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SmurfWedge

Crazy....or Genius. You Decide

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Crazy....or Genius. You Decide

 

 

 

Faction: Rebel Alliance
Points: 392/400
 

Commander: Admiral Ackbar

Assault Objective: Precision Strike
Defense Objective: Fire Lanes
Navigation Objective: Superior Positions

 

Assault Frigate Mark II B (72 points)
-  Admiral Ackbar  ( 38  points)
-  Electronic Countermeasures  ( 7  points)

 

Assault Frigate Mark II B (72 points)
-  Electronic Countermeasures  ( 7  points)

 

Assault Frigate Mark II B (72 points)
-  Electronic Countermeasures  ( 7  points)

 

9 X-Wing Squadrons ( 117 points)

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This may sound even crazier, but I'd take Gunnery Teams over the ECM's in this list.

Blasphemy!!

 

haha. I do see the reasoning behind it though mate. Just ISD front arcs worry me. One accuracy with no brace and BOOM

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Totally agree with the GT/ECM swap. As long as you are sensible in deployment and first move, you can soak up one shot at long range and get around an ISD quickly.

Also, gunnery teams are a must for the Raider/TRCR90 spam* that you know will be coming.

* - Fly a real fleet!**

** - Just kidding!***

*** - Not really. Fly a real fleet with medium and large bases!

Edited by RogueCommander

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Redone to add in Gunnery Teams

Faction: Rebel Alliance 

Points: 400/400 

 

Commander: Admiral Ackbar

Assault Objective: Precision Strike 

Defense Objective: Fire Lanes 

Navigation Objective: Superior Positions

 

Assault Frigate Mark II B (72 points)

-  Admiral Ackbar  (38 points)

-  Electronic Countermeasures  (7 points)

- Gunnery Teams (7 points)

 

Assault Frigate Mark II B (72 points)

-  Electronic Countermeasures  (7 points)

- Gunnery Teams (7 points)

  

Assault Frigate Mark II B (72 points)

-  Electronic Countermeasures  (7 points)

- Gunnery Teams (7 points)

  

8 X-Wing Squadrons (104 points)

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Redone to add in Gunnery Teams

Faction: Rebel Alliance 

Points: 400/400 

 

Commander: Admiral Ackbar

Assault Objective: Precision Strike 

Defense Objective: Fire Lanes 

Navigation Objective: Superior Positions

 

Assault Frigate Mark II B (72 points)

-  Admiral Ackbar  (38 points)

-  Electronic Countermeasures  (7 points)

- Gunnery Teams (7 points)

 

Assault Frigate Mark II B (72 points)

-  Electronic Countermeasures  (7 points)

- Gunnery Teams (7 points)

  

Assault Frigate Mark II B (72 points)

-  Electronic Countermeasures  (7 points)

- Gunnery Teams (7 points)

  

8 X-Wing Squadrons (104 points)

 

Yep, almost the same as mine.

If you want to maintain an Initiative Bid, remove the GTs soley from Ackbar's Frigate, in the acknowledgement that you may be keeping out of lines of fire where possible, and it will only get the single Side-arc on an enemy - which leaevs the majority of the fighting (Ship-to-Two-Ship) on the heads of the other Assault Frigates...

BUt that's personal preference only :)

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So with this list are you utilizing more squadron commands or more concentrate fire commands? Obviously it's slightly different for each match up but generally I would assume you want the ability to control those 8 xwings to take down every enemy squadron there is or to do some decent damage on a ship (if the rolls are nice). I could see that the goal would be to maneuver the squadrons in a way that enemy ships trying to get in range will land within distance 1 of some of those xwings meaning they'd get to fire anyway during squadron phase. 

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So with this list are you utilizing more squadron commands or more concentrate fire commands? Obviously it's slightly different for each match up but generally I would assume you want the ability to control those 8 xwings to take down every enemy squadron there is or to do some decent damage on a ship (if the rolls are nice). I could see that the goal would be to maneuver the squadrons in a way that enemy ships trying to get in range will land within distance 1 of some of those xwings meaning they'd get to fire anyway during squadron phase. 

Yeah its all situational...but generally will be commanding those squadrons. If bombing ships then that's an extra 3 red dice per ship activation which is better than a CF command.

Only time that I wont is when you are able to speedbump some large base ships.

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These lists look so good I'll have to get that 3 Assault Frigate and give them a try.

 

I am wondering if the Gunnery teams are cost effective; what about Turbo Laser Reroute Circuits, or Heavy Turbo Laser Turrets instead?

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These lists look so good I'll have to get that 3 Assault Frigate and give them a try.

 

I am wondering if the Gunnery teams are cost effective; what about Turbo Laser Reroute Circuits, or Heavy Turbo Laser Turrets instead?

 

Gunnery Teams on their Own?  Not so much.

Gunnery Teams with ACKBAR...  Very Much So...

It gives you the potential to sling 10 Dice a Turn, rather than just 5...  Of course, you need to have overlapping fields of fire and multiple targets to make it worthwhile...  But it is Very Easily Worthwhile.

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