I know everyone has been talking about Ackbar a lot here recently, so I figured I'd add my two cents based on a conversation I was having with my last opponent. I DO NOT think that he breaks the game and is an auto-win, but I really don't think you can honestly say he isn't the biggest bargain out there for his points. ALL rebels ships (excluding the CR90b) have red dice so its not like you have to build for him. The side-arcs are HUGE on all the ships. The rebel ships are maneuverable enough to stay at red range. All of these things make me think that FFG did make a mistake with him. Look at the Imperial expensive general, Tarkin. You have to build for him and its not intuitive (he wants more ships, but not low-command cheap ships). I appreciate that. Like I said, I'm not just exclusively whining as I've won more games against them than I've lost.
Here are my proposed ideas on how I think he could've been more interesting (i think he would need to be cheaper on these, but I'm not a developer so I'm not going to ball-park points ranges). I'm also curious for you guys' inputs as well.
1. He adds two Blues instead of Two Reds (this would encourage you to build more durable so you can survive getting in there and would lessen the horror of the TRC90s).
2. The text reads "When ANOTHER ship is attacking" (as in you can't use him when your flagship attacks), that way you don't want to put him on your heavy-hitters (and therefore more survivable ships).
3. He adds the two reds on your FRONT arcs (making the Neb's a little more relevant all of a sudden).
4. He adds two reds still, but only when attacking at close-medium range
5. "While attacking out of the side-arcs, this model can only make one attack, if it does so it can add two red dice"
6. The ship can choose A side-arc to use the ability with (at least then a divide and conquer strategy could work).
7. He works ONLY at Long-Range (therefore, if you can get in close, you can negate the super firepower).
Those are just my ideas on how to make him a little more fun, rather than being a no-brainer. I also realize Screed was similar to Ackbar (as in he was the go-to) in the pre-wave I world, but that was because there wasn't enough points to have enough ships to make Tarkin super relevant and Motti is pretty meh all-around. I really am not trying to be whiny here, and I know that the other generals are really good, but Ackbar takes the strategy that dominated the Rebel meta (and was considered stale) and makes it all the harder to stray from it.
Edited by corlinjewell