Ackbar's Rebel Interdictors

By Admiral Calkins, in Star Wars: Armada Fleet Builds

I have been tinkering with trying to make a fun Rebel Interdictor list using Tractor Beams. This would keep larger or dangerous ships at a distance, which works well for Ackbar as he can just broadside the enemy from long range. Early Warning Systems, General Draven, Ordnance Pods, Gunnery Teams, and Toryn Farr are there to help with Anti-Squadron. Any suggestions besides trying to squeeze in Shara and Tycho?

Name: Ackbar's Rebel Interdictors
Faction: Rebel
Commander: Admiral Ackbar

Assault: Advanced Gunnery
Defense: Fleet Ambush
Navigation: Solar Corona

MC75 Armored Cruiser (104)
• General Draven (3)
• Phylon Q7 Tractor Beams (6)
• Early Warning System (7)
• Ordnance Pods (3)
• XI7 Turbolasers (6)
= 129 Points

Assault Frigate Mk2 A (81)
• Admiral Ackbar (38)
• Toryn Farr (7)
• Phylon Q7 Tractor Beams (6)
• Early Warning System (7)
= 139 Points

MC75 Armored Cruiser (104)
• Strategic Adviser (4)
• Gunnery Team (7)
• Phylon Q7 Tractor Beams (6)
• Ordnance Pods (3)
• XI7 Turbolasers (6)
= 130 Points

Squadrons:
= 0 Points

Total Points: 398

IMO - tractor beams have diminishing returns, especially once they're on not-large ships - and are kinda easy to shut down (Gram, Ozzle, Leia, and Comms Nets, just to name a few, all really reduce your ability to dictate your foe's speed)

If you really want to use them, I wouldn't bother with more than 2 - and I'm not really convinced an Ackbar list is the place to do it.

Other suggestions:

1.) the Mk.2 A's extra flack die isn't worth the points, and i'd drop its tractor beam

2.) Ackbar without any way to fix red dice is asking for a really sad day. Red dice will let you down, and at the worst possible moment. Fix your dice

3.) Not really sure OrdPods are a great way to take care of squads in an Ackbar list - they have anti-synergy with his ability - but maybe, I don't know.

4.) Draven hasn't really done much for me. The stuff you really need to flak to death doesn't have counter *or* intel, unless Dengar is nearby, and canny opponents will just leave him in the deployment zone since he has nothing to contribute against your fleet.

5.) Lando is a good way to keep Ackbar alive if you don't have ECM - reducing that one good shot can make a world of difference

I'd suggest this:

Assault Frigate Mk2 B (72)
• Caitken and Shollan (6)
• Early Warning System (7)
• Slaved Turrets (6)
= 91 Points

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Lando Carissian (4)
• Gunnery Team (7)
• Phylon Q7 Tractor Beams (6)
• Early Warning System (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 173 Points

MC75 Armored Cruiser (104)
• Strategic Adviser (4)
• Gunnery Team (7)
• Phylon Q7 Tractor Beams (6)
• Early Warning System (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 135 Points

Squadrons: 0

Total: 399

The AF has a terrifying 6-die red-broadside with rerolls - you're basically a Vader Cymoon without the durability, or flack, or base size, or... you get the point. The MC75s can at least Leading Shot (which, by the way, helps out their flak), and Gunnery teams lets them either threaten multiple ships, or at least not let enemy squads hide inside your arc that should really be firing on enemy ships - but I guess you could swap them for XI7s.

Now thats my kind of list!

Solar corona seems like it might be turned against you but I would need to see it in action to know for sure. Side arcs are nice for strafing but I cant imagine it will be easy to both line those up and maintain the position required to take advantage of the corona.

Your anti squadron considerations are very nice. Have you evaluated the option of switching to flechette torpedoes? Along those lines have you considered switching to ordinance cruisers? You lose the X17's but that would let you snag Tycho by also sacrificing your already uncompetative bid. (8 points from the ship switch and 6 points from swapping X17's for flechette's)

Thanks. For Solar Corona, first player would deploy first, then me, then I choose the SC side, so I should be fine.

I think Flechettes would be overkill with EWS to keep them from attacking. I like OP because EWS can stop their attack while AA and OP can kill them.

Tycho alone would just die quick and be a waste of points, while XI7s basically will shred one hull zone’s shields + hull if it gets in long range. I chose the AC as opposed to the OC version because if I am using this build for its intended purpose, the enemy will never get in black die range.

So whats to stop some Jerk with an ISD and interdictor from hugging the edge of the board and playing chicken with you? NVM Corona side is selected after ship placement

Your reasoning on Tycho and the X17's is solid. He could hypothetically tie up a few bombers for a turn to give you tempo but the X17's are definitely better if youre playing it right.

Edited by Nagasadow

Thanks. If I was going to add squadrons, I’d get both Tycho and Shara.

@JacobBodmer Really appreciate the feedback, as I’m looking to try this out in the next couple weeks. I’ll tinker with it some more with your suggestions. Thanks.

Edited by Admiral Calkins

Bail to deal with Demo? Taking the triple tap away from it.

Edited by Ginkapo
On 5/15/2018 at 2:59 AM, Admiral Calkins said:

Thanks. If I was going to add squadrons, I’d get both Tycho and Shara.

Probably better of getting a slicer gr75 at this point. To shut down the activations.

On 5/14/2018 at 5:51 PM, JacobBodmer said:

IMO - tractor beams have diminishing returns, especially once they're on not-large ships - and are kinda easy to shut down (Gram, Ozzle, Leia, and Comms Nets, just to name a few, all really reduce your ability to dictate your foe's speed)

If you really want to use them, I wouldn't bother with more than 2 - and I'm not really convinced an Ackbar list is the place to do it.

Other suggestions:

1.) the Mk.2 A's extra flack die isn't worth the points, and i'd drop its tractor beam

2.) Ackbar without any way to fix red dice is asking for a really sad day. Red dice will let you down, and at the worst possible moment. Fix your dice

3.) Not really sure OrdPods are a great way to take care of squads in an Ackbar list - they have anti-synergy with his ability - but maybe, I don't know.

4.) Draven hasn't really done much for me. The stuff you really need to flak to death doesn't have counter *or* intel, unless Dengar is nearby, and canny opponents will just leave him in the deployment zone since he has nothing to contribute against your fleet.

5.) Lando is a good way to keep Ackbar alive if you don't have ECM - reducing that one good shot can make a world of difference

I'd suggest this:

Assault Frigate Mk2 B (72)
• Caitken and Shollan (6)
• Early Warning System (7)
• Slaved Turrets (6)
= 91 Points

MC75 Armored Cruiser (104)
• Admiral Ackbar (38)
• Lando Carissian (4)
• Gunnery Team (7)
• Phylon Q7 Tractor Beams (6)
• Early Warning System (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 173 Points

MC75 Armored Cruiser (104)
• Strategic Adviser (4)
• Gunnery Team (7)
• Phylon Q7 Tractor Beams (6)
• Early Warning System (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 135 Points

Squadrons: 0

Total: 399

The AF has a terrifying 6-die red-broadside with rerolls - you're basically a Vader Cymoon without the durability, or flack, or base size, or... you get the point. The MC75s can at least Leading Shot (which, by the way, helps out their flak), and Gunnery teams lets them either threaten multiple ships, or at least not let enemy squads hide inside your arc that should really be firing on enemy ships - but I guess you could swap them for XI7s.

What about QBTs for those armored cruisers? That way you can still use leading shots at long range? I don’t know what you drop though… if the Mark II isn’t going to have tractors I guess you could just go for the good ol TRC90 and free up points to add other goodies (squads).

1 hour ago, Ginkapo said:

Bail to deal with Demo? Taking the triple tap away from it.

Great call. Thanks.

1 hour ago, Ginkapo said:

Probably better of getting a slicer gr75 at this point. To shut down the activations.

With Bright Hope I assume?

1 hour ago, mr_mithrandir said:

What about QBTs for those armored cruisers? That way you can still use leading shots at long range? I don’t know what you drop though… if the Mark II isn’t going to have tractors I guess you could just go for the good ol TRC90 and free up points to add other goodies (squads).

I like the thought, but I’ll likely be going Speed 3 with this build so it likely wouldn’t trigger often. I tried it with a MC80 Pickle (w/o Engine Techs) and either left it behind (if it was tailing) or it got blocked and hurt the whole conga line (leading with it’s weak front arc).

6 hours ago, mr_mithrandir said:

What about QBTs for those armored cruisers? That way you can still use leading shots at long range? I don’t know what you drop though… if the Mark II isn’t going to have tractors I guess you could just go for the good ol TRC90 and free up points to add other goodies (squads). 

QBTs and Tractors are both "Modifications", so you can't have the QBTs if you want Tractors.

Here is the second version of it. Thanks @JacobBodmer and @Ginkapo for your suggestions; pretty sure @Nagasadow was just trying to find or create weaknesses in the list since I am still playing against him. I added Bail, Lando, C & S, Gunnery Teams Leading Shots, and Spinals, dropped General Draven and Toryn Farr, and changed out Advanced Gunnery for Most Wanted. Basically if my opponent tries to go for my objective AF, especially with Demo or an MC30, they are going to get slowed and then caught in the crossfire. Might be wishful thinking, but we'll find out. Thanks again.

Name: Ackbar’s Rebel Interdictors
Faction: Rebel
Commander: Admiral Ackbar

Assault: Most Wanted
Defense: Fleet Ambush
Navigation: Solar Corona

MC75 Armored Cruiser (104)
• Bail Organa (7)
• Gunnery Team (7)
• Phylon Q7 Tractor Beams (6)
• Early Warning System (7)
• Ordnance Pods (3)
• Leading Shots (4)
= 138 Points

Assault Frigate Mk2 B (72)
• Admiral Ackbar (38)
• Lando Carissian (4)
• Caitken and Shollan (6)
• Early Warning System (7)
• Slaved Turrets (6)
= 133 Points

MC75 Armored Cruiser (104)
• Strategic Adviser (4)
• Gunnery Team (7)
• Phylon Q7 Tractor Beams (6)
• Ordnance Pods (3)
• Leading Shots (4)
= 128 Points

Squadrons:
= 0 Points

Total Points: 399

3 hours ago, Admiral Calkins said:

Assault: Most Wanted
Defense: Fleet Ambush
Navigation: Solar Corona

Not crazy about your blue/yellow objectives - Most Wanted, when you cheapest ship is 72-points base *and* has your admiral is asking for trouble. If your really want MW, make sure Ackbar is on a MC75. You could try Blockade Run (it's fun if nothing else) or Close range intel scan (I guess) as alternatives.

Fleet Ambush can back-fire horribly on you. I've seen it happen. I don't, as a rule, like objectives that my opponent can exploit. If you move Ackbar to a MC75, you could actually get some good mileage out of Hyperspace Assault. 6-red die re-rolling broadsides showing up behind people can make a mess of more fragile ships, and it can keep your 'softest' ship out of the most dangerous enemy arcs. Planetary Ion Cannons is also a fine choice since it's "safe" - tapping a defense token before you light someone up is never bad.

1 hour ago, JacobBodmer said:

Not crazy about your blue/yellow objectives - Most Wanted, when you cheapest ship is 72-points base *and* has your admiral is asking for trouble. If your really want MW, make sure Ackbar is on a MC75. You could try Blockade Run (it's fun if nothing else) or Close range intel scan (I guess) as alternatives.

Fleet Ambush can back-fire horribly on you. I've seen it happen. I don't, as a rule, like objectives that my opponent can exploit. If you move Ackbar to a MC75, you could actually get some good mileage out of Hyperspace Assault. 6-red die re-rolling broadsides showing up behind people can make a mess of more fragile ships, and it can keep your 'softest' ship out of the most dangerous enemy arcs. Planetary Ion Cannons is also a fine choice since it's "safe" - tapping a defense token before you light someone up is never bad.

Good point. I'll switch out Fleet Ambush for Hyperspace Assault.

Ran my first test game with it. Effectively shut down Demo, and fared decently well far a while against a BT Avenger, but ultimately lost both MC75s, in Turn 4 and 6. One of the problems is that even spamming Nav commands, one or two of my ships were always out of the fight. After a few more games, I might try to switch the AF out for a TRC90 or a MC30 to get around the opponent. C&S, Leading Shots, and Gunnery Teams did their jobs, and Bail worked really well. Same with EWS and Ordnance Pods, but the latter didn't do much against Aces unless they only had Braces. The Tractor Beams worked as intended, but never was able to get the ISD in Range of two Ackbar broadsides in a turn. Toryn Farr was sorely missed too, as I rolled terrible on my blue AA.

I'll have to play a few games at my FLGS before I start changing it too much. But I'll post those games in more detail and in the Battle Reports section.

Please slip blockade run in there... Regardless I look forward to testing this. What fleet have you been testing it against?

3 minutes ago, Nagasadow said:

Please slip blockade run in there... Regardless I look forward to testing this. What fleet have you been testing it against?

Not your Interdictor List, if that's what you're asking. ? I've been testing it against a Sloane fleet. Next will be Raddus. I figured those will be the most likely to come up against.