Ackbar and Hammerheads

By Tiberius the Killer, in Star Wars: Armada Fleet Builds

So I've played a few games with an Engine Tech'd Ackbar pickle, and I've loved it. It just hits so hard and takes so much damage, and with the ET it's just a bit faster than anyone expects.

But I want to find a way to bring in some Hammerheads to it also. And I thought it would be fun to try shield to maximum with TF Antilles.

This is what I have come up with. Slicing is my anti squadron strategy, and hopefully Shara and Tycho can keep them busy til them.

As always I'd love your thoughts! This is for a game I will be playing next week.

ET'd 80 with Ackbar and Hammerheads 1.1
Author: Tiberius the Killer

Faction: Rebel Alliance
Points: 400/400

Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Contested Outpost
Navigation Objective: Superior Positions

Hammerhead Torpedo Corvette (36 points)
- Task Force Antilles ( 3 points)
- External Racks ( 3 points)
= 42 total ship cost

Hammerhead Torpedo Corvette (36 points)
- Task Force Antilles ( 3 points)
- External Racks ( 3 points)
= 42 total ship cost

GR-75 Medium Transports (18 points)
- Quantum Storm ( 1 points)
- Slicer Tools ( 7 points)
= 26 total ship cost

[ flagship ] MC80 Assault Cruiser (114 points)
- Admiral Ackbar ( 38 points)
- Defiance ( 5 points)
- Raymus Antilles ( 7 points)
- Engine Techs ( 8 points)
- Electronic Countermeasures ( 7 points)
- Reinforced Blast Doors ( 5 points)
- X17 Turbolasers ( 6 points)
= 190 total ship cost

Modified Pelta-class Assault Ship (56 points)
- Ahsoka Tano ( 2 points)
- External Racks ( 3 points)
- Shields to Maximum! ( 6 points)
= 67 total ship cost

1 Shara Bey ( 17 points)
1 Tycho Celchu ( 16 points)

I just think you're wasting most of Ackbar's power. Even when you get close enough to use the side arcs on the Hammerheads, you'd STILL be better off firing your front and side arcs rather than Ackbar'ing. I'm not saying that this fleet can't work, but 3/4 of your combat vessels are poorly suited to using Ackbar's ability.

It's true. I just love an ackbar mc80 broadside so much. My old list had trc90s with of course can make much more use of it. But I wanted to try to switch in hammerheads. Dodonna might be a good switch in and maybe I can work in some better squadrons. I'd love some strategic.

2 hours ago, Tiberius the Killer said:

It's true. I just love an ackbar mc80 broadside so much. My old list had trc90s with of course can make much more use of it. But I wanted to try to switch in hammerheads. Dodonna might be a good switch in and maybe I can work in some better squadrons. I'd love some strategic.

You know, that's actually not a bad idea! Though maybe if you switch to Dodonna, swap the MC80 for a liberty MC80. The only reason people put MC80 HO in their fleets with Dodonna is to command squadrons. And you really have no squadrons to command, and the Liberty provides kick-*** firepower, and you could put XI7s and XX-9s on the MC80 to trigger Dodonna's effect.

Edited by anonymousguy

Been having similar thoughts on Akbar with Hammerheads.

This list (with CF dials) can throw 28 red dice out of one side at a single target in range of all the ships (conga line obv) or 33 at two or more target (GT on the AFII) - if someone picks Opening Salvo...well! Probably best to go first hence 16pts left over - over chuck in two Z-95s for basic cover. A tad weak on AA though...

Red dice hell

Faction: Rebel Alliance
Points: 384/400

Commander: Admiral Ackbar

Assault Objective: Opening Salvo
Defense Objective: Fire Lanes
Navigation Objective: Solar Corona

Nebulon-B Support Refit (51 points)
- Salvation ( 7 points)
= 58 total ship cost

CR90 Corvette A (44 points)
- Slaved Turrets ( 6 points)
= 50 total ship cost

CR90 Corvette A (44 points)
- Slaved Turrets ( 6 points)
= 50 total ship cost

[ flagship ] Assault Frigate Mark II B (72 points)
- Admiral Ackbar ( 38 points)
- Gunnery Team ( 7 points)
- Electronic Countermeasures ( 7 points)
= 124 total ship cost

Hammerhead Scout Corvette (41 points)
- Enhanced Armament ( 10 points)
= 51 total ship cost

Hammerhead Scout Corvette (41 points)
- Enhanced Armament ( 10 points)
= 51 total ship cost

You are forcing the hammerheads. It just doesn't make sense not to use CR90's with TRC. Same number of red dice, but infinitely more consistent, faster, better tokens (at red range), and stay there longer thanks to the improved nav chart.

Them hammers are 9 points cheaper. But really only more useful if you ONLY get side arcs and fail to get front arc. On close range.

Well I tried out the list. And actually it went really well! I went against a Sloane Quasar, Demolisher, double Arquitens list.

Ended up winning 8 to 3 playing superior positions, I lost the Slicer and the Pelta, and killed everything but a few tie aves and an Arquitens.

So, a few thoughts. The TF:A was a lot of fun, but it didn't do that much. The two little buddies stuck together. STM kept them pretty healthy. But sadly only 1 ever got in range to use the ER. They didn't kill a whole lot, but they worked pretty well as sheep dogs. I don't think I used Ackbars ability on them at all.

The Pelta was awesome however. It followed along behind the MC80, switching Raymus's tokens, often to navigates. But it had a beautiful round using the external racks and blasting Ackbar out of both sides. It killed a Arquitens and pretty well damaged the Glad. Also it's flak performed quite admirably. STM only actually worked twice, as I forgot that it worked at the beginning of the ship phase.

I may demote Tycho to a regular A-wing and put leading shots on the MC80. Shara and Tycho only lasted one round, but it was enough until the flak started pumping. Also I had some lucky roles, but I probably need some insurance. But other than that, I might try this out again. Even with Ackbar only helping two ships, I think he's still worth it.

We'll see how it goes a second time, the CR90s are probably the better choice, but the Hammerheads, at least for the moment, are more fun!