control and Broadside Dak
MC75s:
Flak/Flight Controllers for X-Wing Tar Pit and Broadside Dak
Assault Frigate:
Flight Controllers / Gallant Haven for X-Wing Tar Pit
Nebulon-B:
Yavaris, ideal double tappers would be Ten Numb, Nym and/or Keyan Farlander
Pelta:
Just more squadron speed.
GR75:
Toryn Farr and Bomber Command Center for Bomb Quality.
GR75:
Jamming Fields to reduce incoming squadron fire on the X-Wing Tar Pit therefore increasing tank, Flight Controllers on the MC75s and Guppie to negate the negative effects to my X-Wings and increasing the Blue dice count to Ten Numb.
Name:
Ackbar Heavy Carriers and Heavy Bombers
Faction:
Rebel
Commander:
Admiral Ackbar
Assault:
Precision Strike
Defense:
Fighter Ambush
Navigation:
Superior Positions
MC80 Command Cruiser (106)
• Admiral Ackbar (38)
• Lando Calrissian (4)
• Fighter Coordination Team (3)
• Boosted Comms (4)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Quad Battery Turrets (5)
• Home One (7)
= 178 Points
MC80 Command Cruiser (106)
• Adar Tallon (10)
• Fighter Coordination Team (3)
• Boosted Comms (4)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Quad Battery Turrets (5)
= 139 Points
MC75 Armored Cruiser (104)
• General Draven (3)
• Flight Controllers (6)
• Boosted Comms (4)
• Electronic Countermeasures (7)
• Ordnance Pods (3)
• Leading Shots (4)
• Quad Battery Turrets (5)
= 136 Points
MC75 Armored Cruiser (104)
• Strategic Adviser (4)
• Flight Controllers (6)
• Boosted Comms (4)
• Electronic Countermeasures (7)
• Ordnance Pods (3)
• Leading Shots (4)
• Quad Battery Turrets (5)
= 137 Points
Assault Frigate Mk2 B (72)
• Flight Commander (3)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Electronic Countermeasures (7)
• XI7 Turbolasers (6)
• Gallant Haven (8)
= 107 Points
Nebulon-B Escort Frigate (57)
• Flight Commander (3)
• XI7 Turbolasers (6)
• Yavaris (5)
= 71 Points
Pelta Command Ship (60)
• All fighters, Follow Me! (5)
= 65 Points
GR-75 Medium Transports (18)
• Toryn Farr (7)
• Bomber Command Center (8)
• Bright Hope (2)
= 35 Points
GR-75 Medium Transports (18)
• Walex Blissex (5)
• Jamming Field (2)
• Quantum Storm (1)
= 26 Points
Squadrons:
• Jan Ors (19)
• Ten Numb (19)
• Biggs Darklighter (19)
• Wedge Antilles (19)
• 6 x X-wing Squadron (78)
• Norra Wexley (17)
• Gold Squadron (12)
• Keyan Farlander (20)
• 2 x B-wing Squadron (28)
• Nym (21)
• 3 x Scurrg H-6 Bomber (48)
= 300 Points
Total Points: 1194
Any and all suggestions would be great.
Edited by grunnax93