Need thoughts on an old classic...the Ackbar Congo Line

By mcworrell, in Star Wars: Armada Fleet Builds

Thoughts and inputs are welcome.

Name: 75 conga line
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Fire Lanes
Navigation: Salvage Run

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Jyn Erso (4)
• Electronic Countermeasures (7)
• External Racks (3)
• Leading Shots (4)
• Quad Battery Turrets (5)
= 165 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Enhanced Armament (10)
= 96 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Reinforced Blast Doors (5)
• Enhanced Armament (10)
= 94 Points

Squadrons:
• 3 x VCX-100 Freighter (45)
= 45 Points

Total Points: 400

Nice fleet, I might like to make something similar. The EA on the AF goldfishes can be swapped down to Linked Turbolaser Turrets which should do better as you can reroll on both shots as well as the possibility for focused flak on enemy squads

I really like this fleet! Though I 'd swap the nav objective to Intel Sweep with this many strategic. Or even Sensor Net, but that one is riskier.

I doN't see what's Jyn doing there, other than taking a very valuable slot. Replace EA with LTT and pick an officer of your choice.

Good advice. Thanks. Here is the new list:

Name: 75 conga line copy
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Fire Lanes
Navigation: Salvage Run

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Skilled First Officer (1)
• Caitken and Shollan (6)
• Electronic Countermeasures (7)
• External Racks (3)
• Linked Turbolaser Towers (7)
• Aspiration (3)
= 169 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Linked Turbolaser Towers (7)
= 93 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Dual Turbolaser Turrets (5)
= 91 Points

Squadrons:
• 3 x VCX-100 Freighter (45)
= 45 Points

Total Points: 398

That MC75 still doesn't work. It wants to do too many things and falls short on everything. C&S are good for red range, but with ExRax you want to be close and C&S only works on one color and only once per round. And LTT makes unnecessary redundancy at long range. I would consider GT and Leading Shots instead, and get rid of ExRaX, LTT could stay to maximize efficiency and squadron cover.

Or be bold with a ship like this:

MC75 Ordnance Cruiser (100 points)
- Aspiration ( 3 points)
- Major Derlin ( 7 points)
- Caitken and Shollan ( 6 points)
- Electronic Countermeasures ( 7 points)
- Assault Concussion Missiles ( 7 points)
- External Racks ( 3 points)
= 133 total ship cost

This ship would be played like an MC30: linger in long range for a couple of turns then jump in for one or two turns of big rolls and finally make a fast getaway. Needs some skill but works especially great against slower fleets. Oh yea, if you go with this list, you definitely have to move Ackbar to one of the Guppies.

Honestly, I would drop the MC75 and find a way to get Home One in there. Not just the ship, but the title. With Home One nearby and LLTs, the AFmk2s get to modify 2 dice out of 6 for every shot. Auto accuracy at red range means a lot of small ships have no good approach

MC80 Command Cruiser (106)
• Admiral Ackbar (38)
• Electronic Countermeasures (7)
• Home One (7)
= 158 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Linked Turbolaser Towers (7)
= 93 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Linked Turbolaser Towers (7)
= 93 Points

Squadrons:
• 3 x VCX-100 Freighter (45)
= 45 Points

11 points of fun left for the MC80

Edited by Church14
On 9/18/2019 at 12:35 PM, Church14 said:

Honestly, I would drop the MC75 and find a way to get Home One in there. Not just the ship, but the title. With Home One nearby and LLTs, the AFmk2s get to modify 2 dice out of 6 for every shot. Auto accuracy at red range means a lot of small ships have no good approach

MC80 Command Cruiser (106)
• Admiral Ackbar (38)
• Electronic Countermeasures (7)
• Home One (7)
= 158 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Linked Turbolaser Towers (7)
= 93 Points

Assault Frigate Mk2 B (72)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Linked Turbolaser Towers (7)
= 93 Points

Squadrons:
• 3 x VCX-100 Freighter (45)
= 45 Points

11 points of fun left for the MC80

Respectfully disagree. Home One is a great title and ship, but the MC75 is the new core Ackbar conga line ship because it has natural speed 3 and gives a sensible chuckle if someone heads it off and blocks it.

That said, MC75 + Home One + Jaina's Light + Leia/Comms net gets work done.

The MC75 definitely wants leading shots so it can reroll its blacks if needed.

If someone wants to run Ackbar potatoes, LTTs are definitely the way to go.

1 hour ago, elanmorintedronai said:

Respectfully disagree. Home One is a great title and ship, but the MC75 is the new core Ackbar conga line ship because it has natural speed 3 and gives a sensible chuckle if someone heads it off and blocks it.

In a 2+1 or 2+2 build where you have only two combat ships, I would say you have a point.

In a list with 3 combat ships, all of which can throw potential hammers, you have the freedom to use overlapping fields of fire.

There are two ways for a ship to head off your flagship. Situation 1 is it last-firsts you and the advantage goes to the MC80 with superior defense tokens. Neither ship gets a front arc response

Situation 2 is that it sticks around. You are assuming that the MC75 is superior here. In a vacuum, maybe. ExRacks allows you to throw 7 dice to the 3 from MC80. Sure. The problem is that means you pissed away Ackbar and lost 4 dice on your big hitter. The better answer is to rely on overlapping fields of fire. Make sure that if you recognize the jam coming, you turn both potatoes so they have a side arc that can hit the area in front of the home one. In that situation, the Home One title comes in handy as you lock down a critical defense token in the jamming ship with each shot.

That’s been my experience. I used to use this exact tactic to kill Pre-nerf Demolishers or raiders that tried to punch up in front of my home one.