grunnax93 87 Posted September 8, 2019 (edited) I have a 1200 Point Sector Fleet Tournament coming up on the 27th of September. I was trying to figure out if I take Rebels or Imperial Squadron build, but I think I will be going Rebels as I have greater experience running Rebel bombers compared to Sloane Squads, also have a lot more Rebel ships and squads to optimize a build. So in terms of Admirals I was thinking of the following options: - Admiral Ackbar: Turns the Carriers into heavy gunboats increasing damage potential on top of the bombers.- General Dodonna: Gives critical damage quality of the bombers, increases damage output via Structural Damage, but I do not think it will be as much of an increase in total damage output compared to Ackbar.- Commander Sato: Allows you to convert Long Range dice into Black on the target of the bombers, increasing damage, but not as much potential as Dodonna or Ackbar. - General Rieekan: Gives last stand to 1 ship or Ace Squadron per turn, I don't think this will be as effective in large games as it will be in standard games. So I will probably run Admiral Ackbar. In terms of my fighter screen I was thing Jan Ors (Braces for generic X-Wings, Ten Numb (Cleave Squadrons with Triple Activations), Biggs Darklighter (Deals with damage saturation in conjunction with Gallant Haven), Wedge Antilles (Increase the Brace Count of the X-Wing Tar Pit) and 6 X-Wings. As for bombers Norra Wexley (To obtain free shield damage for the bombers crits), Gold Squadron, Keyan Farlander (Just hits hard), 2 B-Wings, Nym (Defense Token Destruction) and 3 Scurrg H-6 Bombers. MC80s: Main Bomber Control and Broadside DakMC75s: Flak/Flight Controllers for X-Wing Tar Pit and Broadside DakAssault Frigate: Flight Controllers / Gallant Haven for X-Wing Tar PitNebulon-B: Yavaris, ideal double tappers would be Ten Numb, Nym and/or Keyan FarlanderPelta: Just more squadron speed.GR75: Toryn Farr and Bomber Command Center for Bomb Quality.GR75: Jamming Fields to reduce incoming squadron fire on the X-Wing Tar Pit therefore increasing tank, Flight Controllers on the MC75s and Guppie to negate the negative effects to my X-Wings and increasing the Blue dice count to Ten Numb. Name: Ackbar Heavy Carriers and Heavy BombersFaction: RebelCommander: Admiral Ackbar Assault: Precision StrikeDefense: Fighter AmbushNavigation: Superior Positions MC80 Command Cruiser (106) • Admiral Ackbar (38) • Lando Calrissian (4) • Fighter Coordination Team (3) • Boosted Comms (4) • Electronic Countermeasures (7) • Leading Shots (4) • Quad Battery Turrets (5) • Home One (7) = 178 Points MC80 Command Cruiser (106) • Adar Tallon (10) • Fighter Coordination Team (3) • Boosted Comms (4) • Electronic Countermeasures (7) • Leading Shots (4) • Quad Battery Turrets (5) = 139 Points MC75 Armored Cruiser (104) • General Draven (3) • Flight Controllers (6) • Boosted Comms (4) • Electronic Countermeasures (7) • Ordnance Pods (3) • Leading Shots (4) • Quad Battery Turrets (5) = 136 Points MC75 Armored Cruiser (104) • Strategic Adviser (4) • Flight Controllers (6) • Boosted Comms (4) • Electronic Countermeasures (7) • Ordnance Pods (3) • Leading Shots (4) • Quad Battery Turrets (5) = 137 Points Assault Frigate Mk2 B (72) • Flight Commander (3) • Flight Controllers (6) • Expanded Hangar Bay (5) • Electronic Countermeasures (7) • XI7 Turbolasers (6) • Gallant Haven (8) = 107 Points Nebulon-B Escort Frigate (57) • Flight Commander (3) • XI7 Turbolasers (6) • Yavaris (5) = 71 Points Pelta Command Ship (60) • All fighters, Follow Me! (5) = 65 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points GR-75 Medium Transports (18) • Walex Blissex (5) • Jamming Field (2) • Quantum Storm (1) = 26 Points Squadrons: • Jan Ors (19) • Ten Numb (19) • Biggs Darklighter (19) • Wedge Antilles (19) • 6 x X-wing Squadron (78) • Norra Wexley (17) • Gold Squadron (12) • Keyan Farlander (20) • 2 x B-wing Squadron (28) • Nym (21) • 3 x Scurrg H-6 Bomber (48) = 300 Points Total Points: 1194 Any and all suggestions would be great. Edited September 9, 2019 by grunnax93 Quote Share this post Link to post Share on other sites
Norell 1,198 Posted September 9, 2019 My gut feeling is that this list doesn't have enough activations for 1200 points, nor the required flexibility. I see where you're coming from, but creating an 1200 points Ackbar list begs for a pair of MC30 in my opinion. They give you flexibility and bigger threat range. It is easily predictable on deployment where it will be in the next 4 turns because your capital ships are so big, so slow and so difficult to maneuver. MC30s would somewhat mitigate this issue. Quote Share this post Link to post Share on other sites
grunnax93 87 Posted September 9, 2019 (edited) 8 hours ago, Norell said: My gut feeling is that this list doesn't have enough activations for 1200 points, nor the required flexibility. I see where you're coming from, but creating an 1200 points Ackbar list begs for a pair of MC30 in my opinion. They give you flexibility and bigger threat range. It is easily predictable on deployment where it will be in the next 4 turns because your capital ships are so big, so slow and so difficult to maneuver. MC30s would somewhat mitigate this issue. what would you swap around? Im expecting the Imperial players going I know to be running 400-500 point SSD's with twin ISD II's Edited September 9, 2019 by grunnax93 Quote Share this post Link to post Share on other sites
Norell 1,198 Posted September 9, 2019 First of all, Walex. He won't serve his purpose on a GR-75. If a flotilla has to discard its scatter, it's already dead. And even if it isn't you bought only one extra round for a Jamming Field. In fact, I would scrap that flotilla completely. You could gain a few points on the squadrons as well. I doubt that you would get too much mileage from Keyan as you have no RLBs to drop him into the face of the opponent. Drop the IX7 from Yavaris, that ship will be dead and it's only purpose is to boost squadrons while giving the least possible points to the opponent. I would change the MC75s to Ordnance Cruisers, drop Boosted Comms, Flight Controllers, Leading Shots and Ordnance Pods in exchange for ExRax, C&S and OE, APT. Those ships wanna get close and double arc to use their black dice, they will be close enough to activate the squadrons. I'm not sure any more where we're standing, but we must be pretty close to add two MC-30 scouts with titles, OE, APT and TRC. THe latter can always be replaced by DTT or XI7. Or you can try the bolder approach, MC-30 torps with titles, OE, ACM and H9 for 3 points LESS! Paired with the MC-75 Ordnances those four could charge ahead while the big ones can throw their red dice calmly from afar. My two cents only though, I just love MC-30 :D 2 The Jabbawookie and Bertie Wooster reacted to this Quote Share this post Link to post Share on other sites
Bertie Wooster 1,857 Posted September 9, 2019 Why not Quad Turbolaser Cannons on the MC30s? If they're in Home One range they can get double accuracies and ignore those SSD braces. Quote Share this post Link to post Share on other sites
jbrandmeyer 128 Posted September 10, 2019 2400 points of fleet on the table is going to be crowded. One BCC simply isn't going to cut it - its just too hard to keep them near the squadrons. Instead of dropping the jamming field flotilla entirely, I'd replace it with a second BCC, and consider giving both of them boosted comms. That makes it much easier for them to contribute from the periphery, where they can stay out of traffic. 3 The Jabbawookie, grunnax93 and Mad Cat reacted to this Quote Share this post Link to post Share on other sites
grunnax93 87 Posted September 11, 2019 (edited) Name: Ackbar Heavy Carriers and Heavy BombersFaction: RebelCommander: Admiral Ackbar Assault: Precision StrikeDefense: Fighter AmbushNavigation: Superior Positions MC80 Command Cruiser (106) • Admiral Ackbar (38) • Lando Calrissian (4) • Fighter Coordination Team (3) • Boosted Comms (4) • Electronic Countermeasures (7) • Leading Shots (4) • Quad Battery Turrets (5) • Home One (7) = 178 Points MC80 Command Cruiser (106) • Adar Tallon (10) • Fighter Coordination Team (3) • Boosted Comms (4) • Electronic Countermeasures (7) • Leading Shots (4) • Quad Battery Turrets (5) = 139 Points MC75 Armored Cruiser (104) • Strategic Adviser (4) • Gunnery Team (7) • Boosted Comms (4) • Electronic Countermeasures (7) • Ordnance Pods (3) • Leading Shots (4) • Quad Battery Turrets (5) = 138 Points Assault Frigate Mk2 B (72) • Flight Commander (3) • Flight Controllers (6) • Expanded Hangar Bay (5) • Electronic Countermeasures (7) • Gallant Haven (8) = 101 Points Nebulon-B Escort Frigate (57) • Flight Commander (3) • Yavaris (5) = 65 Points Pelta Assault Ship (56) • All fighters, Follow Me! (5) = 61 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 53 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points GR-75 Medium Transports (18) • Toryn Farr (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points GR-75 Medium Transports (18) • Bomber Command Center (8) • Boosted Comms (4) = 30 Points Squadrons: • Jan Ors (19) • Ten Numb (19) • Biggs Darklighter (19) • Wedge Antilles (19) • 6 x X-wing Squadron (78) • Norra Wexley (17) • Gold Squadron (12) • 3 x B-wing Squadron (42) • Nym (21) • 3 x Scurrg H-6 Bomber (48) = 294 Points Total Points: 1196 Made some adjustments, went with triple TRC CR-90s as I only have 1 MC30c, also have not had much luck flying them. Can use the TRC90s for flanking. Also made a second BCC boosted comms. Edited September 11, 2019 by grunnax93 Quote Share this post Link to post Share on other sites
Norell 1,198 Posted September 11, 2019 I'm not sure about the triple TRC90s. If they are in red range, then the SSD is in red range to them too. And 3 TRCs won't compensate for the heavy punch of the MC75. Not to mention that the SSD can take 3 shots on the TRC90s and possibly only one on the MC75. Quote Share this post Link to post Share on other sites