Rebel Ackbar Home one 400pt wave 2 vs 2 ISD

By Corver, in Star Wars: Armada Fleet Builds

I have my 2nd wave 2 game tomorrow and my first one was a disaster the ISD moving at speed 3 really messed me up.

I'm playing someone else who has an ISD and wants to use mine.

With Ackbar and home one you need as many ships as possible. My opponent at 300pts takes 3VSD's and no fighters, so i could have gone fighter heavy, but with Ackbar and home one you need ships. I suspect he'll take 2x ISD a VSD and a raider so i need 4 ships as well.

(399 of 400 pts)
Flagship: (172 pts)


  • MC80 Assault Cruiser(114 pts)
  • Admiral Ackbar (38 pts)
  • Home One (7 pts)
  • Advanced Projectors (6 pts)
  • Electronic Counter Measures (7 pts)

Fleet Ship 1: (72 pts)


  • Assault Frigate Mark II B(72 pts)

Fleet Ship 2: (72 pts)


  • Assault Frigate Mark II B(72 pts)

Fleet Ship 3: (51 pts)


  • CR90 Corvette A(44 pts)
  • Turbolaser Reroute Circuits (7 pts)

Squadrons (32 of 133 pts):


  • 1x Scurgg H-6 Bomber (16 pts)
  • 1x YT-2400 (16 pts)

Objectives:


  • Advanced Gunnery
  • Hyperspace Assault
  • Dangerous Territory

This is a test game for our new wave 2 toys and i want to see whats better a H-6 or YT-2400

The YT is rogue wich means i dont have him sitting with no targets. Last time vs 3x VSD I murdered him with B-wings. Bwings are not much use against speed 3 ISD's unless you have a carrier and then i think Graham Ibis is a better admiral.

Edited by Corver

Update, he took VS 2x ISDII and a vicII with motti and slaughtered him! didnt loose a ship :) and he had a half dead ISD left.

He won initiative and I chose his hyperspace assualt. He was thinking he could use a ISD as the ship but i pounted out it had to be the Vic.

I swapped the laser on the vette for slaved turrets as i dont own the upgrade i bought :)

I ran in a tight group with the corvette out front He had no fighters (as i suspected he might) so my two plinked away. he had quad lasers but with 6 hull each they would never have died.

Home one is amazing and that card is alot better than i thought. when you are throwing handfulls of red you always get at least one blank, i locked down brace on every attack.

He hyperspaced behind home one and Ackbar got to say 'its a trap!' the vic shot once long range and was vaped by 2x afII and mc80 next turn out one arc while shooting the first ISD long range out the other (ackbar slash). The fleet then advanced up at speed 2 turning away from him and his ISD's fire blue dice ONCE the whole game!

I could see myself taking a 2nd Mc80 but the 2x AFII were pretty solid. Maybe with 2x Cr90 slaved turrets, that CR90 really dished some pain, shooting 5 red dice per turn. 1 from self, 1 slaved, 2 ackbar, 1focus fire. The CR90 i ran in the old move fast and daring way but with Jianas light added could sit behind my fleet pumping 5 reds per turn.

Also handy if the opponent takes dangerous territory.

I took a pic i'll post later of my attack fleet crossing the T.

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Crossing the T on two ISD's

the AFmk2-bs need gunnery teams

you're doubling the amount of Akbar + Home One shots every time you get them off

anything you can drop to get gunnery teams on the fatties, be it Projectors or assault --> command or the TLRC, will be more than worth losing

also, the lone Silly Bomber won't be doing much of anything. Might as well replace it with another Rogue

Edited by ficklegreendice

Gunnary teams wouldn't have been used once in that game. Keeping the enemy at reg range and crossing the T formation means ideally you only want one enemy ship in range.

Well I only have one rouge box but will get another and the yt2400 and silly work well together two of each would be pretty nice.

Gunnary teams wouldn't have been used once in that game.

Corver.

In the picture you posted the two AF-B's would have been definitely using Gunnery Teams to great effect against the two ISD's (doubling your firepower).

Gunnery teams are the single best upgrade to AF’s you can have (in my opinion).

as above

gunnery teams are ridiculous because they amplify Akbar's benefit by letting it apply twice (whereas the oft cited "akbar slash" is both unlikely to ever occur and a touch suicidal in this game), as well as enabling further abuse of Home One

For 7 points "home one" is ridiculously awesome. Ackbar is really good too. Rebels got some really good stuff in wave 2. I can see how gunnery teams feed of these upgrades, a good combo if you ask me.

Since ackbar was realeased I thought that it would be ruled out to one shot only for broadside too much cheap and good to be utilizable in every shot every ship. Same as home one, too cheap force multiplier dice modifier as almost all other dice modificiers are ship only (reroute circuits), cost losing dice or one use only by activation (or both screed).

Since ackbar was realeased I thought that it would be ruled out to one shot only for broadside too much cheap and good to be utilizable in every shot every ship. Same as home one, too cheap force multiplier dice modifier as almost all other dice modificiers are ship only (reroute circuits), cost losing dice or one use only by activation (or both screed).

No, they did that with certain gunnery upgrades. Ackbar's downside is that to get the bonus you can ONLY fire out the side arcs. So if you only have one arc, you need either the Advanced Gunnery objective or Gunnery Teams to take advantage of it.