Ackbar+Honor Guard: A Novice attempts an Ackbar list

By Squark, in Star Wars: Armada Fleet Builds

So, this is what I'm thinking for a Wave II list. I've been fond of the Assault Frigate, and Ackbar seems like the perfect commander to give them some force multiplication. However, I do have a couple of concerns. First, the list itself;

Ackbar's Honor Guard (389 of 400 pts)
Flagship: (197 pts)

  • MC80 Assault Cruiser(114 pts)
  • Admiral Ackbar (38 pts)
  • Home One (7 pts)
  • Intel Officer (7 pts)
  • Engine Techs (8 pts)
  • Electronic Counter Measures (7 pts)
  • Advanced Projectors (6 pts)
  • Enhanced Armament (10 pts)

Fleet Ship 1: (96 pts)

  • Assault Frigate Mark II B(72 pts)
  • Gunnery Team (7 pts)
  • Electronic Counter Measures (7 pts)
  • Enhanced Armament (10 pts)

Fleet Ship 2: (96 pts)

  • Assault Frigate Mark II B(72 pts)
  • Gunnery Team (7 pts)
  • Electronic Counter Measures (7 pts)
  • Enhanced Armament (10 pts)

Objectives:

  • Advanced Gunnery
  • Fire Lanes
  • Undetermined Navigation Objective

Looking at the list, the three biggest potential issues I see is the Home One's pricetag, uncertainty over which Navigation Objective to use, and the lack of any real anti-fighter strategy.

I can cut Intelligence Officer and Engine Techs from the Home One, but both of them cover up the ship's weaknesses in the list; The Intelligence Officer gives the ship a dependable pseudo-accuracy token (The Frigates benefit from Home One, but the title doesn't work on the ship itself), while Engine Techs gives it improved mobility (And when you're already throwing out so many dice with a single attack and lack squadrons, Navigation and Engineering are pretty much the only commands you need). That frees up 15 points, putting me at 26 points to spare, though, and I'm not sure what I'd spend them on. On the other hand, if I also cut all 3 Enhanced armaments, that puts me up to 56 points, and that's enough for a Corvette with a trick or two and an innitiative bid.

Fire Lanes and Advanced Gunnery are both pretty obvious choices. Advanced Gunnery turns the Home One into a nightmarish death machine spitting out 14 red dice at a single target each turn, while Fire lanes synergizes well with the hefty amount of long range firepower (Although having checked now, Ackbar doesn't count. Still, that's a ton of red dice). But what about Navigation? Superior Positions is probably out- a rhymer bomber on my tail could easily rack up tons of points. Intel Sweep concentrates on the mobility of a single ship, and the Whale and... Bigger whale are at best average. Dangerous Territory is another speed and mobility objective, so I guess Minefields is the logical choice? I guess I'd have to get used to using it, though.

As for the lack of anti-fighter tools... I don't see where I could find the points for a fighter screen, and the ships don't really have a good anti-fighter strategy since ships can't push through enough damage to hurt anything more durable than a Tie Fighter or Tie Interceptor without fighters of their own doing the heavy lifting.

Any other things you see that seem questionable? Suggestions on how to adjust the list to manage those concerns? Thanks for the help.

Edited by Squark

Minefields is the way to go with that list. You will need practicing it, setting up the minefields, to get the best use.

Can you find points for 3 stands of A-Wings? At lest 3 of them can tie up bombers and whatnot. Someone foolish enough not to bring a fighter screen? Free 3 black dice attack, on a hull zone of your choosing, just about every turn? Yes please!

Obviously highly dependent on object and how your board is set up, but I think it could be hilarious to set up home one parallel to your board edge, then do the same with your frigates, but have them 180 degrees with their butts to the butt of the MC-80, and start making your "circle of death.". You the force your apponnent to either split their forces OR let one of your two attack groups get behind them. Good in theory, not sure in practice.

You are trying to set up three ships with side arcs and I am not sure you can do that with them headed all in the same direction. Good list overall, but like you said, maybe a bit upgrade heavy.

Alternate list based on Jut's idea for A-Wings

Total - 396

Flagship: (193 pts)
MC80 Assault Cruiser(114 pts)
Admiral Ackbar (38 pts)
Home One (7 pts)
Ray Antilles (7 pts) - changed to get use out of Engine Techs. Use Nav Command and stll get token.
Engine Techs (8 pts)
Electronic Counter Measures (7 pts)
Advanced Projectors (6 pts)
Heavy Turbolaser Turrets (6 pts)
Fleet Ship 1: (85 pts) Use either of these AFIIs or a mix
Assault Frigate Mark II B(72 pts)
Gunnery Team (7 pts)
Heavy Turbolaser Turrets (6 pts)
Fleet Ship 2: (85 pts)
Assault Frigate Mark II B(72 pts)
Gunnery Team (7 pts)
XI7 Turbolasers (6 pts)
Squadrons (33 of 132 pts):
3x A-Wing Squadron (33 pts)
Objectives:
Advanced Gunnery
Fleet Ambush - like idea of half enemy fleet being closer to hit
Minefields
like your fleet, just a few ideas. Interested in what you face and how it goes
Edited by Jimble

Minefields is the way to go with that list. You will need practicing it, setting up the minefields, to get the best use.

Can you find points for 3 stands of A-Wings? At lest 3 of them can tie up bombers and whatnot. Someone foolish enough not to bring a fighter screen? Free 3 black dice attack, on a hull zone of your choosing, just about every turn? Yes please!

Obviously highly dependent on object and how your board is set up, but I think it could be hilarious to set up home one parallel to your board edge, then do the same with your frigates, but have them 180 degrees with their butts to the butt of the MC-80, and start making your "circle of death.". You the force your apponnent to either split their forces OR let one of your two attack groups get behind them. Good in theory, not sure in practice.

You are trying to set up three ships with side arcs and I am not sure you can do that with them headed all in the same direction. Good list overall, but like you said, maybe a bit upgrade heavy.

Hmm... 3 A-wings actually might not do too badly. They're fast enough to get where they need to, durable enough to tie things up for a while, and Counter ensures they'll hopefully at least do a little damage. Still a bit vulnerable to Intel, but I'm still figuring out how small fighter screens work around that without using the instigator.

I like the idea of encircling the enemy. The only issue is that lists which use small ships will have numerical superiority, which will make that tricky. Hannibal, I ain't.

Alternate list based on Jut's idea for A-Wings

Total - 396

Flagship: (193 pts)
MC80 Assault Cruiser(114 pts)
Admiral Ackbar (38 pts)
Home One (7 pts)
Ray Antilles (7 pts) - changed to get use out of Engine Techs. Use Nav Command and stll get token.
Engine Techs (8 pts)
Electronic Counter Measures (7 pts)
Advanced Projectors (6 pts)
Heavy Turbolaser Turrets (6 pts)
Fleet Ship 1: (85 pts) Use either of these AFIIs or a mix
Assault Frigate Mark II B(72 pts)
Gunnery Team (7 pts)
Heavy Turbolaser Turrets (6 pts)
Fleet Ship 2: (85 pts)
Assault Frigate Mark II B(72 pts)
Gunnery Team (7 pts)
XI7 Turbolasers (6 pts)
Squadrons (33 of 132 pts):
3x A-Wing Squadron (33 pts)
Objectives:
Advanced Gunnery
Fleet Ambush - like idea of half enemy fleet being closer to hit
Minefields
like your fleet, just a few ideas. Interested in what you face and how it goes

Huh. I never thought of using Raymus to get a second use of Engine Techs out of each Navigate Command. That's a pretty cool trick!

Heavy Turbolaser Turrets does seem like a nice fit, but unfortunately I don't see myself picking up an ISD any time soon.

If you don't have heavy turbo lasers XI7s are fine.

I really like Defiance as a more aggressive alternative to Home One. This lets the frigates exhaust or use up tokens and Defiance cleans up.

You can move Ackbar to a frigate if you want to spread the points around a little more.

I might try and cut a few upgrades (the turbo lasers on the frigates maybe, or AP) for another stand of A-wings or two.

Advanced Gunnery is basically a dead objective in this list, it is close to an auto win button. No one will make the mistake of picking this twice against an Ackbar MC80 so you should focus on practicing with the other two objectives types. I think contested outpost could be good to make the enemy come to you. I am also thinking of trying tractor beams to keep the enemies biggest threat at long range.

Edited by Gorthaur25

Actually advanced gunnery could potentially end baddly. If you lost your mc80 its worth double points (like 400) by itself!! Just thought it was noteworthy to mention.

Minefields is the way to go with that list. You will need practicing it, setting up the minefields, to get the best use.

Can you find points for 3 stands of A-Wings? At lest 3 of them can tie up bombers and whatnot. Someone foolish enough not to bring a fighter screen? Free 3 black dice attack, on a hull zone of your choosing, just about every turn? Yes please!

Obviously highly dependent on object and how your board is set up, but I think it could be hilarious to set up home one parallel to your board edge, then do the same with your frigates, but have them 180 degrees with their butts to the butt of the MC-80, and start making your "circle of death.". You the force your apponnent to either split their forces OR let one of your two attack groups get behind them. Good in theory, not sure in practice.

You are trying to set up three ships with side arcs and I am not sure you can do that with them headed all in the same direction. Good list overall, but like you said, maybe a bit upgrade heavy.

Hmm... 3 A-wings actually might not do too badly. They're fast enough to get where they need to, durable enough to tie things up for a while, and Counter ensures they'll hopefully at least do a little damage. Still a bit vulnerable to Intel, but I'm still figuring out how small fighter screens work around that without using the instigator.

I like the idea of encircling the enemy. The only issue is that lists which use small ships will have numerical superiority, which will make that tricky. Hannibal, I ain't.

Alternate list based on Jut's idea for A-Wings

Total - 396

Flagship: (193 pts)
MC80 Assault Cruiser(114 pts)
Admiral Ackbar (38 pts)
Home One (7 pts)
Ray Antilles (7 pts) - changed to get use out of Engine Techs. Use Nav Command and stll get token.
Engine Techs (8 pts)
Electronic Counter Measures (7 pts)
Advanced Projectors (6 pts)
Heavy Turbolaser Turrets (6 pts)
Fleet Ship 1: (85 pts) Use either of these AFIIs or a mix
Assault Frigate Mark II B(72 pts)
Gunnery Team (7 pts)
Heavy Turbolaser Turrets (6 pts)
Fleet Ship 2: (85 pts)
Assault Frigate Mark II B(72 pts)
Gunnery Team (7 pts)
XI7 Turbolasers (6 pts)
Squadrons (33 of 132 pts):
3x A-Wing Squadron (33 pts)
Objectives:
Advanced Gunnery
Fleet Ambush - like idea of half enemy fleet being closer to hit
Minefields
like your fleet, just a few ideas. Interested in what you face and how it goes

Huh. I never thought of using Raymus to get a second use of Engine Techs out of each Navigate Command. That's a pretty cool trick!

Heavy Turbolaser Turrets does seem like a nice fit, but unfortunately I don't see myself picking up an ISD any time soon.

what do you mean by a 'second use of engine techs out of each navigate command'?

The way I mean it to be used is

Turn 1 - reveal Nav Command, Raymus gives ship a Nav token. Use Nav Command in Maneuver stage and activate Engine Techs

Turn 2 - can use Nav Token to activate Engine Techs

Gives you 2 uses of Engine Techs over 2 turns for 1 command

I was trhinking of this as well, Normally by turn 3 you want to slow down anyway to avoid flying off the table.

The way I mean it to be used is

Turn 1 - reveal Nav Command, Raymus gives ship a Nav token. Use Nav Command in Maneuver stage and activate Engine Techs

Turn 2 - can use Nav Token to activate Engine Techs

Gives you 2 uses of Engine Techs over 2 turns for 1 command