My latest facepalm list. Wave 2, 400 point

By Lyraeus, in Star Wars: Armada Fleet Builds

So. . . This is silly. . .

Edit: Removed an Assault Frigate, added a CR90 A. Added Gunnery Teams to each Assault Frigate. This brings the max dice per turn to a likely 43. You can move Akbar if you expect Most Wanted so that the objective ship is the CR90.

+++ Terror of Akbar (398pts) +++

Assault Frigate Mark IIB (79pts)

[Gunnery Team (7pts)]

Assault Frigate Mark IIB (79pts)

[Gunnery Team (7pts)]

Assault Frigate Mark IIB (79pts)

[Gunnery Team (7pts)]

Assault Frigate Mark IIB (79pts)

[Gunnery Team (7pts)]

CR90 Corvette A (82pts)

[•Admiral Ackbar (38pts)]

+ Objectives +

Assault Objective [Most Wanted]

Defense Objective [Fire Lanes]

Navigation Objective [intel Sweep]

Edit 2: Here is an alternate list for you squadron lovers

+++ Terror of Akbar 1.5 (396pts) +++

Assault Frigate Mark IIB (79pts)

[Gunnery Team (7pts)]

Assault Frigate Mark IIB (79pts)

[Gunnery Team (7pts)]

Assault Frigate Mark IIB (79pts)

[Gunnery Team (7pts)]

CR90 Corvette A (82pts)

[•Admiral Ackbar (38pts)]

+ Squadrons (77pts) +

A-Wing Squadron (11pts)

A-Wing Squadron (11pts)

A-Wing Squadron (11pts)

A-Wing Squadron (11pts)

A-Wing Squadron (11pts)

A-Wing Squadron (11pts)

A-Wing Squadron (11pts)

+ Objectives +

Assault Objective [Most Wanted]

Defense Objective [Fire Lanes]

Navigation Objective [intel Sweep]

Edit 3:Lets put a Rogue squadron in this time.

+++ Terror of Akbar 2.0 (399pts) +++

Assault Frigate Mark IIB (79pts) [Gunnery Team (7pts)]

Assault Frigate Mark IIB (79pts) [Gunnery Team (7pts)]

Assault Frigate Mark IIB (79pts) [Gunnery Team (7pts)]

CR90 Corvette A (82pts) [•Admiral Ackbar (38pts)]

+ Squadrons (80pts) +

YT-2400 (16pts)

YT-2400 (16pts)

YT-2400 (16pts)

YT-2400 (16pts)

YT-2400 (16pts)

+ Objectives +

Assault Objective [Most Wanted]

Defense Objective [Fire Lanes]

Navigation Objective [intel Sweep]

Edited by Lyraeus

Remind me, is the AF2B the one with double anti-squadron?

Fire lanes is definitely a trap option here, as is Most Wanted. Leaving Intel Sweep. Which is going to play nicely into your little gravy train list with Ackbar grabbing objectives at the rear. This may even be resilient enough to actually survive an Ackbar Slash pushing through a gap between enemy ships, though obviously that's on a case-by-case basis.

For all-ships, this is a really good list. I think 4 like this with squadrons might be more powerful overall, though. You could fit 7 Y-Wings with a 4pt bid, or 6 of the new darling A-Wings and have 8 points left to give Ackbar a defensive Retrofit or pair up some Boosted Coms.

Edited by thecactusman17

No, the B has a single AAA dice.

You want to try this with Opening Salvo as well. Throw in some CF and watch as Ackbar flings 5 red + 3 black on those first shots. Just for the lolz. You know this to be true.

No, he wants Most Wanted. He can get the extra die consistently against the right target and with 5 ships it isn't a death sentence if one is staying out of the fight until the last moment. He also gets to nominate the enemy ship most dangerous to him and threaten it with extra damage each turn.

No, he wants Most Wanted. He can get the extra die consistently against the right target and with 5 ships it isn't a death sentence if one is staying out of the fight until the last moment. He also gets to nominate the enemy ship most dangerous to him and threaten it with extra damage each turn.

If this is a lolz list like the title implies, then my comment that he would ALSO want to try this with Opening Salvo (for the lolz) holds true. For boring, consistent damage, go with Most Wanted (with 5 tough, agile ships it's a no-brainer).

It is this kind of list that will undoubtedly show that Ackbar needs to be re-evaluated. I really dont want to see a list like this, that allows people who have the disposable income buy this many AFs, take advantage of tournaments. I am sure that many will argue that this list isnt unbeatable and I agree it isnt but all things being equal in skill and luck between opponents I cant think of any build that would "withstand fire power of that magnitude."

It is this kind of list that will undoubtedly show that Ackbar needs to be re-evaluated. I really dont want to see a list like this, that allows people who have the disposable income buy this many AFs, take advantage of tournaments. I am sure that many will argue that this list isnt unbeatable and I agree it isnt but all things being equal in skill and luck between opponents I cant think of any build that would "withstand fire power of that magnitude."

You also have to realize that a standard gunline is bad for this. The semicircle is an option for movement but more often than naught, you would want a W style of formation.

Another option is to have objectives this list would not want to see such as Contested Outpost, Dangerous Territory (those crits can message you up), Advanced Gunnery (this one is less so but can be annoying) , and a few others.

It is this kind of list that will undoubtedly show that Ackbar needs to be re-evaluated. I really dont want to see a list like this, that allows people who have the disposable income buy this many AFs, take advantage of tournaments. I am sure that many will argue that this list isnt unbeatable and I agree it isnt but all things being equal in skill and luck between opponents I cant think of any build that would "withstand fire power of that magnitude."

Many lists will die to this but Raiders and VSD's with tractor beams are the counter..

You also have to realize that a standard gunline is bad for this. The semicircle is an option for movement but more often than naught, you would want a W style of formation.

Another option is to have objectives this list would not want to see such as Contested Outpost, Dangerous Territory (those crits can message you up), Advanced Gunnery (this one is less so but can be annoying) , and a few others.

I guess we will see but I have seen the strength of 3 AFIIs with just enhanced armaments and in the right hands it is gross. Again I realize that with wave 2 the congo line dynamics and the new ships/squadrons/upgrades will impact this but I am not sure it will make that much of a difference. I love the rebs but I still feel that 2 red dice from Ackbar is giving the Rebs too much firepower. I will be switching over to Imperials only because I hate playing the faction with easy mode options and no matter what you say Ackbar is going to change the Rebels from finesse and experience to look at how many dice I can throw. Just my humble opinion and I might be wrong but I doubt it.

Both sides have easy mode options. And while you are correct that Akbar does make things a bit easier, the issue comes down to play.

5 Assault Frigates, 4 Assault Frigates and a CR90, 3 Assault Frigates, a CR90 and squadrons have the same innate issue. They have to get range on target.

More ships means you need to create a closer bunching to get more ships on target. At best you can expect an enemy ship to be in range of 2 to 3 of your Assault Frigates. While that may be enough to take that ship down, faster ships have options to block the line so to say. Though a speed 3 medium ship is no slouch

If I was flying this list (any variant of it) I could almost guarantee myself a win every single time. It would take some ridiculously skilled opponent to beat a skilled player flying this monstrosity. I would love a mirror match between equally skilled opponents, that would be something.

Its a good thing I am a hardcore Imperial player, because money is no object to me, and I could have this list ready to fly tomorrow if I was so inclined. As is, I flew a couple of days ago against my bud flying three Frigates with a CR 90 and Ackbar, and got blasted for my troubles.

Ackbar is ridiculously powerful. I am not saying he cannot be countered.... but it will take a lot of thinking and strategizing to do so. I am working on counters now, but till wave two is officially out and I get my goodies, I am stuck.

I don't know about a win every time but it is indeed strong. . . The upgrade light meta is something I will be working on.

I don't know about a win every time but it is indeed strong. . . The upgrade light meta is something I will be working on.

Upgrade Light Meta: aka the Green Meta.

Flying Light Upgrades before it was popular.

(for the lolz)

I don't know about a win every time but it is indeed strong. . . The upgrade light meta is something I will be working on.

Upgrade Light Meta: aka the Green Meta.

Flying Light Upgrades before it was popular.

(for the lolz)

I watched the round 4 game and was blown away by little to no upgrades. I am usually the guy running 91 point Space Whales so it was odd to see no upgrades. . .

I'm a No-to-Low upgrader... My Neb-Bs usually have Titles only, and the Frigate just with ECM, which I've been neglecting lately...

... I just want Wave 2 before I can really dig into options.

Are we sure that tractor beams are the counter? If they take Home One it'll take an ISD with the tractor beam to slow it down, and if they just make sure to have navigate commands every turn (likely, since it'll have engine techs and they'll want to keep the speed up), if they just make sure that each turn that you take the token away they put it back, they'll be fine. Or let their speed get reduced, then use the command to push it back up when it activates. VSDs won't cut it and to make significant gains on speed reduction of the home One, they'll need to have more than one ISD, and that's your whole list essentially.

If ALL they take are Assault Frigates, then VSDs with tractors could do it, but that's a big if.

I'm a No-to-Low upgrader... My Neb-Bs usually have Titles only, and the Frigate just with ECM, which I've been neglecting lately...

... I just want Wave 2 before I can really dig into options.

Are we sure that tractor beams are the counter? If they take Home One it'll take an ISD with the tractor beam to slow it down, and if they just make sure to have navigate commands every turn (likely, since it'll have engine techs and they'll want to keep the speed up), if they just make sure that each turn that you take the token away they put it back, they'll be fine. Or let their speed get reduced, then use the command to push it back up when it activates. VSDs won't cut it and to make significant gains on speed reduction of the home One, they'll need to have more than one ISD, and that's your whole list essentially.

If ALL they take are Assault Frigates, then VSDs with tractors could do it, but that's a big if.

If someone wants to play this list at high speed and they get doubled tractor beamed, it is likely that the Whale will either be speed 2 or 1 which messes up the line behind it.

Now if I saw tractor beams while playing this I would deploy in a staggered W formation to mitigate that and just stay at speed 1. The only caveat to this is if Intel Sweep was chosen in which case the CR90 is the ship to go get those tokens.

I've never believed in a ton of upgrades, rather have more ships. Stil....

Ackbar is ridiculously powerful. I am not saying he cannot be countered.... but it will take a lot of thinking and strategizing to do so. I am working on counters now, but till wave two is officially out and I get my goodies, I am stuck.

How quickly you forget that before that game you tabled my Ackbar fleet that had 2 AFMk2bs tooled up and 2 Escort Nebs tooled up with some fighters!

I really dont want to see a list like this, that allows people who have the disposable income buy this many AFs, take advantage of tournaments.

(Current Amazon prices)

5xAF2 (400 points) = 5x$27 = $135

VGGG (300 points) = $27 + 3x$22 = $93

$135/400 = $.33/point

$93/300 = $.31/point

The difference is extremely marginal. If you're buying into a hobby that requires $100 bare minimum start-up price, you have no grounds to kvetch over what amounts to like a $3 price difference.

Edited by Ardaedhel

If someone deploys/moves at speed 1 for a while, that gives an ISD with nav tokens the opportunity to come around in front of the formation. I will LOVE doing that to people.

Ackbar is ridiculously powerful. I am not saying he cannot be countered.... but it will take a lot of thinking and strategizing to do so. I am working on counters now, but till wave two is officially out and I get my goodies, I am stuck.

How quickly you forget that before that game you tabled my Ackbar fleet that had 2 AFMk2bs tooled up and 2 Escort Nebs tooled up with some fighters!

Ha! I have you now...hi Tom!

Yep, true that, but I believe you were still figuring out the Ackbar mechanics, and now that's done, it'll become infinitely more difficult to beat.... But I shall keep working at it!

Game on brother!

If someone deploys/moves at speed 1 for a while, that gives an ISD with nav tokens the opportunity to come around in front of the formation. I will LOVE doing that to people.

The issue with that is the rebel player can plan for that on deployment and turn into it.

I cant think of any build that would "withstand fire power of that magnitude."

squadrons can

well, that was easy