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Star Wars Armada: Ackbar 2.0

5 Minute Read
Jun 15 2018
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Let look at how Admiral Ackbar can be used in modern Armada.

Ackbar lists have seen their ups and downs over the various waves. While Ackbar has been a powerful Rebel commander, he was slowly edged out by leaders like Reikeen. Still I’ve always loved the fishy guy, and ran Ackbar lists in most of the tournaments I went to up until about when Wave 5 came out. A lot has changed in the game since then, with new waves being released and some major FAQs. I thought it was about time to revisit Ackbar and see if we could revisit my old Home One -centric list for the current wave. Lets take a look at what I came up with.

The List

Ackbar 2.0

Commander: Admiral Ackbar

Assault Objective: Targeting Beacons
Defense Objective: Planetary Ion Cannon
Navigation Objective: Solar Corona

 

flagship  MC75 Armored Cruiser (104 points)
–  Admiral Ackbar  ( 38  points)
–  Aspiration  ( 3  points)
–  Raymus Antilles  ( 7  points)
–  Gunnery Team  ( 7  points)
–  Quad Laser Turrets  ( 5  points)
–  Early Warning System  ( 7  points)
–  X17 Turbolasers  ( 6  points)
–  Leading Shots  ( 4  points)
–  Ordnance Pods  ( 3  points)
184 total ship cost

 

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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

 

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

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

384/400

Basic Tactics

This list is heavily  built around my favorite ship build in the game the CR90A with Slaved Turrets and Ackbar. I’ve talked a lot before about why I love this build out. In Short it’s one of the most cost effective builds in the game, throwing out up to 6 dice attacks for only 50 points. It’s also super fast and agile. The 4 of them are made to run in a pack and when focusing fire on a target can hit it with 20 red dice at long range. This can take down even the toughest ships.

The main change I’ve made from my earlier tournament lists is to swap out the MC80 Assault Cruiser I used to take for a MC 75 Armored Cruiser.   The MC75 takes the same role as the MC80, the main anchor point of my list. It’s the heavy hitter than my battle line is built around and it can use its heavier attacks to deliver knock out blows.  I think in a lot of ways it does this job better thant he MC80. Lets look at why.

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MC80 VS MC75

Firepower wise the MC75 gets one less Red dice on its broadsides than then the MC80 does. While this is a bummer, the 75 makes up for it by being able to take gunnery teams. Since with Ackbar I can only fire out of my sides and thus can double arc an enemy, being able to fire twice out of my side is great. While I can’t throw out the single powerful 9 dice attack of the MC80, I can throw out an 8 dice attack, followed by a 7 dice at a different target. The 75 also has a much stronger frontal attack should it get stuck in a bad spot and need to use it.

Like say for example…here.

The bigger loss is in defensive capabilities where the MC75 is clearly a little weaker. Though it has a point of hull over the MC80, it loses a shield on each side. Worse it changes one of its redirects to a contain and only gets one defensive retrofit rather than two. It’s not a HUGE drop, but it is noticeable. Since with Ackbar my goals is to keep my broadside to the enemy I’ve gone with some upgrades that will help me if I can do that. Aspiration  lets me shift some shields around, so I can take shields from the side I plan to keep away from the enemy and put them on my exposed side. I also want to try out Early Warning Systems. I’m not sure if this is best option all around, but if I can keep the enemy focused on my broadside, then being obscure will be a big help.

While the MC75 can’t take Engine Techs, a real shame, it’s also naturally faster than a MC80. The MC75 also gets offensive retrofits and ordance, which the MC80 doesn’t. One of the big weaknesses of this list is the lack of squadron support. I’ve used these slots to try to make up for that a bit Quad Laser Turrets and Ordnance Pods both adding some extra anti-squadron firepower.

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Options

The list does have a few options for changes.  With a 16 point bid I’m pushing hard to go first, but there is some room for cheap titles or upgrades, Ashoka or Leia for instance, on the CR90s. In addition depending on your local meta I could see swapping Raymus out for General Draven to up your ablity to shoot down squadrons. ECM are also always a good option over the Early Warning System and I’d be tempted try Flechette Torpedoes as well.

Stay in Formation

All in all I this this is a solid update to an old list. Played right the MC75 can be just as tough as the MC80 and can put out more firepower. It’s better ability to deal with squadrons will help in the more squadron heavy current meta. the CR90s remain a solid unit and can help out a lot. The real question is can this list cut it? Well have to see.

Let me know what you think about the list down in the comments! 

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Author: Abe Apfel
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