Please give me your opinion

By Phillipsosophy, in Star Wars: Armada Fleet Builds


I’m torn between these two fleets for Corellian Conflict. Please tell me which you like best and if you recommend any changes to the one you like.

CC Option 1 (400/400)
Rebels

Commander: Admiral Ackbar

Objectives: Planetary Ion Cannon, Advanced Gunnery, Dangerous Territory

[flagship] MC30c Scout Frigate (69)
- Admiral Ackbar (38)
- External Racks (3)
= 110 total points

MC30c Scout Frigate (69)
= 69 total points

MC30c Scout Frigate (69)
= 69 total points

MC30c Scout Frigate (69)
= 69 total points

GR-75 Medium Transports (18)
- Repair Crews (4)
= 22 total points

Squadrons (61/134):
1x Shara Bey A-wing Squadron (17)
4x A-Wing Squadron (44)

CC Option 2 (399/400)
Rebels

Commander: Admiral Ackbar

Objectives: Advanced Gunnery, Planetary Ion Cannon, Dangerous Territory

[flagship] MC75 Armored Cruiser (104)
- Admiral Ackbar (38)
- Gunnery Team (7)
= 149 total points

MC30c Scout Frigate (69)
- Gunnery Team (7)
= 76 total points

MC30c Scout Frigate (69)
- Gunnery Team (7)
= 76 total points

MC30c Scout Frigate (69)
- External Racks (3)
= 72 total points

GR-75 Combat Retrofits (24)
- Comms Net (2)
= 26 total points

Edited by Phillipsosophy
Left out commander

I'd go with the second one, but with modifications. To be honest dice fix is always needed in my opinion, it can sky rocket your damage, and give you the great feeling that you can trust your dice. GT is nice, but inferior IMO in this case.

Combat retrofits usually doesn't worth it, costs 6 more points, in return for blue AA, and 1 blue die front and rear. AA won't save you from squads just from the flotilla, that blue die from the front doesn't really add value either. There a few builds recently, trying to utilize combat GR-75 under Sato, but with any other commander I wouldn't take it. I made a modified version of this, see below.

Name: cc ackbar fleet
Faction: Rebel
Commander: Admiral Ackbar

Assault:
Defense:
Navigation:

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Leading Shots (4)
= 146 Points

MC30c Scout Frigate (69)
• Turbolaser Reroute Circuits (7)
= 76 Points

MC30c Scout Frigate (69)
• Turbolaser Reroute Circuits (7)
= 76 Points

MC30c Scout Frigate (69)
• Turbolaser Reroute Circuits (7)
= 76 Points

GR-75 Medium Transports (18)
• Slicer Tools (7)
= 25 Points

Squadrons:
= 0 Points

Total Points: 399

Maybe ECM on the big dude. Then comms net on the GR-75.

Maybe slicer tools will save you from squads, maybe not. Messing up bad boy ships day's always useful. "Ah, do you wanted to repair that nasty crit? Oh dear, not gonna happen, you will try commanding squadrons instead." Maybe better off with comms net. But if you manage to maneuver her well enough you can get quite a value out if it.

6 hours ago, sasska said:

I'd go with the second one, but with modifications. To be honest dice fix is always needed in my opinion, it can sky rocket your damage, and give you the great feeling that you can trust your dice. GT is nice, but inferior IMO in this case.

Combat retrofits usually doesn't worth it, costs 6 more points, in return for blue AA, and 1 blue die front and rear. AA won't save you from squads just from the flotilla, that blue die from the front doesn't really add value either. There a few builds recently, trying to utilize combat GR-75 under Sato, but with any other commander I wouldn't take it. I made a modified version of this, see below.

Name: cc ackbar fleet
Faction: Rebel
Commander: Admiral Ackbar

Assault:
Defense:
Navigation:

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Leading Shots (4)
= 146 Points

MC30c Scout Frigate (69)
• Turbolaser Reroute Circuits (7)
= 76 Points

MC30c Scout Frigate (69)
• Turbolaser Reroute Circuits (7)
= 76 Points

MC30c Scout Frigate (69)
• Turbolaser Reroute Circuits (7)
= 76 Points

GR-75 Medium Transports (18)
• Slicer Tools (7)
= 25 Points

Squadrons:
= 0 Points

Total Points: 399

Maybe ECM on the big dude. Then comms net on the GR-75.

Maybe slicer tools will save you from squads, maybe not. Messing up bad boy ships day's always useful. "Ah, do you wanted to repair that nasty crit? Oh dear, not gonna happen, you will try commanding squadrons instead." Maybe better off with comms net. But if you manage to maneuver her well enough you can get quite a value out if it.

Great advice thanks so much!