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
the dreaded local 3 guppy 1 pickle list
Or bothFirst player.Or dual ISDs.
Well precisely.
So it seems like his basic list is:
OpFor
Author: Church14
Faction: Rebel Alliance
Points: 396/400
Commander: Admiral Ackbar
Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Intel Sweep
[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Home One ( 7 points)
= 159 total ship cost
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
= 79 total ship cost
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
= 79 total ship cost
Assault Frigate Mark II B (72 points)
- Gunnery Team ( 7 points)
= 79 total ship cost
If he is smart and sees your Demolisher, he will stagger his ships so that he can line up side arcs against that Demolisher regardless of how it attacks. So don't pretend that the Demolisher survives. It is going for a suicide run to wipe out Ackbar. Targeting an AFmk2 is trading down. If your opponent is good (as was said) they will keep overlapping fields of fire.
To me, Rhymer or a Rebel meat shield bomber wing is the main solution.
I would agree with you that going after his ackbar would normally be ideal, but the command ship ended up being in the middle of the ships. Going after the middle allowed him to Cross My T, and basically led to my obliteration. I think I have to stay on one end at all costs. I'm going to park my bombers on the top and take out one end of the line as best I can.
I asked him about the specifics of the list. He runs AFM2B with gunnery X3 and MC80 Assault with Ackbar, Home One and Lando.
The prevailing wisdom is that he cannot be beaten with Imperials. I look forward to meeting him again in battle.
You can take Major Rhymer and 13x Tie Bomber for 133pts
Don't even need to worry about activating them (with squadron commands), just place them where he is flying towards, and 14 black dice per round should (with a bomber command) kill a AF per round.
ISD / dual Gozanti with Bomber Command, Rhymer and 13 T/B comes in at 315pts leaving you plenty to pick your Admiral of choice and some upgrades for the ISD, I'd leave a health bid, and pick to be player 2, Take Advanced Gunnery, Fire Lanes, Superior Positions.
Watch his fleet get annihilated = feel joy.
Edited by TheEasternKingI asked him about the specifics of the list. He runs AFM2B with gunnery X3 and MC80 Assault with Ackbar, Home One and Lando.
The prevailing wisdom is that he cannot be beaten with Imperials. I look forward to meeting him again in battle.
I would seriously consider pt's 3 raider/ 2 ISD 1 build against this, I feel that by out activating him with such heavy hitters you could line up a kill zone with both ISDs and chew up the ships 1 by 1
You can take Major Rhymer and 13x Tie Bomber for 133pts
Don't even need to worry about activating them, just place them where he is flying towards, and 14 black dice per round should (with a bomber command) kill a AF per round.
ISD / dual Gozanti with Bomber Command, Rhymer and 13 T/B comes in at 315pts leaving you plenty to pick your Admiral of choice and some upgrades for the ISD, I'd leave a health bid, and pick to be player 2, Take Advanced Gunnery, Fire Lanes, Superior Positions.
Watch his fleet get annihilated = feel joy.
Or do this. With no answer for bombers his ships would crumple
I really don't want to come off as a forum snob, but this is the kind of thing the higher level tourneys have moved past a while ago. They were strong at the beginning of wave two before we started to see how to counter Ackbar. A well flown Demolisher (**** it Clon, get your ass back here from your silly missionary work) with a high activation count, high bid, and ridiculous upgrades will shred an Ackbar list like this every time. However, it takes a high level of skill to pull off and a good deal of experience. The easy route is to just overwhelm him with squadrons. Boosted Comms plus Rhymer out ranges Ackbar, so spam the heck out of TIE bombers and/or Firesprays. You should also be able to out deploy him easily, so set a ship out wide from the rest of your fleet to "cap" the Ackbar congoline. Gladiators are well suited to this role even without the Demolisher title or heavy amounts of upgrades. Don't be afraid of collisions.
Edited by TruthinessYou can take Major Rhymer and 13x Tie Bomber for 133pts
Don't even need to worry about activating them (with squadron commands), just place them where he is flying towards, and 14 black dice per round should (with a bomber command) kill a AF per round.
ISD / dual Gozanti with Bomber Command, Rhymer and 13 T/B comes in at 315pts leaving you plenty to pick your Admiral of choice and some upgrades for the ISD, I'd leave a health bid, and pick to be player 2, Take Advanced Gunnery, Fire Lanes, Superior Positions.
Watch his fleet get annihilated = feel joy.
What are the odds though he has 14 TIE bomber stands though?
You can take Major Rhymer and 13x Tie Bomber for 133pts
Don't even need to worry about activating them (with squadron commands), just place them where he is flying towards, and 14 black dice per round should (with a bomber command) kill a AF per round.
ISD / dual Gozanti with Bomber Command, Rhymer and 13 T/B comes in at 315pts leaving you plenty to pick your Admiral of choice and some upgrades for the ISD, I'd leave a health bid, and pick to be player 2, Take Advanced Gunnery, Fire Lanes, Superior Positions.
Watch his fleet get annihilated = feel joy.
What are the odds though he has 14 TIE bomber stands though?
6 TIE Bombers and and 4 Firesprays?
What are the odds though he has 14 TIE bomber stands though?
Hell, with no enemy Cover, and only Single Blues for Anti Squadrons on 3/4s of his ships... TIE Fighters would be a substitute for TIE Bombers once you hit your maxium...
6 TIE Bombers and and 4 Firesprays?You can take Major Rhymer and 13x Tie Bomber for 133pts
Don't even need to worry about activating them (with squadron commands), just place them where he is flying towards, and 14 black dice per round should (with a bomber command) kill a AF per round.
ISD / dual Gozanti with Bomber Command, Rhymer and 13 T/B comes in at 315pts leaving you plenty to pick your Admiral of choice and some upgrades for the ISD, I'd leave a health bid, and pick to be player 2, Take Advanced Gunnery, Fire Lanes, Superior Positions.
Watch his fleet get annihilated = feel joy.
What are the odds though he has 14 TIE bomber stands though?
If this guy is as much a plague on their local community as he's made out to be, he can surely pull together enough communal support to make this happen.
It is a frustration to me that as soon as anyone mentions an opponent taking Ackbar that respondents immediately assume "Conga-Line."
If an opponent is flying Ackbar in a Conga-Line then you are a few metas behind, to say the least.
Ackbar does NOT equal Conga-Line. Conga-Line (or line of battle, line astern, etc) is an option for Ackbar, not a mandatory formation.
Edited by LTDIt is a frustration to me that as soon as anyone mentions an opponent taking Ackbar that respondents immediately assume "Conga-Line."
If an opponent is flying Ackbar in a Conga-Line then you are a few metas behind, to say the least.
Ackbar does NOT equaly Conga-Line. Conga-Line (or line of battle, line astern, etc) is an option for Ackbar, not a mandatory formation.
In this case, it was described as such.
It is a frustration to me that as soon as anyone mentions an opponent taking Ackbar that respondents immediately assume "Conga-Line."
If an opponent is flying Ackbar in a Conga-Line then you are a few metas behind, to say the least.
Ackbar does NOT equaly Conga-Line. Conga-Line (or line of battle, line astern, etc) is an option for Ackbar, not a mandatory formation.
Absolutely not. Better players will of course be better at maneuvering it. Hero, for example, is one of the few I still see rocking Ackbar consistently, and he does so quite well. However, the case remains that the big weakness of Ackbar remains the predictably and the effective blind spot on the front of his ships. When you HAVE to broadside to be effective, especially on an Engine Tech-less Home One, you only have so many options available.
In this case, however, it was very much described as a Congo line ![]()
It is a frustration to me that as soon as anyone mentions an opponent taking Ackbar that respondents immediately assume "Conga-Line."
If an opponent is flying Ackbar in a Conga-Line then you are a few metas behind, to say the least.
Ackbar does NOT equaly Conga-Line. Conga-Line (or line of battle, line astern, etc) is an option for Ackbar, not a mandatory formation.
Absolutely not. Better players will of course be better at maneuvering it. Hero, for example, is one of the few I still see rocking Ackbar consistently, and he does so quite well. However, the case remains that the big weakness of Ackbar remains the predictably and the effective blind spot on the front of his ships. When you HAVE to broadside to be effective, especially on an Engine Tech-less Home One, you only have so many options available.
In this case, however, it was very much described as a Congo line
Another Weakness is the amount of shots he can give out. If you overwhelm the ships or attack from the front and rear Ackbar is suddenly weaker
In this case, however, it was very much described as a Congo line
I don't see that in the OP or the OP's subsequent posting.
The only mention is "Crossing the T", which might imply Line of Battle.
My point (which is parenthetical at best) is that Ackbar need not establish such a formation - it is an option.
It is a frustration to me that as soon as anyone mentions an opponent taking Ackbar that respondents immediately assume "Conga-Line."
If an opponent is flying Ackbar in a Conga-Line then you are a few metas behind, to say the least.
Ackbar does NOT equaly Conga-Line. Conga-Line (or line of battle, line astern, etc) is an option for Ackbar, not a mandatory formation.
Absolutely not. Better players will of course be better at maneuvering it. Hero, for example, is one of the few I still see rocking Ackbar consistently, and he does so quite well. However, the case remains that the big weakness of Ackbar remains the predictably and the effective blind spot on the front of his ships. When you HAVE to broadside to be effective, especially on an Engine Tech-less Home One, you only have so many options available.
In this case, however, it was very much described as a Congo line
Correct. If you want to fly the home one for damage dealing reasons, you absolutely need engine techs and the right upgrades. It's literally one of the only ships that needs the upgrades to get the most out of it.
I have an entire article dedicated to engine techs. Always run navs on the boat because it plays very uniquely. Gotta get use of both sides of the ship when you can to get the most out of it.
Biggest weaknesses of my list:
Squadron bomber heavy
Being out sped by demo
Lists with tons of activations
My lists strengths:
Other big ship lists
Close range damage dealers that I out speed
Control lists
Mix any of the above strengths and weaknesses and you will have what I consider decent match ups that can swing both ways. Same formula goes for finding out what I consider a good match up vs. Bad one. Like being out activation and going second would be really bad.
LOCAL 3 ARMADA CAPTAINS AND SQUADRON PILOTS UNION
MAGIS QUAM SEX ERUNT IN CIRUITU
LOCAL 3 ARMADA CAPTAINS AND SQUADRON PILOTS UNION
MAGIS QUAM SEX ERUNT IN CIRUITU
Wut
Yeah, no squadrons. Gunnery team I think on the pickle. I ended up doing the worst case scenario and he crossed my T and just unloaded broadside with the pickle and 2 guppies into my ISD and interdictor. I think I should have focused more on the command.
No squadrons?
Use these squadrons and any ships that can command all of them and you pretty much instantly win:
- Rhymer
- TIE Bomber x13
Yeah, no squadrons. Gunnery team I think on the pickle. I ended up doing the worst case scenario and he crossed my T and just unloaded broadside with the pickle and 2 guppies into my ISD and interdictor. I think I should have focused more on the command.
No squadrons?
Use these squadrons and any ships that can command all of them and you pretty much instantly win:
- Rhymer
- TIE Bomber x13
Hell, don't even need to command them in this case.
LOCAL 3 ARMADA CAPTAINS AND SQUADRON PILOTS UNION
MAGIS QUAM SEX ERUNT IN CIRUITU
Vodka and internet: not even once.