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Pojo's Star Wars
Minis Site
Mini of the Day
Admiral Ackbar
Set: Universe
#43/60
Date Reviewed: April 8, 2006
Image from
Wizards.com
Rating:
-
Ratings are based on a 1 to 5 scale 1 being the
worst.
3 ... average. 5 is the highest rating. |
We don't have
this card scan yet. |
Sith Dragon
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Admiral
Ackbar
Rebel
Cost: 21
HP: 70
DEF: 14
ATK: +4
DAM: 10
It's a Trap - Enemies within 6 squares lose stealth;
Recon - Roll twice for initiative, choosing either
roll, once per round if any character in the squad
with recon has line of sight to an enemy.
CE: Followers within 6 squares gain +4 ATK against
an enemy who has activated this round.
This week we are going to look at three of the best
the rebels have to offer, starting with Admiral
Ackbar. Ackbar's stats are pretty bad. He has a
hefty 70 HP for his cost, but from there it is down
hill. Attack, Defense and damage are all down hill
from there. However, you are not going to play
Ackbar for his attack numbers.
Ackbar is first and foremost an Admiral, meaning he
is there to command not fight. 'Its a trap' Is the
most efficient way to negate stealth squads
including that of the Nom Bomb squad. Recon is nice
provided your opponent doesn't have accurate shot as
you can hide Ackbar behind the rest of your squad
then you get two chances to roll for initiative.
But why he is really good is that he gives followers
a +4 ATK against characters who have activated. This
allows for some rather beefy characters. Dash Rendar
turns into a +14 for 30 DAM. Aurra and Boba become
that much bigger, and it helps fellow rebels Luke
and Obi-Wan, among others. When played opposite Han
Solo, Rebel Hero, the rebels either attack for a lot
of damage or attack with really solid attacks.
The rebels right now have the best synergy in the
game with Ackbar being a solid reason for this. You
are going to want to keep him safe for as long as
possible, but When the fighting becomes intense at
the end of the game, his high HP will allow him to
step out for the Recon ability. If they do not have
accurate shooters, then he can step out for the
whole game provided you are not running a mobile
attack squad.
100pt: You wont see much of Ackbar here, as you need
to be able to hit big and he just doesn't have the
room to pull in the best support here. Running
characters with Advantageous/Cunning/Opportunist can
be dangerous, especially effects that require your
opponent to go first late in the game when the game
is on the line.
200pt: Here Ackbar can have enough followers that he
is almost a must for the rebels. Squads can do fine
without him, but why turn down an easily obtained +4
ATK? He wont attack much, but he can combine fire if
needed, so his 21 points is worth it and not too
pricey for such good effects. He can be hard to pull
or find, but generally his price isn't too steep.
Obtaining him should not be too hard. Running
rebels, I would suggest running him if you can get
him.
"Dude, the fat guy totally just blew up!" -Pink 5
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Xoulrath |
Admiral
Ackbar. Certainly the most popular fish-head I know
off, outside of Flipper (who isn't really a fish),
but I digress. To the point. A great commander and
addition to the Rebel faction. Although his 21 point
cost allows him to be placed into a 100 point game
with adequate support, he is far better off in 200;
where he can be used with other Rebel heroes and
commanders to the fullest.
His stats are not anything to boast about: 70 HP's,
14 Defense, +4 Attack, and 10 Damage. His abilities
start to make him interesting: Recon for initiative
assisstance, and "It's a Trap!", which allows Ackbar
to negate the Stealth ability of any figures within
6 squares of Ackbar. While useful in and of itself,
it is a great counter to any Nom squad you may run
across.
To top off what is a decent character, and a real
boost to the Rebel faction, he was also given a CE
that gives followers within 6 squares +4 Attack
against activated figures your opponent controls
(for that round, of course).
That is Ackbar in a nutshell. Not quite the Master
Tactician Thrawn is, he makes due with lesser
Abilities and a very nice, but situational, CE at a
reasonable price. His CE may be situational, but in
a 200 point game (which is where Ackbar will spend
most of his time), there will always be activated
figures to get the boost against. He also boasts a
mere 10 HP's fewer than Thrawn who costs 16 points
more, though his Defense is four lower, and Thrawn
can actually hit something more than the broadside
of the Millenium Falcon. Ackbar is better off
combining fire, than trying to hit anything with his
pathetic Attack. With that said, Ackbar has some
great help from the fact he can give his bonus to
all followers, not just the non-Uniques that Thrawn
can boost.
Bottom line: He is just like most commanders in the
game; better off in 200, where he can truly get
support to benefit from his CE and Abilities. He
doesn't fare too poorly in a 100 that is
movie-themed (Han, Luke, Chewie, Nien), but it
certainly isn't tournament worthy. A good piece that
any Rebel player should have. |
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