Jump to content

lpfankabe

Members
  • Content Count

    36
  • Joined

  • Last visited

Everything posted by lpfankabe

  1. Comm noise reduces speed or changes the top command dial. Did I get that wrong in the report?
  2. Wanted to give the Independence Bwings a try. Imps brought a boring list. Imps chose Contested Outpost (over Precision Strike/Superior Positions) [ REBEL FLEET (397 points) 1 • MC80 Command Cruiser - General Dodonna - Boosted Comms - Electronic Countermeasures - Independence (145) 2 • Jan Ors Moldy Crow (19) 3 • X-wing Squadron (13) 4 • X-wing Squadron (13) 5 • B-wing Squadron (14) 6 • B-wing Squadron (14) 7 • B-wing Squadron (14) 8 • B-wing Squadron (14) 9 • B-wing Squadron (14) 10 • Assault Frigate Mark II B - Gunnery Team - Electronic Countermeasures (86) 11 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits (51) http://armada.fabpsb.net/permalink.php?sq=r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7 ] r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7 [ EMPIRE FLEET (398 points) 1 • Imperial I-class Star Destroyer - Admiral Motti - Wing Commander - Gunnery Team - Boosted Comms - Expanded Hangar Bay (156) 2 • Major Rhymer TIE Bomber Squadron (16) 3 • TIE Bomber Squadron (9) 4 • Dengar Punishing One (20) 5 • TIE Advanced Squadron (12) 6 • TIE Advanced Squadron (12) 7 • Victory II-class Star Destroyer - Gunnery Team - H9 Turbolasers - Warlord (108) 8 • Gladiator I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes (65) http://armada.fabpsb.net/permalink.php?sq=e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4 ] e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4 (NB: with sold-out fighterpacks, I only have 2 Bwings. I divided the models between 5 empty 5-hull stands. Hard to see in the pictures.) Deployment: AF went down first, the Victory positioned across from it. Then, both sides deployed fighters. The Rebels had a good idea what the board would look like before the Independence ever hit the table. What you can't see is that the rebel fighter swarm is in an asteroid field, which the Independence is sure to hit on turn 1. Indy and the AF both had squadron commands. 4 Bwings went zooming out to the station, with the X-wings and Jan following behind. The Imperials took advantage and got a few shots off against unguarded Bwings. Independence takes a faceup and can't resolve crits anymore. The Glad hopes to block the AF's path. Rebels control the outpost. End of Turn 1: The AF gets there first, and the small conga line isn't stuck. Independence drops Jan and her Xwings in to free up the Bwings for their attack run. The AF takes a beating from the Glad, while the VSD is starting to get swarmed. Anti-squadron fire from Warlord softens up the targets and the TIEs take down the first Xwing. Navigation commands bring everyone into position, and the Rebels still control the outpost. End of Turn 2: The Glad gets a hefty shot from the AF, but throws a handful of hits at Independence before flying off to lick its wounds. The Bwings peck away the VSD's shields, but overlapping breaks the escorts away from their bombers. Jan goes down from a combined effort, thanks to Dengar's intel. The ISD takes evasive maneuvers to avoid plowing into the back of the crippled VSD, but manages to slip out of the TRCR's range. The Empire gains control of the outpost! End of Turn 3: A lot happened this round, and I can't remember it all. The AF activated first—its repair command was lost due to comm noise. Instead, it took evasive maneuvers, swinging out away from the thick of the fight—and those Rhymer bombers. The VSD went down as expected (maybe to the AF's fire?) The TIEs, heartened by their defeat of Jan, took down the last Xwing and started in on the Bwings with Dengar's help. But Bwings can fight back. They dished out a pile of damage (adding to what Jan's counter 2 had dished out before she died) and anti-squadron fire from the Independence finished off both TIE Advanced. Empire maintains command of the Outpost. End of Turn 4: In order to free up the Bwings for attacks, Independence activated first. They took down Dengar in short order, thanks to accuracies in their rolls. All four got into position to hit the ISD next turn, but only two would its Point Defense fire. Independence smashed into the AF, and they both took damage. Foolishly, Independence left herself undefended against Rhymer, who stripped down her last shield points. The TRCR was down to 2 hull after a few rounds of fire from the ISD's rear arc, and by the end of the turn, she was staring a Gladiator in the face... Empire has the base. End of Turn 5: Activating first again, Independence ordered her bombers to drop their last torpedoes and return home to defend her. They stripped the last of the ISD's shields and tied up Rhymer's defenseless duo. Independence just barely skirted out of firing range, and just in time, with about 6 hull damage. Amazingly, the CR90 managed to survive a broadside from the Glad, whose rolls and re-rolls came up short. The Glad was in rough shape also, but stayed alive thanks to Motti. End of Turn 6: With the destruction of Warlord and most of the Imperial fighter force, yet with heavy squadron losses themselves, the Rebels withdraw to hyperspace, and the Imperials launch trooper transports to retake the Station. The battle is over, for now... Wrap-Up: I realize now that I made a mistake and activated those Bwings twice on turn 6. (you can see they're set to blue...) They managed to kill the vanilla bomber with that activation, so the game was even closer than I originally thought: Rebels 201>Imperials 167, a 25 point Margin of Victory, 5-5 in Tournament points. Independence certainly works. It's just not all that impressive to spend 8 fleet points for one use. Once they're in the middle of the action, you never use it again. Still, assuming deployment goes well, the ability to leap in 4-6 Bwings and free them up with Jan is formidable—especially if the target is a slow-moving VSD. Better placement or even another Xwing might have helped Jan last another turn. She is the real star. Dengar with 2 Advanced is a strong answer, though. It's hard not to see a situation where everyone gets split up by ship overlaps, at least in Red vs. Blue. The Imperials will always be coming at you, driving into your swarm. The Imperials were effective in making sure that the Xwing couldn't get near Jan once he got separated. ISD I... it's a good carrier, but you lose its effectiveness. Need those red and blue dice. Need room for ECMs or AP. Two ISDs might feel better, but if there's just one, it has to be ISD II, I think. I'll echo the IFF sentiment: Wave 2 feels right. Lots of options. Great game.
  3. Indeed... And really only 3 shields, since she took no shots on turn 1 and died on turn 5.
  4. Probably so. Everyone rolled lots of accuracies. Even so, SW ion canons didn't really deliver. I only used it once or twice when having an extra damage would push me up into an odd number (braced rounding up)
  5. I wanted to try a few things tossed out on the latest IFF episode (Pedantic Romantics). For the Rebs, I wanted to try running the Calamari right up the middle, with Assault Frigates on either side. To keep the MC80 alive, I assembled the Medical Frigate. Expensive... no room for Ackbar or even gunnery teams on the AFs, so I went with a Dodonna/XX-9 for extra crits. [ REBEL FLEET (394 points) 1 • MC80 Assault Cruiser - General Dodonna - Electronic Countermeasures - Redundant Shields - XX-9 Turbolasers - Home One (161) 2 • Assault Frigate Mark II B - Electronic Countermeasures - XX-9 Turbolasers (84) 3 • Assault Frigate Mark II B - Electronic Countermeasures - XX-9 Turbolasers (84) 4 • Nebulon-B Support Refit - Projection Experts - Redemption (65) 5 • Objectives - Precision Strike - Fire Lanes - Superior Positions (0) http://armada.fabpsb.net/permalink.php?sq=r18c2d1d3t3f20r8d1t3r8d1t3r4s4f3r0a3a6a12 ] r18c2d1d3t3f20r8d1t3r8d1t3r4s4f3r0a3a6a12 With the Imperials, I didn't know what to do. Decided to try another all-ship list with big boys to make the most of Tarkin's Tokens. Then I shaped it into an ion cannon fleet to strip defense tokens. In retrospect, I would've preferred to take the nameless VSD down to a I to make room for Intel Officers and really give control a good shot. [ EMPIRE FLEET (400 points) 1 • Imperial II-class Star Destroyer - Grand Moff Tarkin - Captain Needa - Gunnery Team - Electronic Countermeasures - Avenger (179) 2 • Victory II-class Star Destroyer - Gunnery Team - NK-7 Ion Cannons - H9 Turbolasers - Warlord (118) 3 • Victory II-class Star Destroyer - Gunnery Team - SW-7 Ion Batteries - XI7 Turbolasers (103) http://armada.fabpsb.net/permalink.php?sq=e14c1o15w1d1f15e2w1i4t2f4e2w1i5t4 ] e14c1o15w1d1f15e2w1i4t2f4e2w1i5t4 Rebels went second; Imperials chose Superior Positions. Starting Fleet Positions: Imps should've stuck together better... Rebels placed to try and keep the VSDs out of the fight, and opt to catch the ISD between 1 MC80 and both AFIIs (no gunnery teams, remember). But the course was set for Home One to barrel into the VSD front arcs... Tarkin prepares his fleet for a beating and the VSDs navigate hard to port, trying to cut off the Cruiser. The Assault Frigates maneuver around an asteroid, trying to form up their line. Redemption navigates slowly at 1, being ready to add speed later. End of Round 1 At the end of Round 2, the superior numbers of the rebels have allowed the Imps to suffer the first few strikes. Unfortunately, Home One couldn't land many hits. Warlord trails behind, obstructed, but hoping to catch Home One when he comes out the other side. The Rebels have been careful to line up double arcs on the Avenger. Tarkin is not amused. Dodonna knows it's too late to turn back. He powers forward between the destroyers, placing the Command ship in harm's way. An old-fashioned broadside battle! At the end of Round 3, the Avenger is in serious pain. Her ability to brace is gone. While the rebels gunners are poor shots, the sheer volume of their fire has stripped away the shields of the ISD. Worst of all, her gunners are blinded and can no longer fire with accuracy! The Medical Frigate is in real danger too, though. She has no choice but to drive straight at the great behemoth. She daringly moves to speed 2 and closes the gap, knowing she's in range of the ion cannons already. Warlord finally had its opportunity to throw a long-range shot at Dodonna, and the flagship's shields begin to drop. She too burns her brace. At this close range... well, you know. Unable to accuracy, Avenger fails to deliver enough damage to Redemption to fell her and glides past. But now the Assault Frigates have a clean shot on the engines, achieving a Superior firing Position™. They do the brunt of the work, but it's Redemption that gets to deliver the final blow: 3 clean hits to the side, and she glides past the massive hulk as it spirals out of control. Round 4 ends with a bang. The Rebels feel confident. Maybe too confident . . . Enraged by the loss of their Grand commander, the captain of the lead VSD rallies his gunners. "Concentrate Fire™ on that Medical Frigate! We must stop that Mon Cal Cruiser from re-shielding!" With Redemption already down to 2 hull, and its side arc woefully exposed, she's no match. And not even needing the extra dice for her, the VSD turns her guns on Home One with devastating results. The last shield flickers away, and the already damaged hull is exposed. Bulkheads buckle and Dodonna goes down with his ship. The VSD slips past the wreckage . . . right into the side arcs of the embittered Assault Frigates. At the end of Round 5, the lead VSD has begun to take damage. With well-timed repairs, the new command ship for the Rebels is weakened but holding for now. It seems like it could be close! http://i.imgur.com/Mt16gA0.jpg . . . but the VSD's shields are too weak from Dodonna's parting shots. What good are redirects when you have no shields? Fire from the frigates and pinpoint Accuracy™ sends volley after volley of laser blasts into the crippled ship, and she begins to break up. The Imperials have a lot to explain. In the end, the Rebels snagged 3 shots from behind and the Imperials only one, but the fully-loaded ISD was the prize, netting the Rebels a solid victory. Reflections: Crits were hard to come by. If the Rebels had had a few more, it would have been even worse. The game was probably won in deployment, though I've hardly had a game where the ISD survived yet (I blame pilot error). Ion stuff was cute, but never came to bear, since the VSDs hardly got into blue range. ECMs are absolutely necessary. Redundant shields are helpful. Redemption/Projection Experts was great, but it's hard to keep her close and alive at the same time. A true "Ackbar Slash" might have done better, actually—the lack of AF gunnery teams would not have been a hindrance; on the other hand, the Neb's sides would've been more exposed. Never tell her the odds—she survived a direct assault on an Imperial Star Destroyer... the first one, at least. I would try the Redemption/Projection Experts trick again . . . but if I spend those 65 points to keep an MC80 alive, I'd rather it be Ackbar... and then I'd rather have 2 AFIIs, gunnery teams, etc... Next date: $7 CR90 Swarm! (Thanks, Amazon!)
  6. There's only one thing I'm waiting to hear: That sweet 180 flip on the Mon Cal.
  7. • Prep to jump scene: 2 MC80s (different builds, wingless) • "Evasive action" scene: 5 wingless and 1 winged MC80, as far as what's clearly identifiable. • "fighters, coming in...": 4 MC80s • "Embattled Correlian Corvette Scene": 5 MC80s for sure (best shot of the "other" frigate too) • 1 MC 80 in the background when the Awing dies over the Liberty's wing. • (Anyone's guess how many you can see out the Executor's window when they "only need to keep them from escaping") • *1 Liberty dies* • *1 MC80 dies* (1 MC80 in the background, clearly) • At least 2 and a liberty as they fly up the nose of the first ISD (before they kill the token minority pilots...) • 2 MC80s outside Ackbar's window when he gives the "concentrate fire" command (3 total, therefore...) • 3 MC80s for "Intensify Forward Firepower!!!" • Then there are 2 or 3 that seem to be past it by the time it starts going down. (IMO, these aren't the same ones. The ones seen out of the bridge weren't moving that fast. If the shots are in real time, they couldn't be that far past it yet.) • I don't know what blurry ships we're seeing in the background as the Executor crashes. • Engines against the moon as Wedge exits the shaft. I see 2 that are clear. But is this the whole fleet? When did they get between the DSII and the moon? • Looks like 6 sets of MC80 Engines as the Falcon shoots out, our last view of the battle. So, at least 6 MC30s survive. I didn't see wings on any of them, so there must have been at least 2 Liberties, plus 1 MC80 casualty. That's 9 Mon Cals at the minimum. How many destructions did we miss? Presumably a lot. If they wouldn't last long against the Star Destroyers, some must be presumed destroyed by ship-to-ship fire. Maybe we saw all of the DSII shots, but maybe not. A fairer fight than the OP suggests, at least.
  8. Just what I needed driving home today. But dare I ask for the link to the flesh star destroyer pics...?
  9. Show us the back! And having a bridge in a weird place is no weirder than having the bridge on one side... like the Falcon.
  10. Great report! I second that the arrows are awesome for helping understand what happened.
  11. I've got all these XX-9s sitting around. It would be fun to use them. Think this would have any potential? Rebel Crit Swarm: 396 points Flagship: Assault Frigate Mk-II B (108) -General Dodonna -Paragon -XX-9 Turbolasers -Advanced Projectors CR90a Corvette (51) -Jaina's Light -XX-9 Turbolasers CR90a Corvette (49) -XX-9 Turbolasers CR90 Corvette B (49) -Dodonna's Pride -Leading Shots CR90 Corvette B (39) Objectives: Precision Strike * Fleet Ambush * Superior Positions
  12. Why not throw Advanced Projectors on instead? If he's kiting every turn, he's probably taking a few hits back at Red range every turn too. The trouble with Yavaris or Salvation is you really want to add Raymus with them to gain a 3rd activation with Yavaris or ensure your dice hit with Salvation. A well-timed Engineering with Raymus might even save your Neb, if that justifies the extra 7 points. Also, if it's salvation, maybe you don't need the EF. If you weren't going to have Yavaris anyway, maybe your squads can do it on their own. I like this build. I like the "Maximum Dodonna" concept.
  13. I never noticed the warlord/H9 auto kill before last night's game. Devastating...one measly die at a time. But if that warlord has Gunnery Teams, he's not wasting anything to deal a damage to each fighter in his front arc.
  14. Played this a few times and had fun with it. Thoughts? [ REBEL FLEET (400 points) 1 • Assault Frigate Mark II A - General Dodonna - Electronic Countermeasures - XX-9 Turbolasers - Paragon (118) 2 • Nebulon-B Escort Frigate - Raymus Antilles - XX-9 Turbolasers - Yavaris (74) 3 • Keyan Farlander B-wing Squadron (20) 4 • B-wing Squadron (14) 5 • Luke Skywalker X-wing Squadron (20) 6 • CR90a Corellian Corvette - Electronic Countermeasures - Enhanced Armament - Jaina's Light (63) 7 • CR90 Corellian Corvette B - Electronic Countermeasures - Leading Shots - Dodonna's Pride (56) 8 • Wedge Antilles X-wing Squadron (19) 9 • Tycho Celchu A-wing Squadron (16) Objectives: Precision Strike — Hyperspace Assault — Intel Sweep Yavaris throws Keyan, Luke, & Vanilla B. Wedge & Tycho tie up any fighters. Precision Strike is the ideal Objective.
  15. Some of us have long drives every day. This is the only way to bring along 4 other fanboys to gas off about Armada...
  16. Well, I titled it that way because it's been suggested that Imps win the Wave 1 meta. Granted, a Reb list came in 2nd at Nationals.
  17. Rebels always seem to win at my table. The few Imperial wins were either against silly Reb lists messing around with fighters or severely due to the objectives (Fire lanes, advanced gunnery, or fleet ambush). Am I just playing the Imps wrong? Not making enough use of engineering, maybe? (Our lists are built on 1 of each set from Core/Wave 1)
  18. The internet also has a way of bringing out the contrarian. Here's hoping for a massive fighter reaction.
  19. (First of all, a comprehensive overlapping thread is needed, to be linked to the [unofficial] rules guide thread.) How 'bout this situation: Round 4 after Neb moved. Speed 1 on both. Both overlapping the station (shield dial counts for the Neb). We played it this way: VSD activates. Can't shoot, because it has "Disengaged Fire Control" (can't choose target if attack would be obstructed). Moves at speed 1, overlapping the Neb; temporarily reduces speed to 0; executes a speed 0 "maneuver;" gives face-down damage card to each; removes one damage card (Disengaged Fire Control). Round 5 Neb activates. Shoots, does damage. VSD at 2/10 hull (motti). Neb moves, crashes, damage to each, removes 1. Neb ends activation at 3/5 hull; VSD at 1/10. VSD activates. Shoots, does damage with critical. Card is "Structural Damage" (extra damage). Neb at 1/5 hull; VSD at 1/10. VSD tries to move, crashes, both die. Is that right? Damage is given for overlapping before the Station effect kicks in?
  20. If you had had a bit more peat, the rebellion might have stood a chance... Ardbeg, Laphroiag, or Lagavulin!
  21. Your typo just makes me long for new objectives all the more...
  22. So, like I understand X-wing has gone, there will be all these obscure ships and no xwings. :\
×
×
  • Create New...