Ackbar is crazy!!

By Lord Vithiss, in Star Wars: Armada

I had so much fun pulling an Ackbar Slash with a Nav Token'd AFMK-II that decided to break out of the Conga and hit both a Gladiator and an ISD that was bearing down on them... Actually sitting there and going... "Holy Crap. I have an Ackbar slash opportunity" and then pulling it off was really exciting.

I once did an ackbar slash with my entire fleet. CR first, then a Shrimp, then a AF, and finally a NEB.

My opponent lost it. And by it i mean his marbles.

And every slash was accompanied by firepower.

You fellas aren't helping create an assurance of game balance for us concerned Imperial commanders, you know that right?

I had so much fun pulling an Ackbar Slash with a Nav Token'd AFMK-II that decided to break out of the Conga and hit both a Gladiator and an ISD that was bearing down on them... Actually sitting there and going... "Holy Crap. I have an Ackbar slash opportunity" and then pulling it off was really exciting.

I once did an ackbar slash with my entire fleet. CR first, then a Shrimp, then a AF, and finally a NEB.

My opponent lost it. And by it i mean his marbles.

And every slash was accompanied by firepower.

You fellas aren't helping create an assurance of game balance for us concerned Imperial commanders, you know that right?

I ended up losing that Game by 30 pts, which is almost a draw... But still. Lost despite that. :D

I had so much fun pulling an Ackbar Slash with a Nav Token'd AFMK-II that decided to break out of the Conga and hit both a Gladiator and an ISD that was bearing down on them... Actually sitting there and going... "Holy Crap. I have an Ackbar slash opportunity" and then pulling it off was really exciting.

I once did an ackbar slash with my entire fleet. CR first, then a Shrimp, then a AF, and finally a NEB.

My opponent lost it. And by it i mean his marbles.

And every slash was accompanied by firepower.

You fellas aren't helping create an assurance of game balance for us concerned Imperial commanders, you know that right?

I ended up losing that Game by 30 pts, which is almost a draw... But still. Lost despite that. :D

I'm trying my best to think up some good anti ackbar stuff, but i need people to play against. =(

Fleet Summary Page (399 of 400 pts)
Faction: The Empire
Commander: Admiral Ozzel (20 pts)
Flagship: (139 pts)
Imperial II-Class Star Destroyer (120 pts)
Relentless (3 pts)
Captain Needa (2 pts)
Gunnery Team (7 pts)
Electronic Counter Measures (7 pts)
Fleet Ship 1: (86 pts)
Gladiator I-Class Star Destroyer (56 pts)
Demolisher (10 pts)
Wulff Yularen (7 pts)
Engine Techs (8 pts)
Assault Proton Torpedoes (5 pts)
Fleet Ship 2: (72 pts)
Gladiator I-Class Star Destroyer (56 pts)
Insidious (3 pts)
Engine Techs (8 pts)
Assault Proton Torpedoes (5 pts)
Squadrons (82 of 134 pts):
1x Howlrunner Tie Fighter Squadron (16 pts)
1x Punishing One - Dengar (20 pts)
2x Tie Interceptor Squadron (22 pts)
1x Major Rhymer Tie Bomber Squadron (16 pts)
1x Tie Fighter Squadron (8 pts)

Objectives: Precision Strike , Contested Outpost , Superior Positions
Your opinions vs Ackbar AF lists?
or Ackbar Home One lists
He's probably going to take second. Let's say Intel Sweep, Opening Salvo, Fire Lanes or Dangerous Territory.
I'd probably pick Dangerous Territory and ignore them unless not being shot at.
Which means I get slightly counter deployed:
Hence my first ship is gonna be insidious in the middle. With Engine Techs on both Glads I can easily go speed 4.
(Perhaps taking Tractor on ISD is more important than Engine tech on Insidious.)
Insidious lets me hit black dice from farther if I choose to back flank.
I can set down 3 sets of squadrons... which means he should have to deploy his second ship before me, thus giving me a strong idea of where he's heading. Then place ISD in the corner where he chooses to go, and move so that ISD stays towards his front arc.
GSD next to it.
If he completely decides he isn't going to come for me, I can play the wait game, and wait until turn 5 or 6 to get one ship down.

I am still wondering why the ackbar effect is not subject to the ships size or its original armament - the only other guy who is altering the ships stats directly (Mr. Motti) is linked to the size and one would argue that it makes sense. The flat +2 on ackbar is not an all too well approach balance-wise and fluff-wise in my opinion..

If I wanted to think deeply about it I could say such abilities reflect the Admiral's personal touches on drilling the crews under his command. As a fleet admiral Motti draws from some of the best and most regimented control teams in the fleet, giving his ships extra staying power. Ackbar probably practices a lot with broadside exchanges, so his crew have higher accuracy and greater reach with ships under his command.

Yes his constant, and present in both Legends and Canon, whining about criminals like smugglers aiding the criminal organization he belongs to the leadership of is crazy.

Oh you meant his Armada ability that is very good but not gamebreaking.

Akbar should have been +1 die and Slaved Turrets should have been +2 dice.

If I wanted to think deeply about it I could say such abilities reflect the Admiral's personal touches on drilling the crews under his command. As a fleet admiral Motti draws from some of the best and most regimented control teams in the fleet, giving his ships extra staying power. Ackbar probably practices a lot with broadside exchanges, so his crew have higher accuracy and greater reach with ships under his command.

Not arguing against the idea behind it, my trouble is whith Ackbar providing the exact same bonus to each vessel, regardless of size. Fluff-wise I would argue that all those broadside exercises and ackbar-slashing-tutorials should have a scaling effect on the ships. A large MC80 already brizzling with Tlasers should yield a greater result from that ackbar drill than the persky CR90 with its wannabe-broadside-armament.

Gameplay-wise, the rebells already had their dedicated small ships admiral being Mon Mothma, and she arguably embraces the playstyle of small ships way better than Mr. "here take two more red dice!"-Ackbar. To maximize on ackbar means bringing as many small ships one could assemble, and let them all roll AF-like broadsides. A small alteration of his card text to let it either scale per vessels size or per the number of red dice originally gathered in the attack pool would have made sense..

I had so much fun pulling an Ackbar Slash with a Nav Token'd AFMK-II that decided to break out of the Conga and hit both a Gladiator and an ISD that was bearing down on them... Actually sitting there and going... "Holy Crap. I have an Ackbar slash opportunity" and then pulling it off was really exciting.

I once did an ackbar slash with my entire fleet. CR first, then a Shrimp, then a AF, and finally a NEB.

My opponent lost it. And by it i mean his marbles.

And every slash was accompanied by firepower.

You fellas aren't helping create an assurance of game balance for us concerned Imperial commanders, you know that right?

I ended up losing that Game by 30 pts, which is almost a draw... But still. Lost despite that. :D

I'm trying my best to think up some good anti ackbar stuff, but i need people to play against. =(

Fleet Summary Page (399 of 400 pts)
Faction: The Empire
Commander: Admiral Ozzel (20 pts)
Flagship: (139 pts)
Imperial II-Class Star Destroyer (120 pts)
Relentless (3 pts)
Captain Needa (2 pts)
Gunnery Team (7 pts)
Electronic Counter Measures (7 pts)
Fleet Ship 1: (86 pts)
Gladiator I-Class Star Destroyer (56 pts)
Demolisher (10 pts)
Wulff Yularen (7 pts)
Engine Techs (8 pts)
Assault Proton Torpedoes (5 pts)
Fleet Ship 2: (72 pts)
Gladiator I-Class Star Destroyer (56 pts)
Insidious (3 pts)
Engine Techs (8 pts)
Assault Proton Torpedoes (5 pts)
Squadrons (82 of 134 pts):
1x Howlrunner Tie Fighter Squadron (16 pts)
1x Punishing One - Dengar (20 pts)
2x Tie Interceptor Squadron (22 pts)
1x Major Rhymer Tie Bomber Squadron (16 pts)
1x Tie Fighter Squadron (8 pts)

Objectives: Precision Strike , Contested Outpost , Superior Positions
Your opinions vs Ackbar AF lists?
or Ackbar Home One lists
He's probably going to take second. Let's say Intel Sweep, Opening Salvo, Fire Lanes or Dangerous Territory.
I'd probably pick Dangerous Territory and ignore them unless not being shot at.
Which means I get slightly counter deployed:
Hence my first ship is gonna be insidious in the middle. With Engine Techs on both Glads I can easily go speed 4.
(Perhaps taking Tractor on ISD is more important than Engine tech on Insidious.)
Insidious lets me hit black dice from farther if I choose to back flank.
I can set down 3 sets of squadrons... which means he should have to deploy his second ship before me, thus giving me a strong idea of where he's heading. Then place ISD in the corner where he chooses to go, and move so that ISD stays towards his front arc.
GSD next to it.
If he completely decides he isn't going to come for me, I can play the wait game, and wait until turn 5 or 6 to get one ship down.

My primary issue is that I despise tailored lists.

Sure, you can invent some specific list to beat Ackbar, but, to me, that's really unsporting (unless they ask for you to bring the pain) and wasteful of actual improving play imo.

I build my lists specifically to be all-comers at all times. Thus, I would argue, that you find out what kind of list sounds fun and put it out there and then refine it in play or in points to assist with problem lists.

I had so much fun pulling an Ackbar Slash with a Nav Token'd AFMK-II that decided to break out of the Conga and hit both a Gladiator and an ISD that was bearing down on them... Actually sitting there and going... "Holy Crap. I have an Ackbar slash opportunity" and then pulling it off was really exciting.

I once did an ackbar slash with my entire fleet. CR first, then a Shrimp, then a AF, and finally a NEB.

My opponent lost it. And by it i mean his marbles.

And every slash was accompanied by firepower.

You fellas aren't helping create an assurance of game balance for us concerned Imperial commanders, you know that right?

I ended up losing that Game by 30 pts, which is almost a draw... But still. Lost despite that. :D

I'm trying my best to think up some good anti ackbar stuff, but i need people to play against. =(

Fleet Summary Page (399 of 400 pts)
Faction: The Empire
Commander: Admiral Ozzel (20 pts)
Flagship: (139 pts)
Imperial II-Class Star Destroyer (120 pts)
Relentless (3 pts)
Captain Needa (2 pts)
Gunnery Team (7 pts)
Electronic Counter Measures (7 pts)
Fleet Ship 1: (86 pts)
Gladiator I-Class Star Destroyer (56 pts)
Demolisher (10 pts)
Wulff Yularen (7 pts)
Engine Techs (8 pts)
Assault Proton Torpedoes (5 pts)
Fleet Ship 2: (72 pts)
Gladiator I-Class Star Destroyer (56 pts)
Insidious (3 pts)
Engine Techs (8 pts)
Assault Proton Torpedoes (5 pts)
Squadrons (82 of 134 pts):
1x Howlrunner Tie Fighter Squadron (16 pts)
1x Punishing One - Dengar (20 pts)
2x Tie Interceptor Squadron (22 pts)
1x Major Rhymer Tie Bomber Squadron (16 pts)
1x Tie Fighter Squadron (8 pts)

Objectives: Precision Strike , Contested Outpost , Superior Positions
Your opinions vs Ackbar AF lists?
or Ackbar Home One lists
He's probably going to take second. Let's say Intel Sweep, Opening Salvo, Fire Lanes or Dangerous Territory.
I'd probably pick Dangerous Territory and ignore them unless not being shot at.
Which means I get slightly counter deployed:
Hence my first ship is gonna be insidious in the middle. With Engine Techs on both Glads I can easily go speed 4.
(Perhaps taking Tractor on ISD is more important than Engine tech on Insidious.)
Insidious lets me hit black dice from farther if I choose to back flank.
I can set down 3 sets of squadrons... which means he should have to deploy his second ship before me, thus giving me a strong idea of where he's heading. Then place ISD in the corner where he chooses to go, and move so that ISD stays towards his front arc.
GSD next to it.
If he completely decides he isn't going to come for me, I can play the wait game, and wait until turn 5 or 6 to get one ship down.

My primary issue is that I despise tailored lists.

Sure, you can invent some specific list to beat Ackbar, but, to me, that's really unsporting (unless they ask for you to bring the pain) and wasteful of actual improving play imo.

I build my lists specifically to be all-comers at all times. Thus, I would argue, that you find out what kind of list sounds fun and put it out there and then refine it in play or in points to assist with problem lists.

...

I mean honestly look at that list and tell me what its bad against?? =/

Also, I'm betting on seeing a lot of these two in the meta atm: AF centered Ackbar, and ISDs. Maybe a rhymerball here and there.

Pray tell, am i bad off against any of these? I don't think so.

I don't think I'm afraid of bulky lists either, like 1ISD 3VSDs.

Btw. if i have a CR90 with blue dice only and im at far range, can i still shoot off of ackbar add?

Btw. if i have a CR90 with blue dice only and im at far range, can i still shoot off of ackbar add?

No. Same with the torpedo shrimp. Compare Ackbar with Enhanced Armament: you're adding to the dice pool with the Fish, not increasing the battery armament.

Btw. if i have a CR90 with blue dice only and im at far range, can i still shoot off of ackbar add?

No. Same with the torpedo shrimp. Compare Ackbar with Enhanced Armament: you're adding to the dice pool with the Fish, not increasing the battery armament.

Really? So there's a check to see if the dice pool has reds before adding di... right. FUDGE.

Btw. if i have a CR90 with blue dice only and im at far range, can i still shoot off of ackbar add?

No. Same with the torpedo shrimp. Compare Ackbar with Enhanced Armament: you're adding to the dice pool with the Fish, not increasing the battery armament.

Really? So there's a check to see if the dice pool has reds before adding di... right. FUDGE.

Although with the Torpedo shrimp, you can add enhanced armaments to allow it to trigger ackbar and spout Isd-1 side arca on its wittle 4 hull frame.

Although with the Torpedo shrimp, you can add enhanced armaments to allow it to trigger ackbar and spout Isd-1 side arca on its wittle 4 hull frame.

Correct. At which point, most Imps cry foul

I havn't found Ackbar that bad to play against. Rieekan on the other hand has bloodied me more times then Ackbar ever will. Something about killing my target and then having it kill me is a little annoying... Looking at you suicide MC30s <_<

Edited by Wes Janson

Although with the Torpedo shrimp, you can add enhanced armaments to allow it to trigger ackbar and spout Isd-1 side arca on its wittle 4 hull frame.

Yup. Although usually I prefer TRC in that slot, just because I distrust red dice THAT MUCH.

Just go scout frigates. And laugh if they get into black range.

I am still wondering why the ackbar effect is not subject to the ships size or its original armament - the only other guy who is altering the ships stats directly (Mr. Motti) is linked to the size and one would argue that it makes sense. The flat +2 on ackbar is not an all too well approach balance-wise and fluff-wise in my opinion..

Indeed, Ackbar would be much more inline with other Admirals if he were to give small and medium ships only one extra red die.

Although with the Torpedo shrimp, you can add enhanced armaments to allow it to trigger ackbar and spout Isd-1 side arca on its wittle 4 hull frame.

Yup. Although usually I prefer TRC in that slot, just because I distrust red dice THAT MUCH.

Just go scout frigates. And laugh if they get into black range.

Agree. Scout + TRCs = much more dependable damage output with Ackbar than Torpedo + Enhanced Armament, and if Home One's in the mix, that's a guaranteed two damage + accuracy per round, if you want it (only two fickle reds left to chance).

Which is as it should be, considering you're looking at a base cost of 76 for that scout frigate (without a title). :P

Although with the Torpedo shrimp, you can add enhanced armaments to allow it to trigger ackbar and spout Isd-1 side arca on its wittle 4 hull frame.

Yup. Although usually I prefer TRC in that slot, just because I distrust red dice THAT MUCH.

Just go scout frigates. And laugh if they get into black range.

Agree. Scout + TRCs = much more dependable damage output with Ackbar than Torpedo + Enhanced Armament, and if Home One's in the mix, that's a guaranteed two damage + accuracy per round, if you want it (only two fickle reds left to chance).

Which is as it should be, considering you're looking at a base cost of 76 for that scout frigate (without a title). :P

I use TRC's on scouts also. EA on Torpedo Frigate allows it to participate in ackbars gunline, without locking you into navigatig towards your opponent. In short, it keeps the onus on them to close. If they decide not to, fine, I'm running an ackbar fleet and I'll play red dice games all day. If they do...well...boom goes the dynamite. So far, its had tremendous returns for me. Your mileage may vary.

Although with the Torpedo shrimp, you can add enhanced armaments to allow it to trigger ackbar and spout Isd-1 side arca on its wittle 4 hull frame.

Yup. Although usually I prefer TRC in that slot, just because I distrust red dice THAT MUCH.

Just go scout frigates. And laugh if they get into black range.

Agree. Scout + TRCs = much more dependable damage output with Ackbar than Torpedo + Enhanced Armament, and if Home One's in the mix, that's a guaranteed two damage + accuracy per round, if you want it (only two fickle reds left to chance).

Which is as it should be, considering you're looking at a base cost of 76 for that scout frigate (without a title). :P

I use TRC's on scouts also. EA on Torpedo Frigate allows it to participate in ackbars gunline, without locking you into navigatig towards your opponent. In short, it keeps the onus on them to close. If they decide not to, fine, I'm running an ackbar fleet and I'll play red dice games all day. If they do...well...boom goes the dynamite. So far, its had tremendous returns for me. Your mileage may vary.

Can confirm.

Approaching the side of a Torpedo Frigate with Ackbar and TRC is a losing proposition. Can easily one shot a Gladiator at close range.

Although with the Torpedo shrimp, you can add enhanced armaments to allow it to trigger ackbar and spout Isd-1 side arca on its wittle 4 hull frame.

Yup. Although usually I prefer TRC in that slot, just because I distrust red dice THAT MUCH.

Just go scout frigates. And laugh if they get into black range.

Agree. Scout + TRCs = much more dependable damage output with Ackbar than Torpedo + Enhanced Armament, and if Home One's in the mix, that's a guaranteed two damage + accuracy per round, if you want it (only two fickle reds left to chance).

Which is as it should be, considering you're looking at a base cost of 76 for that scout frigate (without a title). :P

I use TRC's on scouts also. EA on Torpedo Frigate allows it to participate in ackbars gunline, without locking you into navigatig towards your opponent. In short, it keeps the onus on them to close. If they decide not to, fine, I'm running an ackbar fleet and I'll play red dice games all day. If they do...well...boom goes the dynamite. So far, its had tremendous returns for me. Your mileage may vary.

If you're trying to run a torpedo frigate Ackbar list like a regular Ackbar gunline, you're doing it wrong, imo. Those torpedo frigates are built for one thing: charging at an ISD or MC80 and trading for it. They also make kickass escorts against most other small ships, as they'll one-shot absolutely anything on a small stand at close range if you build them well. The ACM/OE/TRC combo is just devastating, reliably throwing out 8-9 damage; the two from ACM is the cherry on top. Back that up with a guaranteed accuracy from Home One to seal the deal.