The Age of the Demolisher is over. The Time of the Ackbar has come...
Well, in case it isn't quite obvious by this point, Ackbar is making many Imperial players cry at the thought of monumental amounts of red dice. While not every rebel player is pulling these lists off well, those good rebels are figuring out horrid ways to make it hard to do one's duty in the Imperial Navy (good in skill, obviously. They're all scum.)
Alright, for those who don't quite know what I'm going on about, let's take a look at this issue. It really is not Ackbar's fault alone. Though I believe him to be very good for his points (probably better than any other commander point-per-point), he alone is not broken. That being said, he is tremendously good. Like, stupidly good. It normally costs 10 points to increase one's side-arc by 1 red dice (Enhanced Armaments). Consider then, at this cost, that Ackbar allows each ship to add 2 red dice to their side arcs (at the "horrible" price of having to fire from their massive side arcs. Boo-hoo. Stupid rebels...) which, for a 4-ship Rebel list essentially adds 80 points worth of dice increase. More importantly, it also frees up the turbolaser slot so Rebels can purchase other fun turbolaser toys, such as the more and more popular Turbolaser Reroute Circuits (which, by the way, all these turbolaser upgrades are cheaper than the Enhanced Armaments).
So, Akbar's ability is already the best bang-for-buck damage increase around. This alone teters him on the edge of the brink towards true brokenness. But, unfortunately, this problem is compounded by a few more issues that start to become apparent with a bit of tactical analysis.
With the introduction of Wave II, we've solidly set up the Imperials as being more expensive than the Rebels. The massive Imperial Star Destroyer-II costs a tremendous 120 base points. The difference between the ISD-II's and ISD-I's dice pools is so high, with the changing of black dice from longer range blues and reds, that it really makes the ISD-II far more useful for its points. Really, if you want your ISD to be all it can be, you must go with the more expensive option. On the other hand, Rebels have a much flexible option in their large ship. The MC80 Command Cruiser and Assault Cruiser vary only a very little bit. What I find funny is that I believe the cheaper Command Cruiser is the better option of the two. And, from what I've seen from gaming days, many Rebels are in agreement. The flexibility of having an Offensive and Defensive upgrade slot is very nice for this ship, as well as retaining a higher Squadron value. The Command Cruiser can easily command 5 squadrons with the Expanded Hangers perk, while the Assault Cruiser (then nearly at the same cost compared to the Command variant + Expanded Hangers) can only manager 3 squadrons. Trade-off? The Assault swaps one blue die for one red die on the side arc and front arc (though the front doesn't matter, since you should never be shooting out of it anyhow) and gets 2 blues for its anti-squadron rather than 1 blue and 1 black. Whoopty-friggin-do. So, Command Cruiser's 106 points vs. the ISD-II's 120. There are similar comparisons on nearly every level: the Corvette vs Raider, VSD vs AFmkII... the only comparison that is cheaper is between the GSD and the MC30c. However, with the problems detailed below, you'll soon see why the GSD's cheaper cost is sort of a moot point.
So, Rebels are cheaper. How does that support Ackbar's brokenness? There are two answers, one more obvious, and the other more subtle. The first answer, the more obvious of the two, is this: more rebel ships, more red dice from Ackbar. Fairly simple there, not gonna explain that further.
Here's where we start looking at the underlying problem. Both Rebel and Imperial lists can manage fitting in 4 ships rather easily, and still have a decent amount of fighter support. One large ship, one medium ship, and two small ships, for instance (or, in the Imperial case, the medium ship, usually the VSD, is replaced by a more similarly costed Demolisher GSD). The problem here starts to develop when you look at threat ranges. Both the GSD and the Raider, making up half of the Imperial fleet, are short range ships with rather delicate frames. While the GSD was a bulldog in Wave-I, and could take a beating from anything the other side could throw at it, it simply cannot handle fire of that magnitude coming from the newer ships. By the time it gets into range, it's likely dead. Only the hero of the Imperial Navy, the Demolisher, could get into range. However, he's quite likely to die after one round of being that close to the Rebels' wall of broadsides. This leaves the Imperials with two long-range options with which to combat the Rebels: the ISD and the VSD, both of which are more expensive than their Rebel counterparts. The Rebels, on the other hand, have an easy go of it; with their long range, they can sit back, skirt the edge of the board, and force the Imperials to come to them. And, with the way our Armada tactics work (shoot then scoot) it really is very easy for them to do this. The Rebel player is almost guaranteed first strike in Wave-II, and makes darn good use of it with Ackbar and the numerous support upgrades available.
Summary for that last bit: Rebels can sit back, wait for Imperials to move within range, and then unleash their massive broadsides with impunity.
Okay, so, what sort of firepower are we talking about here? How can I, commander of a fearsome ISD, be worried about a Mon-Cal's firepower. Well, let's take a look. With Ackbar and a Concentrate Fire command, that MC80 is gonna be tossing six red dice my way. Each red has a 62% chance of dealing out damage, with 12.5% of its hits having a chance to be double-hits. On six reds then, you're looking at 4 or 5 damage. Woe to you if the rebel player rolls hot, of course. While normally red dice have the issue of having only one accuracy and two blanks, Home One takes good use of this by changing one of your results to an Accuracy for free. Change a blank to an accuracy? Yeah, that'll hurt. Take away your opponent's brace, and put a nice dent in that scary ISD's shields. Oh, and, don't forget, with that Turbolaser slot free, the MC80 can afford to fill it with an XI7 upgrade; most of that damage will be staying on the ISD's front arc.
What's worse is: that's not the least of your worries!
Following up are a pair of AFmkIIBs. Each one also tosses out 3 red dice base. With Ackbar and Concentrate Fire, they're also doing 6 reds each. But, now there's a bonus: with their Evade defense tokens, they can take advantage of Turbolaser Reroute Circuits, and add 2 damage to their rolls, 6-7 damage (though now it can be mitigated by Redirects, since they won't have the XI7 upgrade). Still, get rid of that brace. Even if the ISD has Electronic Countermeasures to allow it to use one of its braces, it'll still have taken 13 damage between the 3 ships. More than enough to strip it bare.
Alright, if ya'll ain't got the picture yet: Rebels control the board, alpha-strike when the Imperials move in range, and enjoy life.
Now, I'm not all doom-and-gloom! I do have a solution to propose. Our amazing friend, Rhymer. Yep, it is time to spam the Rhymer-ball, people!
Consider, if you will: The best way to beat these Rebels is to beat them at their own game: out-range them. With Ackbar in most Rebel lists, the Rebels will be maximizing their ships and minimizing their fighters. Because of this, the Rhymer Ball has a greater chance of doing some major damage. Even better, because all of our Imperial fighters and bombers are nice and fast, we can command them from outside of the Rebels' range. Take back the alpha-strike! Swarm the enemy with bombers and fighters, and make Ackbar rue the day he tried to out-gun the Imperial Navy.