Deadshane 720 Posted October 16, 2015 Admiral Ackbar Mc80 assault -home 1 -enhanced armament -electronic countermeasures -advanced projectors -Raymus Antilles Assault MK2 A -advanced projectors -gunnery team -enhanced armament Assault MK2 A -advanced projectors -gunnery team -enhanced armament =397pts Home 1 with 8 red broadside under CF orders. Frigates with 7 red then 6 at another target out the side. ...all with Home 1. Squadrons get 2 dice from each ship for anti squadron. Carriers that get in range get nuked. Seems scary. Quote Share this post Link to post Share on other sites
Bitharne 175 Posted October 16, 2015 XI7s and bombers 1 Ardaedhel reacted to this Quote Share this post Link to post Share on other sites
Deadshane 720 Posted October 16, 2015 I dunno that bombers have anything for this fleet. Carriers arent going to get within long range...theyde be vaporised instantly. Lots of anti squadron dice here too. Quote Share this post Link to post Share on other sites
DiabloAzul 2,636 Posted October 16, 2015 You can't fire at bombers on your front/rear and benefit from Ackbar. And you have no way of pinning them elsewhere. The MC80 is so large and slow that it can't shake off bombers that end up in front of it and will keep overlapping them. So there's no need for carriers to approach. 3 MattShadowlord, Madaghmire and thecactusman17 reacted to this Quote Share this post Link to post Share on other sites
DiabloAzul 2,636 Posted October 16, 2015 ...which doesn't take away from the fact that this build is terrifying. But not broken, let alone invincible. 1 mikemcmann reacted to this Quote Share this post Link to post Share on other sites
Bitharne 175 Posted October 16, 2015 You can't fire at bombers on your front/rear and benefit from Ackbar. And you have no way of pinning them elsewhere. The MC80 is so large and slow that it can't shake off bombers that end up in front of it and will keep overlapping them. So there's no need for carriers to approach. This. Same with my Demolisher and Raider. Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted October 16, 2015 (edited) too many upgrades; too few ships imo you could fit home one with 3 Afmk2-Bs or Shrimps (gunnery team for maximum Akbar + home one abuse) in 400 points Edited October 16, 2015 by ficklegreendice Quote Share this post Link to post Share on other sites
Bitharne 175 Posted October 16, 2015 too many upgrades; too few ships imo you could fit home one with 3 Afmk2-Bs or Shrimps (gunnery team for maximum Akbar + home one abuse) in 400 points I run 3 ships with 125points of squadrons: so I would agree with this. All-ship's needs min 4 to work. Quote Share this post Link to post Share on other sites
Daft Blazer 291 Posted October 17, 2015 I ran a similar. List on Tuesday. Came up against a ISD and a Glad and 134 points of fighters, Rhymer ball and a Howlrunnerr swarm. It was close, I felt I didn't roll well (the glad survived two Mc80 Akbar broadsides) but I lost. One the Glad was down, advanced gunnery didn't do much for me, and against only two ships, AG wasn't much use at all. Seeing that number of squadrons on the table, was pretty impressive!! Quote Share this post Link to post Share on other sites
Truthiness 5,698 Posted October 17, 2015 (edited) I've got something similar, but I use AFIIBs. You are going to get mauled without a fighter screen. Boosted Comms is going to mean fighters can out range you. A Rhymer ball is going to be especially dangerous. Get yourself a couple YT-2400s at least. Edited October 17, 2015 by Truthiness Quote Share this post Link to post Share on other sites
mobow213 133 Posted October 22, 2015 With boosted comm and a rhymer ball the carrier can stay at range. And the rhymer ball with a carrier and the title vsd card can move at speed 5. And shoot at medium range. Which if they have 3 ties and 4 bombers means 3 bkue and four blacks coming at you Quote Share this post Link to post Share on other sites
Tvayumat 3,637 Posted October 22, 2015 Three big, fat point pinatas with no fighter screen?Oh, goodie!Begging for Gladiators and Raiders to take them front the front/rear arcs, as well.Far from broken, but certainly potent. 1 Ardaedhel reacted to this Quote Share this post Link to post Share on other sites
D503 1,205 Posted October 23, 2015 So if I just up and ram your ship front on with a VSDI, then we keep ramming each other and doing damage to each other every turn (as neither of us can escape), but the only difference being I can shoot at you with my ridiculous front arc, and you can't shoot me at all. Sounds good to me. Quote Share this post Link to post Share on other sites
ficklegreendice 34,362 Posted October 23, 2015 I personally hope the lack of squadron coverage will be Akbar's weakness (and it'll be good to finally get away from all the "squadrons don't work great" threads) Squadron threat range + ship command range outranges even red dice. Speed 3 alone gives you almost the entire length of the range ruler (move medium range, attack at distance 1) With boosted comms in the mix, Rhymer and rebel Silly Bombers are slated to challenge our fish faced friend's dominance of the range game best squadron coverage I could fit with Akbar is either Home One and two Gunnery Fatties escorted by 4 A-wings (MC-80 is a command cruiser for the sake of points) or four fatties w/gunnery teams and 4 A-wings Quote Share this post Link to post Share on other sites
Nathan Piett 0 Posted October 30, 2015 I have had a lot of success in wave 1 games, and took my standard wave 1 imperial build against a list similar to this and got absolutely blown away. I had 2 VSD's and 2 Glad's, plus a handful of AA ties, and the gunnery team Mark B's were averaging 6 damage a turn that couldn't be braced! Its very hard to get into the front arcs of these ships when they are flown well! I reckon bombers are the way to go! I am definitely going to start experimenting with more bombers! Quote Share this post Link to post Share on other sites
Ardaedhel 10,844 Posted November 1, 2015 MC30s are going to absolutely maul the other heavy broadside ships. Quick and maneuverable enough to reliably cross the T on them, AND pack a devastating broadside... Even a naked shrimp can expect to throw something like 7 damage out on a double arc. And what are you going to throw back? 2,3 blues & reds? At the expense of a round of Ackbar? ... Okay! Quote Share this post Link to post Share on other sites
mobow213 133 Posted November 2, 2015 The issue is rhymer lets him fire all the ships he can fit at medium range on your ships. Target ackbar and postion the ball in the forward or rear arc and you cant shoot him. Quote Share this post Link to post Share on other sites
Versch 689 Posted November 2, 2015 ...wait til you see an Engine Tech'd Rieekan build. 2 Ardaedhel and DiabloAzul reacted to this Quote Share this post Link to post Share on other sites