Jungle Rhino 46 Posted September 9, 2015 I'm seriously struggling to figure out how I would counter this one... MC80 Command Cruiser 106 Admiral Ackbar 38 Home One 7 Assault Frigate MkII B 72 Gunnery Team 7 Assault Frigate MkII B 72 Gunnery Team 7 Assault Frigate MkII B 72 Gunnery Team 7 388 Assuming that Gunnery Teams + Ackbar give the AF 2x shots at 5 dice each per turn (at different targets but heck) I can't see anything making it through that fusilade!! 12 points to play with too for perhaps ECM or upgrading to the Assault MC80 Even with a Rhymer ball in play those AF don't exactly fall over in a turn or two - that is 4 sturdy ships... Quote Share this post Link to post Share on other sites
shmitty 3,315 Posted September 9, 2015 For 12 points you slap H9s (or maybe Slaved Turrets) and Leading Shots on the MC-80. Quote Share this post Link to post Share on other sites
Truthiness 5,698 Posted September 10, 2015 (edited) I'm considering something very similar, but with only two AFIIs. Double ISD with gunnery teams and XI7s plus a Rhymer ball would be my main concern. Zero squadron support and no defensive upgrades means those AFIIs will go down faster than you would expect. Edited September 10, 2015 by Truthiness Quote Share this post Link to post Share on other sites
GronardII 385 Posted September 10, 2015 Swap the MC80 for an Assault Frigate MkII w/Gunnery Team, add enhanced armerments to the other three, up your bid by 4 to16 and then you'll have something. Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted September 10, 2015 Swap the MC80 for an Assault Frigate MkII w/Gunnery Team, add enhanced armerments to the other three, up your bid by 4 to16 and then you'll have something. Why ? I am legitimately curious as to the definiteness of that statement, and ergo, the mindset that must lie behind it... Quote Share this post Link to post Share on other sites
Pikciwok 113 Posted September 10, 2015 Swap the MC80 for an Assault Frigate MkII w/Gunnery Team, add enhanced armerments to the other three, up your bid by 4 to16 and then you'll have something. Why ? I am legitimately curious as to the definiteness of that statement, and ergo, the mindset that must lie behind it... I know the question wasn't adressed to me, but I 100% agree with Gronard II's suggestion. On paper a cheaper, faster ship that can fire twice from the same fire arc is much better ship in Ackbar's fleet than overpriced accuracy provider. Right now the only MC80 I really like is an Assault Cruiser with elecronic countermeasures, advanced projectors and engine techs. Mind that I'm not sure Ackbar would be the best Admiral to fly that ship. Quote Share this post Link to post Share on other sites
Drasnighta 26,833 Posted September 10, 2015 Swap the MC80 for an Assault Frigate MkII w/Gunnery Team, add enhanced armerments to the other three, up your bid by 4 to16 and then you'll have something. Why ? I am legitimately curious as to the definiteness of that statement, and ergo, the mindset that must lie behind it... I know the question wasn't adressed to me, but I 100% agree with Gronard II's suggestion. On paper a cheaper, faster ship that can fire twice from the same fire arc is much better ship in Ackbar's fleet than overpriced accuracy provider. Right now the only MC80 I really like is an Assault Cruiser with elecronic countermeasures, advanced projectors and engine techs. Mind that I'm not sure Ackbar would be the best Admiral to fly that ship. ::glee:: Y'see, the Why makes all the Difference, there. Now I can understand the reasoning, rather than just be subject to being told what's good for me. Now I can agree and/or disagree on the reasoning on its merits... On Paper, yes. The Double shot from the Same arc would be better... If you have 2 targets to pick from. Quote Share this post Link to post Share on other sites
GronardII 385 Posted September 11, 2015 The MC80 is too slow for your plan, and, it can't take gunners. Your plan is to stay at range long, I assume, or you wouldn't have listed only the 5 red dice the ASFIIs can put out with Ackbars help. The big fish isn't going to be able to play keep away at speed 2. Also, if you are running a gun line, best all the ships in the line have the same flight envelope. As for gunners, changing the MC80 to a whale with gunners will get you 5 more red dice a turn, adding enhanced weapons to the other 3, 6 more reds. You jump from 35 to 46. And upping your bid to 16 makes sure you get control of who chooses whose objectives. Now, being the big jerky Mcjerk head that I am, I would probably hit your lead ship with a tractor, twice, just to try and cause a pile up. If only you could hear the sound of 4 rebel ships crashing into each other in space The big problem with my idea is having to get an extra whale, maybe you could borrow one? Quote Share this post Link to post Share on other sites
Jungle Rhino 46 Posted September 11, 2015 I wouldn't take a list like this as I prefer a balanced fleet, I guess im just a little concerned about some of the more extreme ends of the spectrum - I was looking at a balanced imperial list and struggling to see how it would deal with that many AF. If I was to fly it this would be moving at speed 2 for maximum clicks or speed 1 to negate tractors. With this many dice and the guaranteed accuracy you don't need to stay at range you just need to focus on keeping your arcs in the right place. At 5 dice per shot you will roll a blank so I think home one is a much more efficient choice than 30pts of enhanced arm. The added resilience of the MC80 is a nice choice for flagship to stop Ackbar being alpha striked out of the equation. Yes squadrons could be a nuisance but there are 51 shields in this fleet! Quote Share this post Link to post Share on other sites
Funk Fu master 825 Posted September 12, 2015 Spend some of your 12pts left over on engine techs for the MC80, then you have 1 large or 2 decent lines of battle that can either stiff arm or bracket ISDs and VSDs with multiple overlapping long range broadsides that can move at speed 3 with a click at each interval (spam nav commands to build tokens, and maintain ability to E-Stop or resist tractor beams). Any GSDs that get ahead will also wear broadsides to the face for a turn, without reducing your ability to hit the main imp battleline greatly Quote Share this post Link to post Share on other sites