Ackbar and the GR-75

By Hrathen, in Star Wars: Armada

We don't know the cost of the new flotillas but since some of them don't even have any batteries I can imagine they are going to be pretty cheap. So this begs the question, will Ackbar work on the GR-75's? I don't see any reason why not. We will have to see how they play, and how many points you give up every time one dies, but you should be able to dominate the activation phase, and get a ton of extra red dice. We have already learned from heavy fighter attacks that lots of little attacks are pretty hard on defense tokens.

A CR90 is 39 or 44 points. a CR-75 should be around half that. We know that they compare in price to squadrons. So lets just say 20 points each. Let's say you have 15 of them, that leaves you 100 points to outfit a CR90 with Ackbar, whose only purpose is to get away from any opponents.

Imagine shooting 30 red dice in one turn. If they take concentrate fire for their actions, then it is 45 red dice. That burns down an ISD in no time. What about an ISD shooting back. Guarantee kills a flotilla a turn right, actually no. Not unless you can double arc him. Flotillas have a scatter defense token so if you are unlucky enough to not roll a accuracy they can ignore an entire battery shot. Even if you do kill a flotilla every round of shooting you have only killed 6 ships. That is what 120 points.

Like I said before I don't know if this will be an all around good list, but it will sure shut down that single tricked out ISD.

I am just saying that I am supper psyched for these new ships.

He won't work. You need to have something in your battery to even have the shot. Ackbar adds to your existing dice, but you have to have the shot.

Now if the GR-75 ends up with some way to add dice to it's side batteries, then you'll have something. I doubt they'll have that though.

Edited by Crabbok

The tricky part is, of course, if the GR75 has no Side Battery... Then it can't Ackbar.

Now, if it has even a single Blue, then you're in Business... But at the moment, the spoiled ship we were shown only has a Front and Rear, no Side...

The very concept of having so many cheap red dice with a Scatter and Evade... It is frightening...

But so far, it looks like an idle threat.

Edited by Drasnighta

But at the moment, the spoiled ship we were shown only has a Front and Rear, no Side...

I believe the text in the reveal article also states that the other version has no armament at all. So, double-bummer.

But at the moment, the spoiled ship we were shown only has a Front and Rear, no Side...

I believe the text in the reveal article also states that the other version has no armament at all. So, double-bummer.

That is correct. Neither GR75 will have side arc battery dice of any color, so you can't Ackbar with them unless they're allowed some kind of weapon upgrade slot to put Enhanced Armament or Rapid Reload into, both of which I consider to be extremely unlikely. Even if the armed GR75 is allowed a Turbolaser upgrade slot (the dedicated transport will almost certainly have no weapon upgrade slots due to having no weapons), turning a 25ish point ship into a 1 red dice on the sides 35ish point ship for Ackbar seems like a waste when you could've just taken a CR90 instead, which is actually designed to fight (if only as a skirmisher).

No....just...no....Ackbar with a GR75 swarm....no.

It'd be like playing a silly game of space invaders...the ISD sits in the back plinking away at the mass of transports coming at it.

"Gimme a mix tape of RUSH and some soda...lets do this."

I figured there was some reason you couldn't do it. I guess the good news is that I don't have to spend $300 on 15 GR-75 expansion packs or throw away my ISDs.

I just don't get the fear, this would not even be that bad. I'm not saying it can be done, cause it can't, but this terror of "OMG WHAT IF ACKBAR APPLIED TO THIS??" is just irrational.

You're talking about 14-18 ships, each extremely lightly armoured, tossing a total of, what, 36 red dice out a single arc? You guys know 4*AF2 with Gunnery Teams throws 40, right? Or 48 with EA on them all?

Are quad-AF2 Ackbar lists out there rolling tournaments? Neither would this be the terror that some seem to think it would.

But assault frigates can only shoot two targets. Gr75's can kill everyone! No wasted damage, minimal bracing or redirecting.

I think the main issue is with the Scatter tokens, "actually can attack for some damage" GR75s would be somewhat resilient to return fire and wouldn't lose a lot from individual flotillas being picked off. There would be a limit, of course - once you have to attack through an obstruction, you'd be down to 0 dice and then your attack fizzles before Ackbar can add dice to it.

I just don't get the fear, this would not even be that bad. I'm not saying it can be done, cause it can't, but this terror of "OMG WHAT IF ACKBAR APPLIED TO THIS??" is just irrational.

You're talking about 14-18 ships, each extremely lightly armoured, tossing a total of, what, 36 red dice out a single arc? You guys know 4*AF2 with Gunnery Teams throws 40, right? Or 48 with EA on them all?

Are quad-AF2 Ackbar lists out there rolling tournaments? Neither would this be the terror that some seem to think it would.

I think you overstated the tone of the OP. I didn't even suggest it would be good, just fun.

And I was only using one arc to calculate dice. If some how each ship gets to shoot out of both side arcs in any give turn then 15 GR-75's will shoot 60 dice. Of course that is never going to happen, just like 4 AF2 will never get to shoot 40 dice.

I just don't get the fear, this would not even be that bad. I'm not saying it can be done, cause it can't, but this terror of "OMG WHAT IF ACKBAR APPLIED TO THIS??" is just irrational.

You're talking about 14-18 ships, each extremely lightly armoured, tossing a total of, what, 36 red dice out a single arc? You guys know 4*AF2 with Gunnery Teams throws 40, right? Or 48 with EA on them all?

Are quad-AF2 Ackbar lists out there rolling tournaments? Neither would this be the terror that some seem to think it would.

I think you overstated the tone of the OP. I didn't even suggest it would be good, just fun.

And I was only using one arc to calculate dice. If some how each ship gets to shoot out of both side arcs in any give turn then 15 GR-75's will shoot 60 dice. Of course that is never going to happen, just like 4 AF2 will never get to shoot 40 dice.

Perhaps I misinterpreted your tone, or projected the terrified protests of others onto your post. My apologies. :)

If they can get Enhanced armament ackar would work. It would also add a bit to their points.

Most likely they will not be able to get Modification cards.

No reason they won't be able to have Modification cards...

Its going to be more the lack of Turbolaser or Ordinance, I dare say :)

If they can get Enhanced armament ackar would work. It would also add a bit to their points.

Most likely they will not be able to get Modification cards.

To be fair (and not to nitpick) I'm sure they'll get access to some upgrade cards. At the very least we know they'll get an officer slot and a fleet support slot (which at least for now is just for them). I'm curious as to what other kinds of upgrades, if any, they may get. Expanded Hangar Bays on a Gozanti could be pretty legit, for example (Squadrons 3, potentially 4 with Tarkin around). I wouldn't be surprised to see the Rebel Transports get a support crew slot. We just don't know many specifics yet, though.

Edited by Snipafist

The expansion packs come with eight cards.

We know that 4 will be fleet support.

We know that at least one will be captain. (Likely two)

We know that at least one will be a title card (likely two)

We also know that ships tend to have an upgrade card in their expansion for every upgrade slot they have.

Ergo, they will only have captain, fleet support and title upgrade slots.

We also know that ships tend to have an upgrade card in their expansion for every upgrade slot they have.

Ergo, they will only have captain, fleet support and title upgrade slots.

Its a long way between tend and only, my friend, when predictions are merited :)

I'm pretty sure it's eight upgrades per expansion and not eight overall. Which means, assuming identical fleet support upgrades in both:

==GR-75==

Fleet Support:

Comm Net

Repair Crews

Bomber Command Center

Officer:

Toryn Farr

Commander:

??

2 titles

1 ??

==Gozanti==

Fleet Support:

Comm Net

Repair Crews

Bomber Command Center

Officer:

Agent Kallus

Commander:

??

2 titles

1 ??

So even in the very worst case, where the unknown cards on both ships are identical, we still have 1 more unspoiled card of unknown type. There could be as many as 7, if there are no duplicates among either the fleet support cards or the unknown ones and only one title for each flotilla.

I suspect that the GR75 and the Gozanti will have commander, officer, fleet support, and one more mutually unique slot. The Gozanti's will likely be offensive retrofit; for GR75, the support team. Each will come with one upgrade for its respective unique slot.

Edited by Ardaedhel

Bold AND italics. That hurts

He won't work. You need to have something in your battery to even have the shot. Ackbar adds to your existing dice, but you have to have the shot.

Now if the GR-75 ends up with some way to add dice to it's side batteries, then you'll have something. I doubt they'll have that though.

where does it say having no dice in your armament means you cannot add dice to it?

the flotilla card just says a "-" means there are no dice in the attack pool.

what it does not say is you cannot claim an attack

I think this issimilar to the move 0 paradigm. If i move at speed 0 i am still moving. Therefore if i attack with no armament i am still attacking.

Edited by CenterPoint

He won't work. You need to have something in your battery to even have the shot. Ackbar adds to your existing dice, but you have to have the shot.

Now if the GR-75 ends up with some way to add dice to it's side batteries, then you'll have something. I doubt they'll have that though.

where does it say having no dice in your armament means you cannot add dice to it?

the flotilla card just says a "-" means there are no dice in the attack pool.

Rule book and FAQ. In particular, if you are trying to add, lets say, ackbar dice to an MC30T at long range you can't, as you never gathered any initial dice for the dice pool, and therefore the attack is canceled. The same would apply here.

He won't work. You need to have something in your battery to even have the shot. Ackbar adds to your existing dice, but you have to have the shot.

Now if the GR-75 ends up with some way to add dice to it's side batteries, then you'll have something. I doubt they'll have that though.

where does it say having no dice in your armament means you cannot add dice to it?

the flotilla card just says a "-" means there are no dice in the attack pool.

If at any point during an attack that attack has no dice, it's not a legal attack and is cancelled.

A 0 dice battery begins its attack at 0 dice and thus is over before you get to the step where Ackbar can add dice to it. Similarly, if you're taking a one-dice shot at an obstructed target, the initial roll then becomes 0 dice and the attack is over before you can add to it with Ackbar/Concentrate Fire/whatever. The only way to improve this is through upgrades that directly add to the base battery (Expanded Launchers, Rapid Reload, Enhanced Armament).

Edited by Snipafist

Bold AND italics. That hurts

I thought the lighthearted ' :) ' at the end would take the edge off it. :D

I, for one, am doing my damndest not to make a prediction on it, because anything I predict would be wrong. :D

can you point to a page number or something to help me understand?

i dont want to argue if it is black and white - i just dont know where the black and white is.

can you point to a page number or something to help me understand?

i dont want to argue if it is black and white - i just dont know where the black and white is.

Not a Worry! I can do Rules! :D

RRG, Page 2, "Attack" (Excerpt - and Italic Emphasis Mine)


2. Roll Attack Dice:

Gather attack dice to form the attack pool and roll those dice.

Gather only the dice that are appropriate for the range of the attack as indicated by the icons on the range ruler.

◊ If the defender is a ship, gather the attack dice indicated in the attacking hull zone’s or squadron’s battery armament.

◊ If the defender is a squadron, gather the attack dice indicated in the attacker’s anti-squadron armament.

◊ If the attacker cannot gather any dice appropriate for the range of the attack, the attack is canceled.

3. Resolve Attack Effects:

The attacker can resolve attack effects as described below:

◊ Modify Dice: The attacker can resolve any of its effects that modify its dice. This includes card effects and the "CONFIRE" command.

◊ Spend Accuracy (G) Icons: The attacker can spend one or more of its G icons to choose the same

Ackbar, as an Add Dice effect, as defined by "Modify Dice", doesn't take place until Modify Dice step. Which is part of Step 3.

Edited by Drasnighta