schmidty1701 143 Posted April 21, 2018 My friend and I are going to be starting up the CC again today. I'm going to be playing the Alliance. I'd like some opinions on the fleets I've made. Here's the first one: Ackbar CC Fleet Author: Admiral Attackbar Faction: Rebel Alliance Points: 394/400 Commander: Admiral Ackbar Assault Objective: Advanced Gunnery Defense Objective: Contested Outpost Navigation Objective: Dangerous Territory Assault Frigate Mark II B (72 points) - Gunnery Team ( 7 points) = 79 total ship cost CR90 Corvette A (44 points) - Jainas Light ( 2 points) = 46 total ship cost CR90 Corvette A (44 points) = 44 total ship cost CR90 Corvette A (44 points) = 44 total ship cost [ flagship ] MC75 Armored Cruiser(104 points) - Admiral Ackbar ( 38 points) - Caitken and Shollan ( 6 points) = 148 total ship cost 1 Tycho Celchu ( 16 points) 1 Shara Bey ( 17 points) = 33 total squadron cost And here's the second: Dodanna CC Fleet Author: Admiral Attackbar Faction: Rebel Alliance Points: 399/400 Commander: General Dodonna Assault Objective: Precision Strike Defense Objective: Fighter Ambush Navigation Objective: Superior Positions [ flagship ] MC80 Command Cruiser(106 points) - General Dodonna ( 20 points) - Boosted Comms ( 4 points) = 130 total ship cost Assault Frigate Mark II B (72 points) - Flight Controllers ( 6 points) = 78 total ship cost GR-75 Combat Retrofits (24 points) - Jamming Field ( 2 points) = 26 total ship cost GR-75 Combat Retrofits (24 points) - Bomber Command Center ( 8 points) = 32 total ship cost 1 Wedge Antilles ( 19 points) 1 "Dutch" Vander ( 16 points) 1 Norra Wexley ( 17 points) 1 Gold Squadron ( 12 points) 3 X-Wing Squadrons ( 39 points) 3 Y-Wing Squadrons ( 30 points) = 133 total squadron cost Quote Share this post Link to post Share on other sites
Tokra 2,147 Posted April 21, 2018 About the first: The first i noticed are the few upgrade cards. CC is so much different to normal games. You want full equipped ships in CC. Starting without the allowed 1 upgrade per ship, seems wasted for me. The reason for the upgrades is, you don't have to repair them. If you loose a ship for 44 points, and this one has 120 points worth of upgrades (yes, i push it a bit ), you need only 22 Points to repair it. But if you have 3 ships, without upgrades, for 44 points each, it will cost you 66 points to repair all 3. I am not saying that these small ships should be filled to the last slot with upgrades, but they should never fly naked. The second part about the fleet: I am not so happy with the CR90 and Ackbar. Yes, they are the cheapest ship that can make use of Ackbar. But on the other hand they die so **** fast. They cannot be in the Front of an ISD. But when you flank, you risk that they get caught by other ships. From own experience i know that especially the Demolisher is a real killer to hunt down these CR90. They have no chance against him. But this is my own opinion about it. I just were never happy with this combination. The squadrons are (for my ) a bit low. But these two are good to block and delay. But you need to calculate to repair them every round. And they will never become veteran if this happen. About the second: This looks like a hard time to activate all these squadrons. Maybe 2 less would be better. And upgrade two generic to uniques. I would even think about 2 VCX. Not only because of the relay, but more important for the strategic. The base defense is so much easier when you have strategic. For offensive and defensive. If you are attacking an imperial base, you just take out one of the missions. Ion cannon becomes nearly worthless when you have strategic. Quote Share this post Link to post Share on other sites
simpatikool 104 Posted April 22, 2018 Outside of Tokra's comments, which I agree with, in CC, there is no reason not to spend every available point. There are no real initiative bids in the CC campaign. It is about who has campaign point initiative and then the type of battle taking place. You don't help yourself not using your points. When developing a fleet, you should have a build plan. Your starting Fleet and then what your fleet would look like at 500 points. Where I disagree with Tokra is that for the first round, you can have upgrade less ships, but with a plan as t what that ship is going to look like fully developed at 500. You are not gonna want upgradeless capital ships on your roster in rounds 3 and 4, when the battles are crucial. Of your two fleets, I much prefer your second as I can see where you are going with it. Plus, it has some great punch. 1 schmidty1701 reacted to this Quote Share this post Link to post Share on other sites
Stefan 732 Posted April 22, 2018 Take Biggs and Jan Ors. After Round 1, slap Gallant Haven on the Mark 2. 1 schmidty1701 reacted to this Quote Share this post Link to post Share on other sites
Darth Korvix 2 Posted April 25, 2018 Definately max your upgrades early on and think about where you want to be at 500 points. I recently completed CC using Ackbar and only lost one game. Here was my starting lineup if you want to use as a comparison: Ackbar Fleet R1 Rebels MC80 Assault Cruiser (114) - flagship - Admiral Ackbar (38) - Early Warning System (7) = 159 total points Assault Frigate Mark II B (72) - Reinforced Blast Doors (5) = 77 total points Assault Frigate Mark II B (72) - Reinforced Blast Doors (5) = 77 total points GR-75 Medium Transports (18) - Repair Crews (4) = 22 total points Squadrons (60 Total): 1x YT-1300 (13) 1x VCX-100 Freighter (15) 2x YT-2400 (32) Targeting Beacons Planetary Ion Cannon Solar Corona The tactic was to use upgrades to keep the fleet in good shape whilst Ackbar added firepower. The YT1300 escorted the VCX whilst it moved tokens around and the YT2400’s added anti-squadron support via rogue. 1 schmidty1701 reacted to this Quote Share this post Link to post Share on other sites