Best Mods For Admiral Ackbar
Re: List Your 300 Point BuildsImp: Warlord 300Grand Moff Tarkin 38Victory II SD 85Warlord 8Defense Liaison 3Overload Pulse 8Flight Controllers 6Expanded Hangar Bay 5153Gladiator II 62Assault Concussion Missiles 769222TIE 'Howlrunner' 16TIE 8x772294Not much to say about this build, except that it is something you should be able to build with a minimum of expansions. With the Imperials I just assume that I will lose initiative.Also, as an Imperial, I think TIEs and a good TIE swarm are a GOOD thing. Re: List Your 300 & 400 Point BuildsRebel: Assault Frigate Line 300General Dodonna 20Assault Frigate Mark II B 72Sensor Team 5Advanced Projectors 6CR90 Corvette A 44Cr90 Corvette A 44191Dutch Vander 16B-wing 14x2X-wing 13x2y-wing Hmmm. Again, I like fighters. They are hard to kill and y-wings are underutilized in my opinion and Dutch's ability is great. Park the B-wings and Y-wings in front of a ship you don't like and torpedo it into oblivion.On a related note, the most obnoxious build I have come across in Armada is the 'Glad Swarm'.
But who wants to buy that many Gladiators? I'm not sure if this will kill it. Game I played, I almost did. Re: List Your 300 & 400 Point BuildsRebel: Classic Ackbar Slash 400Admiral Ackbar 38MC80 Assault Cruiser 114Defiance 5Redundant Shields (mod) 8Projection Experts 6Engineering Team 5176Nebulon-B Support Refit 51Redemption 8Redundant Shields (mod) 8Engineering Team 572Nebulon-B Support Refit 51Advanced Armament (mod) 1061347Wedge 19x-wing 13x245392Run this in a line, L or T formation, Defiance in the middle and/or Redemption hiding behind/beside the MC80.
There may be a risk in getting initiative.The point of this aggressive build?- Ackbar helps the broadsides of all.- Redundant Shields repair damage.- Engineering Teams ALSO do above.- Redemption ALSO helps with above.So, as an opponent, do youa) Target and destroy the Redemption first (With Ackbar on it.) Since it is regenerating and lending shield points?b) Target Redemption since it is vulnerable and it's buffing the others?c) Target the vanilla Neb-B because it is the 'weak point'?I dunno. The risk seems spread out. Last one for a while from me. Did I mention I love TIEs?Imp: Maximum TIE-age 400Admiral Motti 24Imperial I Star Destroyer 110Boosted Comms 4Expanded Hanger Bay 5119Imperial I Star Destroyer 110Boosted Comms 4Expanded Hanger Bay 5119262Tie 'Howlrunner' 16TIEs 8x9= 72Major Rhymer 16TIE Bombers 9x3= 271313931/3 of 400 points is 133, so this is the maximum TIE complement.
Aug 16, 2016 So, I am looking at my Ackbar, no mods. And normally I don't find a lot of questions about what mods I should use but I realized nothing stands out of Ackbar. Should I just go health mods on him? Something else? What is everyone else doing?
Feel free to experiment on the details. The Star Destroyers are fast, and with a cloud of 14 TIE squadrons (of various types) you should feel pretty safe.
Especially since your SDs will have 14 hit points.With the Boosted Comms and Expanded Hangars, a LOT of your TIES will be moving and attacking on the same turn. Just remember to put Howlrunner and Rhymer in the center of the swarm for maximum effect. I have a wire-bound notebook from a former job I've been using since X-Wing to write down and keep lists. I've adapted it now for Armada, and keep a few lists in there.I would build them in the voidstate squadron builder, but now I'm using for armada, and transcribing the builds I've made there.I feel a little like I'm betraying secrets by sharing some builds, but I did write a number of tactical articles with my insights in them for others to exploit. So!The Mighty Glacier (399)Most Wanted - Contested Outpost - MinefieldsImperial-I // Admiral Motti / Leading Shots / Phylon Q7 Tractor beam / Point Defense Re-RouteImperial-I // Leading Shots / Phylon Q7 Tractor beam / Point Defense Re-RouteImperial-I // Leading Shots / Phylon Q7 Tractor beam / Point Defense Re-RouteMaybe not the most optimal, but a first attempt to make a 3 ISD list that is self-sufficient to deal with anything.
Tractor Beams to stop small ships from flanking, Leading Shots for some soft amount of re-rolls in engagement range, and PDRs for some re-roll capability for AA. Just waiting to get three ISDs to try. I should mention that I love heavy capital ships. Here's my favorite list at present:Destroy Patrol MK II (392)Most Wanted - Fleet Ambush - MinefieldsISD-II // Screed / Avenger / Gunnery Team / Leading ShotsVSD-II // Overload PulseVSD-II // Overload Pulse4x TIE/INDesigned entirely to take advantage of Avenger's combination with Overload Pulse. The weakness is lack of fighter protection. The Interceptors are more fore tying up enemy squadrons than actually being effective. The VSD's need to activate first also puts a restriction on how well this list really is effective.
It is also vulnerable to flanking.Still, I managed to destroy an opposing ISD-I list with this build. Pin and FlankEMPIRE FLEET (295 points)1. Victory II-class Star Destroyer - Admiral Screed - Flight Controllers - Expanded Hangar Bay - Leading Shots - XI7 Turbolasers (132)2. Gladiator I-class Star Destroyer - Wulff Yularen - Engine Techs - Expanded Launchers - Demolisher (94)3. Soontir Fel TIE Interceptor Squadron (18)4. TIE Advanced Squadron (12)5. TIE Advanced Squadron (12)6.
Major Rhymer TIE Bomber Squadron (16)7. TIE Interceptor Squadron (11)This is my classic Imperial build at 300 points, using Wave I material. The Victory II is designed to focus fire and hold attention to the front. The Demolisher/Gladiator flanks and lays a massive missile barrage at close range on whatever targets he can reach.The fighters are designed for anti-fighter suppression. They're there to keep the capital ships clean.
The Fel-Advanced combo is there to lay extra hits when the enemy is forced to attack the Advanceds without Fel. Rhymer is there to enable some extra anti-ship fire should the enemy come up short on squadrons. Thank you all for contributing. I have entered these builds into my book and they will be used sooner or later.Some very soon, my in-laws are coming to town, and brother-in-law can be convinced to play Armada very easily while the women folk visit upstairs.Mighty Glacier: Wow. I hope Santa brings me another ISD!Destroyer Patrol Mark II: This I can try Saturday.Both builds are the opposite of something I would build. Little or no fighters.I called Les' build ' Gunboat Diplomacy', very similar to something I wanted to build.
I have enough corvettes too. Somebody have a good 400 point, fighter heavy build for Rebels?Yup. It's not HEAVY-heavy, but you could replace the unnamed Nebulon with additional fighters if so inclined.Neb B Support-Slaved Turrets-Salvation-Weapons LiaisonNeb B Support-Slaved Turrets-Redemption-Weapons LiaisonNeb B Support-Slaved Turrets-Weapons LiaisonAssault Frig IIB-Garm Bel-Redundant Shields/ECM-Engineering Team-RaymusDashJanWedgeX Wing x 2400 (Redundant Shields version)This rides on some less-usual cards, but has some good synergy. Plenty of room for adjustments: ECM depends on the Home One/Intel Officer popularity, and can save you a point. Swapping the X for Y saves you 6. Jan to HWK, X to Y, and Redundant to ECM lets you add 14 points, either a B to follow up the Y's attack, an A for more squad protection, an X to protect the Y and help kill TIEs, etc. You can also cut the protection from the flagship and use the 14 points above plus 19 there to add Han, who can be a real pain to enemy fleets.
Thanks, these will help.I took Maximum TIE-age and the Rebel gunboat builds to a local miniature game club and had newbies play them. The TIE swarms, when activated, shield-stripped the rebel ships. The rebels did not have the fighter cover they needed.Then the SDs fired on the naked ships.It was not pretty.The only problem with the build is that the SDs took a supporting role, they acted like heavily armed aircraft carriers. (Which is kind of what I was going for. Heh.) I think I can tweak the build, and I think it can kill that nasty ' All Glad' build that is going around. Ok, I lied - but this is the last one for sure! I made a carrier list for the Imperials.
Squadrons are a mix of anti-ship (Rhymer + Firesprays) and anti-squadron (Dengar + Howlie & Co.). I went with the ISD-II to try to keep it flexible in case Ackbar shows up - and the GSD for some added muscle. The last one I'll leave here seems like it might be a high risk-high reward combo. The idea is to exploit the Screed - Overload Pulse - Avenger combination. The strategy: the Raiders sweep in front of the ISD-II to attack the targets; Screed lets them switch a blue die to Crit, triggering the OP effect; the ISD-II then drops dice on the hapless seafood, being unable to defend tokens; and if the Rebels navigate poorly, the Gunnery team works in tandem with the 2 Raiders to exploit this combo against two ships (ideal situation).
Capital Games recently released an update for Galaxy of Heroes that carried some serious cargo: Mods. Mods allow a hero to be modified past their original capabilities, bolstering weaknesses or reinforcing strengths.
Also, There are many different types of mods and it can all become a little confusing, so let’s go over how to obtain, equip, and upgrade mods!Note: Since their original release, a subsequent update has reduced the effectiveness of mods. On release, many players were upset, claiming that mods disrupted the balance of the game. Now, while substantially less effective, mods still represent a fantastic way to tweak your heroes for a little more speed, defense, or other stat. How to Get ModsFirst, you’ll need to obtain some mods. You must have a character at level 50 to unlock Mod Battles. Logging into the game and clicking around should trigger a tutorial that describes the new ways to obtain mods via Mod Battles, Challenges, and the Mod Shipments.After completing some Mod Battles, you should have a few mods to play around with.
Best Mods For Admiral Ackbar 3
Don’t forget to check the Mod Shipments for some good deals (some of them sell for normal credits!).There are 8 stages in Mod Battles, and each stage’s levels reward a particular type of mod. There are 6 shapes of mods, available in battles A-F, while the last battle may reward a more powerful yet random mod. All mods rewarded through Mod Battles are MKI or MKII. Stage 1 – Health Mods. Stage 2 – Defense Mods.
Stage 3 – Critical Damage Mods. Stage 4 – Critical Chance Mods. Stage 5 – Tenacity Mods. Stage 6 – Offense Mods. Stage 7 – Potency Mods.
Stage 8 – Speed ModsCompleting all of the battles in a stage will unlock the corresponding Mod Challenge. Mod Challenges are unique 3-tiered battles that cost cantina energy, require specific heroes, and reward more powerful mods when completed. These are the currently available Mod Challenges:.
Why i am a five percenter epub. About Why I Am a Five PercenterA thoughtful, insider view of The Five Percenters-a deeply complex and misunderstood community whose ideas and symbols influenced the rise of hip-hop.Misrepresented in the media as a black parallel to the Hell’s Angels, portrayed as everything from a vicious street gang to quasi- Islamic revolutionaries, The Five Percenters are a movement that began as a breakaway sect from the Nation of Islam (NOI) in 1960s Harlem and went on to impact the formation of hip-hop. References to Five Percent language and ideas are found in the lyrics of wide-ranging artists, such as Nas, Rakim, the Wu-Tang Clan, and even Jay-Z.The Five Percenters are denounced by white America as racists, and orthodox Islam as heretics, for teaching that the black man is Allah.
Health Mods – All characters allowed. Defense Mods – Only Jedi allowed. Critical Damage Mods – Only jawas allowed. Critical Chance Mods – Only scoundrels allowed. Tenacity Mods – Only rebels allowed. Offense Mods – Only First Order allowed. Potency Mods – Only empire allowed.
Speed Mods – Only resistance allowedLooks like we will need to upgrade some characters in order to finish all of these! Luckily, you may have already gotten a group of Jedi leveled for the Yoda event. Assigning ModsOpen up your character screen and follow the link on the bottom that says MODS. This will display all of your characters that are able to equip mods. Looks like Admiral Ackbar is severely lacking in that department So let’s remedy that! Click on one of your characters.The next screen will show your available mods on the left, currently equipped mods in the middle, and your hero’s stats on the right.
Click where it says ‘All Sets’ to filter the mods displayed by type. I’m going to filter them to show Defense mods.I’ve selected the triangle (Holo-Array) to slot that snazzy MKIII-A Defense Mod. First, click an empty mod space and then select the mod you wish to equip.
You can also double tap a mod on the left. If there is a mod already slotted, it will show up on the top-right in order to compare with the new mod. Wait a second This mod is only at level 1. Let’s make it more powerful!Upgrading ModsClick ‘Upgrade’ to give it a little boost, or ‘Upgrade x10’ to buy 10 upgrades all at once.
Best Mods For Admiral Ackbar Costume
It will take quite a few upgrades to reach the maximum potential which is currently level 15. At levels 3, 6, 9, and 12, mods gain a new secondary stat! Be sure to pay attention to how your mod progresses. Notice that the rarity of the mod does NOT change (this will always be an MK III, for example).When you’re ready to equip the mod, just select the corresponding slot, and your mod, and hit ‘Assign’. You can always hit ‘Revert’ and undo all the mod assignments you’ve made at no cost. Take a minute to inspect the updated stats on the right. Green values reflect the stats after equipping your mods.
Once you have assigned mods to your heart’s content, click confirm.Congratulations! You can now upgrade mods and fully utilize this new and powerful system. Mods can always be removed (for a price) if you change your mind, or loot a better one. Simply select the equipped mod and hit ‘Remove’. Alternatively, you can lock mods into place to prevent accidental removal or deletion. Just click the little lock icon next to ‘Remove’.
New Daily ActivityUsing your newly acquired knowledge, remember to upgrade mods every day! Doing so will complete the newest daily activity. Any amount of upgrading will do, and if you’re level 80 then completing daily activities should be on the top of your to-do list. Omega materials are rewarded for completing all of the activities daily., and learn about the now available!