So, well, I figured two offensive slots on the Acc-I could provide some fun possibilities...
Name: Untitled Fleet Faction: Republic Commander: Bail Organa
Assault: Defense: Navigation:
Acclamator I (66) • Flight Commander (3) • Expanded Hangar Bay (5) • Rapid Launch Bays (6) • Linked Turbolaser Towers (7) = 87 Points
Acclamator I (66) • Flight Commander (3) • Expanded Hangar Bay (5) • Rapid Launch Bays (6) • Linked Turbolaser Towers (7) = 87 Points
Consular Charger C70 (45) • Bail Organa (28) • Hondo Ohnaka (2) • Medical Team (1) • Radiant VII (1) • Bomber Command Center (8) = 85 Points
Squadrons: • Anakin Skywalker (19) • 7 x ARC-170 Starfighter Squadron (105) = 124 Points
Total Points: 383
Could take some more upgrades on the Acc-Is, but I'm not sure what would be best. Titles? Flight controllers? ExRacks? Haven't thought to much on objectives either... 🤔
The plan is obvious: Speed 3 towards enemy, Flight commander lets you launch all four squadrons after moving for 8 dice of bombs (hopefully with rerolls) on a probably undefended target. Then it's all about trying to turn around while continuing to throw squad commands.
So... Plausible?
Well, the idea is to get an unstoppable fighter strike. At speed 3, even with that single turn, the ships can cover a very large potential board area. The enemy will have to spread out his fighters a lot to force them to engage!
HRings means the enemy will probably have at least a turn to get his fighters into position - possibly two, given the speed of ARCs...
I like it, a whole lot.
RLB feels overpriced for what it is; you might be better off going for hyperspace rings and filling those wepons teams. OE + Racks/APTs is a pretty solid boost to damage. Or Flight Controllers if you want TIE Interceptor-grade damage.
Speaking of which, it's kind of hard not to recommend taking Nevoota Bee.