Hi people
There has been a lot of talk of anti Ackbar tactics in general on the forums of late but for this thread I would like to discuss tackling Ackbar (and in particular Ackbar alongside mass AF2’s) specifically with Rebels.
Of particular interest would be actual tactics to deal with Ackbar rather than the endlessly circular exercise of list building (I’m sure a list can be built to beat any other list which can in turn be modified to beat the counter……and on and on we go).
This topic stems from a recent tournament where in the final round I ran up against an Ackbar list that I couldn’t figure out a counter to, and haven’t made a lot of progress since either!
So the lists were:
Me:
AF2b (Ackbar, flight controllers, boosted coms)
AF2b (gunnery team)
CR90a (TRC)
CR90a (TRC)
4x B-wing
2x X-wing
1x HWK
Vs
AF2b (Ackbar, gunnery team, intel agent, ECM)
AF2b (gunnery team, intel agent, ECM)
AF2b (gunnery team, intel agent, ECM)
6x A-wing
1x Tyco
I was second player and opening salvo was chosen.
Looking at these fleets I really don’t think I can win a capital engagement even with bomber support. Two CR90’s have a very hard time against a single AF2 unless they can get into and stay in the front or rear arcs. Getting into the rear is fairly easy, however it has to get really close or the target AF2 simply moves out of range as the first activation of the next turn…..and while getting really close its really hard to stay out of arc of the remaining two AF2’s. Getting into the front faces the same problem but swaps the problem of maintaining a shot for the problem of staying in arc. You come in fast to avoid the ‘no mans land’ of broadsides which means I generally then overshoot the front arc after spending one turn there. Its also hard to avoid the arc of the other two enemy AF2’s unless going very wide, but then they can turn ‘through’ my formation and negate the effect.
The B-wings do good damage, but are probably only getting one turn of shooting (the HWK can’t cover that many A’s, and 80 points of enemy fighters are going to kill my two X’s and HWK in a round and a little….then the B’s get ground down, or a best locked out of the capital engagement even if they eventually win). I don’t think one solid round of bombing is enough to tip the capital fight in my favour.
Assuming the two CR90’s are going to have a tough time of it then that leaves two AF2’s facing two better AF2’s….also a losing prospect for me.
As a result I decided to play 100% avoidance and play sqadrons vs squadrons only. Sadly this isn’t a clear fight at all either. 80 points of fighters vs 100 point of fighter bombers with intel tricks is far from a cut and dry win, I’d say the odds are in my favour (mostly thanks to boosted coms and flight controllers), but this is a dice game and the odds are not far enough in my favour to be a reliable strategy. Suffice to say as the game panned out I actually ended up losing the squadron battle and also left a CR90 in range of an AF2 for a single shot and lost it as a result. I ended up losing by 100 points.
The question is what can I do differently? I think the key is working out how to deal with the AF2 as rebels……..and I am not there yet! Its easy to say make them crash into each other, but assuming both of us are flying fairly well this is a big ask. As an example I have played this person five times now (currently at 3:2 to him) and organising crashes hasn’t really done a lot for me. The AF’s are always run in a staggered but tight formation, thus if on stops moving the others do not crash, they also have a little wiggle room for turns to react to where the CR90’s are coming in from thus ensuring that while a crashing CR90 might be safe from one AF2, it isn’t safe from the others. While in this formation they are close enough that isolating part of it is difficult without isolating just as much of my stuff.
I think this matchup was fairly fascinating since we have similar points in capitals and squadrons. Matt basically takes his points saved in squadrons and invests them into intel officers and ECM’s. I could do something similar but I hit the problem that the AF2 appears to be more efficient at applying those upgrades. If I dropped a B for two intel officers the effect would be pretty minimal. Each enemy ship only gets to brace once a turn anyway and the damage output from each shot in my fleet is fairly comparable…….so the target ship will just brace against a CR90. I would need four intel officers to actually force some hard choices and at that point my bombing force is basically irrelevant (2 B-wings) and I may as well just run fighters.
Since the game I have been contemplating how to tackle a well flown blob of Ackbar AF2’s with solid fighter support. The best ‘solution’ I have come up with is to simply beat them at their own game….field more points in capitals with a more specialised set of upgrades (maybe something like 1x MC80, 2x AF2, intel and XI7 on the lot) while maintaining a lighter screen (5ish A-wings), or field a dedicated 100+ points in fighters and firmly kill the 80 point wing while avoiding any capital engagement……..this really isn’t the point though because we end up in the cycle of list trumping.
A core part of the AF2’s effectiveness is use of gunnery teams…..so if we can prevent there use that would be good. This requires a load of one vs one engagements with ships capable of out shooting an AF2…….so for the rebels that’s basically another AF2 with more specialist upgrades or an MC80 (the magical double broadside of an MC30 would also do the trick, but those are seriously hard to engineer as player 2 – margin of error against a speed 3 AF2 would be tiny if possible at all).
There’s my problem, how have you other rebel generals successfully dealt with mass Ackbar AF2’s without simply fighting fire with fire (which would probably be a really fun game….or really boring if they just coasted up alongside each other and let the dice decide).