the dreaded local 3 guppy 1 pickle list

By sunny ravencourt, in Star Wars: Armada

See bellow for a trolly Mctroll list. Doesn't matter if you go first or second and swap out firesprays for tie bombers if you don't have them. Keep your ships away but in threat range, if he messes up shove insidious up his rear or Demo in his front arc, otherwise just lurk outside of his red range to make him skeert. Park bombers in front of something slow. Laugh.

Titus is also a potentially nasty little surprise if he deploys a classic conga.

Sunny Ravencourt's Revenge

Faction: Galactic Empire
Points: 364/400

Commander: Admiral Ozzel

Assault Objective: Precision Strike
Defense Objective: Hyperspace Assault
Navigation Objective: Minefields

Gladiator I-Class Star Destroyer (56 points)
- Demolisher ( 10 points)
- Admiral Montferrat ( 5 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
= 88 total ship cost

Gladiator I-Class Star Destroyer (56 points)
- Insidious ( 3 points)
- Intel Officer ( 7 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Expanded Launchers ( 13 points)
= 91 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)
- Admiral Ozzel ( 20 points)
- Admiral Titus ( 2 points)
- Bomber Command Center ( 8 points)
= 53 total ship cost

1 Major Rhymer ( 16 points)
1 Boba Fett ( 26 points)
5 Firespray-31s ( 90 points)

EDIT: Just realized I left enough points for a second Gozanti while still having a healthy bid, so yeah, put that in too.

Edited by Hastatior

A few potential ways to go:

  • A list like pt106's regionals list will eat this thing for lunch. 2x Motti ISD is not going to go down fast enough for him to survive it. You jam the swirl (get in front, block his path), and focus down one target at a time; the manuevering to block this list will be key. XI7 + OE or IO + OE is the key on the 2 ISDs. Do not expose the raiders in a list like that against Ackbar until the ISDs have already struck. Against his list, you could even go with 3x Motti ISDs if you want to get real silly.
  • He has no defense at all against bombers. You have a few good options here:

  • On the Rebel side, YT-2400s and speed (so he can't engage your ships while you grind down the AFs) will work, as will Rieekan B-Wing swarms (with Yavaris, ideally).
  • On the Imperial side, either a truckton of TIE Bombers or Firesprays will ruin his day. I see what you are running above... no. Try taking 8+ bombers or 4+ firesprays and his opinion of no squadrons will change rapidly.

Basically, the Ackbar list is weak to tough ships that can outposition it, and it's weak to bombers. It's strong vs. lots of anti-squadron and strong vs. Demolisher. The fact that you are taking both of those things plays right into its hands.

I agree with most of this except the demolisher bit.

My nickname for demolisher is "MC80 hood Ornament" H1 MC80 is just so slow and so predictable that if it leads a standard conga line it isn't even hard to front-bump it. A well deployed demo with engine techs and Ozzel spamming nav commands can often outflank the broadsides and park in front of the MC80. If you run Montferrat on it like I usually do you can eat a broadside if you have to as well.

I agree, Akbar was basically the only rebel admiral used in my meta wave two, and my Tarkins Gladiators 4 glad swarm went essentially unbeaten against every Ackbar list I faced, ESPECIALLY if they had an MC80 in there. Movement is just too predictable, and with engine techs its rediculous my easy to avoid the broadsides and just hang out right in the nose. The only time that I was ALMOST bested by Ackbar was when my opponent charged full steam ahead at me with the Mc80 and two guppies with a corvette. It was unexpected and all of a sudden basically the whole middle of the board was covered in red dice. Had to switch up my whole game plan for that one...

I agree with most of this except the demolisher bit.

My nickname for demolisher is "MC80 hood Ornament" H1 MC80 is just so slow and so predictable that if it leads a standard conga line it isn't even hard to front-bump it. A well deployed demo with engine techs and Ozzel spamming nav commands can often outflank the broadsides and park in front of the MC80. If you run Montferrat on it like I usually do you can eat a broadside if you have to as well.

I think something like this might be fun to try. Lots of speed shenanigans to mess with the conga line. Try to throw the ISDs quickly at the front of the line using nav commands and their speed 3.

Commander: Admiral Konstantine

Imperial I-Class Star Destroyer (110 points)

- Phylon Q7 Tractor Beams ( 6 points)

- X17 Turbolasers ( 6 points)

- Leading Shots ( 4 points)

= 126 total ship cost

Interdictor-class Suppression Refit (90 points)

- Admiral Titus ( 2 points)

- G-8 Experiemental Projector ( 8 points)

- G7-X Grav Well Projector ( 2 points)

= 102 total ship cost

Imperial I-Class Star Destroyer (110 points)

- Phylon Q7 Tractor Beams ( 6 points)

- X17 Turbolasers ( 6 points)

- Leading Shots ( 4 points)

= 126 total ship cost

[ flagship ] Gozanti-class Cruisers (23 points)

- Admiral Konstantine ( 23 points)

= 46 total ship cost

I agree with most of this except the demolisher bit.

My nickname for demolisher is "MC80 hood Ornament" H1 MC80 is just so slow and so predictable that if it leads a standard conga line it isn't even hard to front-bump it. A well deployed demo with engine techs and Ozzel spamming nav commands can often outflank the broadsides and park in front of the MC80. If you run Montferrat on it like I usually do you can eat a broadside if you have to as well.

Keep in mind that MC80 with AP is likely to survive Demo triple tap, so Demo is very likely to die next turn.

My experience with MC80s is they bring ECM for preference and also demo survives 2 rounds at least. Frankly, 3 dice are a joke when you are dishing out devastating double arcs in return.

I agree with most of this except the demolisher bit. My nickname for demolisher is "MC80 hood Ornament" H1 MC80 is just so slow and so predictable that if it leads a standard conga line it isn't even hard to front-bump it. A well deployed demo with engine techs and Ozzel spamming nav commands can often outflank the broadsides and park in front of the MC80. If you run Montferrat on it like I usually do you can eat a broadside if you have to as well.

Keep in mind that MC80 with AP is likely to survive Demo triple tap, so Demo is very likely to die next turn.

Unless you just keep him in the nose and finish the job next round or with the bump damage. Plus in the list he's facing, I doubt he has AP on the pickle if he's only got 12 points for upgrades

I agree with most of this except the demolisher bit. My nickname for demolisher is "MC80 hood Ornament" H1 MC80 is just so slow and so predictable that if it leads a standard conga line it isn't even hard to front-bump it. A well deployed demo with engine techs and Ozzel spamming nav commands can often outflank the broadsides and park in front of the MC80. If you run Montferrat on it like I usually do you can eat a broadside if you have to as well.

Keep in mind that MC80 with AP is likely to survive Demo triple tap, so Demo is very likely to die next turn.

Unless you just keep him in the nose and finish the job next round or with the bump damage. Plus in the list he's facing, I doubt he has AP on the pickle if he's only got 12 points for upgrades

I think what pt106 is referring to, and what I would do if I was the rebel player vs. a Demo list, is that you have to expect to face a staggered deployment.

If they come at you in a straight line with everything at the same vertical level, you should obliterate them by ramming all the ships simultaneously and locking them in place to double arc them.

But a savvy player will deploy in a staggered line with the MC80 either ahead (so when you ram it, the AFs break to the side and shell you) or behind (so you have to put yourself between AFs to ram it), and the front arc of each ship is covered by the side arc of another ship.

Edit: basically, you need a plan that survives the other player being a pro at maneuvering Ackbar ships in tight spaces, and I think those still exist. Demo might be a smart sacrifice if you can crack the MC80 the next turn, but it also might be smart to instead pick off an AF instead. It depends on deployment.

Edited by Reinholt

I agree with most of this except the demolisher bit. My nickname for demolisher is "MC80 hood Ornament" H1 MC80 is just so slow and so predictable that if it leads a standard conga line it isn't even hard to front-bump it. A well deployed demo with engine techs and Ozzel spamming nav commands can often outflank the broadsides and park in front of the MC80. If you run Montferrat on it like I usually do you can eat a broadside if you have to as well.

Keep in mind that MC80 with AP is likely to survive Demo triple tap, so Demo is very likely to die next turn.

Unless you just keep him in the nose and finish the job next round or with the bump damage. Plus in the list he's facing, I doubt he has AP on the pickle if he's only got 12 points for upgrades

I think what pt106 is referring to, and what I would do if I was the rebel player vs. a Demo list, is that you have to expect to face a staggered deployment.

If they come at you in a straight line with everything at the same vertical level, you should obliterate them by ramming all the ships simultaneously and locking them in place to double arc them.

But a savvy player will deploy in a staggered line with the MC80 either ahead (so when you ram it, the AFs break to the side and shell you) or behind (so you have to put yourself between AFs to ram it), and the front arc of each ship is covered by the side arc of another ship.

Edit: basically, you need a plan that survives the other player being a pro at maneuvering Ackbar ships in tight spaces, and I think those still exist. Demo might be a smart sacrifice if you can crack the MC80 the next turn, but it also might be smart to instead pick off an AF instead. It depends on deployment.

I see what you mean, but the stated strategy is to use the bombers to do the heavy lifting. If the Demolisher gets involved it would be a coup-de-grace.

MandalorinanMoose, do I know you IRL?

MandalorinanMoose, do I know you IRL?

Possibly? Haha where are you located? I'm in SoCal

He picked fleet ambush and put a couple Assault Frigates in there. The pickle ended up in the middle. I think from what I'm hearing is that I need to attack the front of the line and not let him turn to get broadside of me. Flying the gladiator in and out of this is a bit of a mystery still as I'm trying to picture it. I stay at extreme range, zip in for the second shot after movement with the broadside. Then go first with the broadside again, zip out and maybe fire out of my rear arc.

I was wondering how a list like the GenCon list from this article would do. It is very squadron heavy and has a solid ISD and glad involved. Seems like it'd be solid. http://dockingbay416.com/you-have-failed-me-for-the-last-time-admiral/

I think putting the bombers on one end, even if that's not the pickle, would be big. He can't really defend that. Going after the pickle if it's in the middle would be tricky because there's no great way for a glad to get in and out.

On a side note, he uses Wulf here but I can't see how that would be a great addition to the glad. Aren't you almost always at full speed?

He picked fleet ambush and put a couple Assault Frigates in there. The pickle ended up in the middle. I think from what I'm hearing is that I need to attack the front of the line and not let him turn to get broadside of me. Flying the gladiator in and out of this is a bit of a mystery still as I'm trying to picture it. I stay at extreme range, zip in for the second shot after movement with the broadside. Then go first with the broadside again, zip out and maybe fire out of my rear arc.

I was wondering how a list like the GenCon list from this article would do. It is very squadron heavy and has a solid ISD and glad involved. Seems like it'd be solid. http://dockingbay416.com/you-have-failed-me-for-the-last-time-admiral/

I think putting the bombers on one end, even if that's not the pickle, would be big. He can't really defend that. Going after the pickle if it's in the middle would be tricky because there's no great way for a glad to get in and out.

On a side note, he uses Wulf here but I can't see how that would be a great addition to the glad. Aren't you almost always at full speed?

Avoid bringing fleet ambush unless you have a way of making it really suck for your opponent (see, grav well tokens and grav shift reroute). Otherwise it usually is of benefit to the enemy fleet, as they can put their demo, b-wings, etc right on your doorstep.

Lists wont help you that much, learn speed control and force him into your ranges.

MandalorinanMoose, do I know you IRL?

Possibly? Haha where are you located? I'm in SoCal

Where you at? I'm in Socal too!

For a list like this, and the fact they don't have any upgrades, ISD-II with damage upgrades and rhymberballs will take the list apart. As for the Demo, while it will work, it actually requires quite a bit of finesse to play around firepower of this magnitude. Try and bid for first and try the ISD and rhymerball first. Let us know how it goes!

I'm going to try that gencon list from norboats because it has a solid ISD, a solid Glad and a bunch of squadrons. And the movement built into it is designed to keep me moving and adapting, which is key. I'll elect to go first and just try to take out whatever ship is at the head of the snake with intense squadron firepower and a glad. That list is also the closest (ship wise) to what I'm used to flying, so it'll give me a chance to get better and better at it. I really like the movement combos between Ozzel and Wulf. High skill.

His list is this:

Faction: Galactic Empire
Points: 390/400

Commander: Admiral Ozzel

Assault Objective: Precision Strike
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

[ flagship ] Gladiator I-Class Star Destroyer (56 points)
– Admiral Ozzel ( 20 points)
Demolisher ( 10 points)
– Admiral Montferrat ( 5 points)
– Ordnance Experts ( 4 points)
– Engine Techs ( 8 points)
– Assault Proton Torpedoes ( 5 points)
= 108 total ship cost

Imperial II-Class Star Destroyer (120 points)
Relentless ( 3 points)
– Wulff Yularen ( 7 points)
– Gunnery Team ( 7 points)
– Boosted Comms ( 4 points)
– Electronic Countermeasures ( 7 points)
= 148 total ship cost

1 “Mauler” Mithel ( 15 points)
1 Darth Vader ( 21 points)
1 Major Rhymer ( 16 points)
1 Soontir Fel ( 18 points)
1 Firespray-31 ( 18 points)
1 Boba Fett ( 26 points)
1 Dengar ( 20 points)

MandalorinanMoose, do I know you IRL?

Possibly? Haha where are you located? I'm in SoCal

Where you at? I'm in Socal too!

Laguna beach, you? We should try to get a game in sometime

So Cal Armada hangout. It should be a BBQ or something, before the summer ends :)

AAAAAND back on topic.

I don't know why you would sit the admiral on Demo... he is gonna be first target

Edited by BrobaFett

I was super curious about this too. He explains it in the article saying that the ISD is the weakest part of the list. Seems like I'd be much more likely to get that gladiator killed since it only really fires at range 1. I think the toughest part of this list would be learning how to fly with all those speed variation possibilities. Using that maneuver command instead of the engineering command will be tricky to get used to.

I was super curious about this too. He explains it in the article saying that the ISD is the weakest part of the list. Seems like I'd be much more likely to get that gladiator killed since it only really fires at range 1. I think the toughest part of this list would be learning how to fly with all those speed variation possibilities. Using that maneuver command instead of the engineering command will be tricky to get used to.

You will quickly learn that most ships live or die by the nav command. Mitigating damage by avoiding nasty arcs is much better than healing damage off of your ship. I will frequently run nothing but nav commands on the majority of my ships and it does wonders for your survivability

I was super curious about this too. He explains it in the article saying that the ISD is the weakest part of the list. Seems like I'd be much more likely to get that gladiator killed since it only really fires at range 1. I think the toughest part of this list would be learning how to fly with all those speed variation possibilities. Using that maneuver command instead of the engineering command will be tricky to get used to.

It's because he banked on being first player. Demo right now has the ability to wait until a good target activates, come in from outside of red die range, shoot, and then next turn activate shoot and double arc and then scoot back outside of red dice range. It basically means the Demo is more resilient than the ISD because it's very hard to shoot it in the first place.

Yeah. It was this way in xwing too. With a big dog like an ISD though, how much arc dodging can I really be doing here? I want my front arc to be pointing at them, which will inevitably get me closer and closer. I'm not sure I want to pass them because getting back around will be a nightmare and I'll run out of time. I suppose that's where I could slow down to zero or run if things are hairy.

I was super curious about this too. He explains it in the article saying that the ISD is the weakest part of the list. Seems like I'd be much more likely to get that gladiator killed since it only really fires at range 1. I think the toughest part of this list would be learning how to fly with all those speed variation possibilities. Using that maneuver command instead of the engineering command will be tricky to get used to.

It's because he banked on being first player. Demo right now has the ability to wait until a good target activates, come in from outside of red die range, shoot, and then next turn activate shoot and double arc and then scoot back outside of red dice range. It basically means the Demo is more resilient than the ISD because it's very hard to shoot it in the first place.

What do you mean by "double arc"?

It when you can catch a ship on the line between two arcs. So in this case when the Demo moved in he would make sure the the line between the front and side arc lands on one arc of the enemy ship. That means once he activates the ship first son the next turns since he is the first player he can fire both front and side into one side of the enemy ship. This in conjunction with the first shot he took coming in with Demolisher is how you get the dreaded "triple tap".

Yeah. It was this way in xwing too. With a big dog like an ISD though, how much arc dodging can I really be doing here? I want my front arc to be pointing at them, which will inevitably get me closer and closer. I'm not sure I want to pass them because getting back around will be a nightmare and I'll run out of time. I suppose that's where I could slow down to zero or run if things are hairy.

You'd be suprised how much fancy flying you can do when you really get a good grasp on how each ship moves, and what you can do with the manouvre tool. I've dodged plenty of ISD front arcs and MC80 side arcs with my own ISD,s, while also keeping my front arc on target. Once you have maneuvered yourself into such an advantageous position, the game is usually decided