I freaking love myself some A-Wings. |
Trying out a hybrid Ackbar tournament build using the template I used for my Wave 4 tournament list here. Basically, I'm running into a little bit of a thought bubble, and I'm not sure what to take when it comes to squadron composition.
Basically, you have this template here:
[ flagship ] MC80 Command Cruiser (106 points)
- Admiral Ackbar ( 38 points)
- Home One ( 7 points)
- Intel Officer ( 7 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
- Leading Shots ( 4 points)
= 183 total ship cost
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
- XI7 Turbolasers ( 6 points)
= 92 total ship cost
GR-75 Medium Transports (18 points)
- Comms Net ( 2 points)
= 20 total ship cost
You have 295 points here out of 400 total, and I want to stay below <385 bid.="" p="">
This basically gives me 90 points to play with when it comes to having a good bid, and having some decent squadron coverage. It has dawned pretty painfully on me in the last couple of days playing IRL and on Vassal that try as I may, I don't think the 3-4 YTs are good enough in a meta now filled with BCC and other threats out there. We already knew that going in, but I needed to some hard games vs. some competitive gamers that share the same mindset to confirm it. Either way, we now have 90 points to spend on squadrons and/or other upgrades.
Here are some things floating around in my head:
385>
- 8x A-Wings - T2 squadron queues from H1 and MKII, 24 blue alpha, 5-range threat and Counter 2. 8 black dice to use against ships. 32 hull total. Even though these guys want commands, I'm not sure I want to use any just to keep these guys going.
- Dash + 4x YTs - Same points as the above. Throw a squadron token on the H1 and launch all 5 into the enemy on T2. 20 blue alpha, 4-range threat. Dash has Bomber and some brace tokens, but otherwise 30 hull total. 4 blacks and Dash's Bomber black vs. ships. Big bonus here is that all ships are Rogue, which frees up commands on all ships.
- 4x A-Wings, Dash + YT - 4 points less than the above. H1 can throw A-Wings on T2, transport can throw the other 2. 20 blue alpha, mixed 4-5 threat range. Some have counter, some have more HP, some have Rogue. A mixed bag over here, but still effective.
The first thing we should ask ourselves here is:
Which one of these will be most effective in the new meta? Think Rieekan Aces, Imperial Aces, Rhymerballs, Fireballs, and just the oddball Y-Wing spam or TIE spam. I'm not looking to beat a dedicated anti-fighter list, but I do want something that can fight the meta squadron-threat so my bigger ships can get to work.
Just some food for thought.
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