RogueCommander 236 Posted June 23, 2016 So, wanted to do something fun, a high risk, high reward thing. I figure if these get on a flank or rear, someone's going to be fish food. Thoughts? Glaring 'mistakes'? Fun maximizers? Ackbar Scouting in Force Faction: Rebel Alliance Points: 400/400 Commander: Admiral Ackbar Assault Objective: Advanced Gunnery Defense Objective: Hyperspace Assault Navigation Objective: Superior Positions [ flagship ] MC30c Scout Frigate (69 points) - Admiral Ackbar ( 38 points) - Admonition ( 8 points) - Walex Blissex ( 5 points) - Ordnance Experts ( 4 points) - Redundant Shields ( 8 points) - Turbolaser Reroute Circuits ( 7 points) - Assault Proton Torpedoes ( 5 points) = 144 total ship cost MC30c Scout Frigate (69 points) - Foresight ( 8 points) - Intel Officer ( 7 points) - Ordnance Experts ( 4 points) - Turbolaser Reroute Circuits ( 7 points) - Assault Proton Torpedoes ( 5 points) = 100 total ship cost MC30c Scout Frigate (69 points) - Intel Officer ( 7 points) - Ordnance Experts ( 4 points) - Turbolaser Reroute Circuits ( 7 points) - Assault Proton Torpedoes ( 5 points) = 92 total ship cost 4 YT-2400s ( 64 points) Fleet created with Armada Warlords Quote Share this post Link to post Share on other sites
Parkdaddy 626 Posted June 23, 2016 Given this setup, I think that your opponent, when going first, will always choose hyperspace assault. A few may choose Supe Positions, but Hyperspace assault is the only one that gives them an advantage over you by taking away 1/3 of your activations for at least one round and impairing you deployment strategies. That's really more of a thought to let you know that you will be hyper spacing a lot with this fleet than it is advice. I guess the advice is that I only like HA with high activation fleets. It's certainly scary, at least until one of them finally pops, and then you may be at a major activation disadvantage. When flying Ackbar, I would generally think that at least 1 of your Scouts wants to take gunnery teams over OEs. I would do that with Foresight, and move Ackbar to Foresight. Keep Foresight at a distance so it can pump out a double shot of 4 reds each turn while being able to discount 2 of your opponent's dice at long range with those evades. I say this because Admonition wants to get in close for the kill, and Ackbar does not. This way you get more utility out of ackbar's ability and he lives longer. So, Admonition and the plain scout want to present your opponent with a threat going in one direction around the toilet bowl while Ackbar skirts around the other direction to get some tasty fish food. Your opponent is faced with the dichotomy of either chasing Ackbar on the evasive foresight (spam Nav commands) and leaving his flank to 2 fully loaded scouts or forsaking Ackbar to try and deal with Admonition and the other one. And if your opponent tries to plot the difference, well then you may wind up being able to get 2 passes at close range with each of your scouts as you circle around. Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted June 23, 2016 I like that a lot. Changes make sense. Yeah, when the first one pops, I have to have killed a key target/gotten max points possible. After that, it's retreat time, most likely. Quote Share this post Link to post Share on other sites
RogueCommander 236 Posted June 23, 2016 (edited) Maybe Lando on Foresight and add redundant shields with the remainder? Or this? Ackbar Scouting In Force 2 Faction: Rebel Alliance Points: 395/400 Commander: Admiral Ackbar Assault Objective: Opening Salvo Defense Objective: Fire Lanes Navigation Objective: Superior Positions [ flagship ] MC30c Scout Frigate (69 points) - Admiral Ackbar ( 38 points) - Foresight ( 8 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Turbolaser Reroute Circuits ( 7 points) - Assault Proton Torpedoes ( 5 points) = 141 total ship cost MC30c Scout Frigate (69 points) - Admonition ( 8 points) - Walex Blissex ( 5 points) - Ordnance Experts ( 4 points) - Turbolaser Reroute Circuits ( 7 points) - Assault Proton Torpedoes ( 5 points) = 98 total ship cost MC30c Scout Frigate (69 points) - Intel Officer ( 7 points) - Ordnance Experts ( 4 points) - Turbolaser Reroute Circuits ( 7 points) - Assault Proton Torpedoes ( 5 points) = 92 total ship cost 4 YT-2400s ( 64 points) Card view link Fleet created with Armada Warlords Edited June 23, 2016 by RogueCommander Quote Share this post Link to post Share on other sites
BrobaFett 4,201 Posted June 23, 2016 Opening Salvo is kind of another counter-intuitive objective for an in-your-face, get-the-kill-or-go-home-in-shame kinda fleet. If you don't knock out a ship fast, and then snowball towards a table you are going to lose with this fleet. If your opponent gets the first kill, or has so many activations you can't even it up before shrimp start to hit the fryer, you are probably going to get tabled or at least lose steeply. Opening Salvo doesn't really do much for you in that kind of situation, and in fact, since you probably walk away limping from trades in black territory, it may end up hurting you. Quote Share this post Link to post Share on other sites