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About Olekzorz

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  1. Unlike a normal game, you don't have the time or firepower to destroy the shield gate and both ISDs. Plus the scenario doesn't reward it - the goal is to steal the plans and get away. So they were both almost untouched.
  2. Hi all, It was so, so cool. It actually worked. Below I have provided two links. First to an imgur album that walks you through the match with pictures. The second is some cardboard I made to represent the various battles not in space, and dice to roll. I feel they actually felt impactful. In retrospect, things I would change: I didn’t have a firm grasp of squadron size in Armada (although there’s nothing truly official, it seems) So I would have probably halved the squadron amount. And also halved the requirements for squadrons going into the shield gate. Interestingly, having the ISDs start round 1 at speed zero is an incredible disadvantage. It forces the player to cue up at least two nav commands. I was playing as the Imperials, and I only cued up one, and then other commands for tokens, and they were simply too slow. (I didn’t mind as they looked quite imposing cruising into view.) And I really wish I had Mel’s shield gate. One day I’ll bit the bullet and give them all the money for it. It was a while ago now, but I would run it again in a second. Check out the pictures :D Battle of Scarif Recreation Gallery: https://m.imgur.com/gallery/6j370 Air/Ground/Heist Campaign to Accompany Battle: https://m.imgur.com/gallery/S7i8o
  3. Introduction Hello all. Now that the MC-75 is on the way, as well as Raddus, Jyn Erso and Darth Vader as a boarding party, I thought it would be badass to recreate the Battle of Scarif, which is - as far as I can tell - the biggest space battle in the Star Wars canon we can recreate with Armada ships. (Where r u Executor & Admiral Piett). There were a few big challenges I did my best to overcome: 1. “Real life” fleet numbers vs. Balanced fleet numbers. In Rogue One, 2 ISD-1s are more than a match for many, many Rebel ships. In Armada, this isn’t really the case. So I had to really shrink the Rebel numbers. I also want to create a scenario I can run with the ships I own, to be honest. So yeah, there are less Rebel ships than in the actual battle. Also, less squadrons. 2. Utilizing resources such as Wookieepedia, these fleets are attempts to recreate the actual ship builds from the Canon universe. For example, Imperial I-class Star Destroyers are equipped with NK-7 Ion Cannons and XX-9 Turbolasers, while CR90 Corvettes are equipped with H9s, and Nebulon-Bs have XI7s. The goal is to recreate the fleets present at Scarif, not create the most exciting or deadly builds. This also means the point balance, while heavily favouring the Rebels, are not entirely helpful for determining fleet strength. 3. The scenario itself was tricky to design. The events in Rogue One should be a possible outcome, but not inevitable. The Rebels should be able to take down the Shield Gate early, rescue Jyn Erso and succeed before Vader ever shows up. Or the ISDs should be able to roll in, nuke Raddus, and prevent the Shield Gate from ever being destroyed. Without play testing, I have no idea how balanced this is. Perhaps in “real life” the Rebels or Imperials never stood a chance, so who knows if the movie was “balanced.” Anywho, I hope you guys have fun with this, and maybe give it a try. I’ll definitely update you when I run this in a few weeks!! Set Up Because he is on the Death Star, Grand Moff Tarkin is not present on any ship but otherwise functions normally as an immortal Fleet Commander. Both players’ deployment area is along the 3’ edge of play. No obstacles are placed except the Shield Gate (Armed Station) centred at distance 5 from the Imperial side. The Imperial Fleet minus all squadrons and the Devastator are deployed normally on the 3’ side of the board, but both ships must be deployed at speed 0. All TIE fighters are deployed at the beginning of Round 2, 8 squadrons distance 1 of the Shield Gate, and 4 squadrons at distance 1 of each ISD. The Shield Gate functions as an Armed Station with a Hull of 20, Anti-Squadron Battery of 2 Blue Dice, and no anti-ship battery. The Shield Gate also has a squadron value of 5, and is activated as a separate ship issuing a squadron command every round. The Rebel Fleet is deployed on the 3’ opposing side. Admiral Raddus’s ability can be used as written. When deploying, the Profundity must be housing the Tantive IV CR90 Corvette. At the beginning of Turn 5, 6 or 7 the Devastator may be deployed in the same manner as Admiral Raddus ability. When the Devastator is deployed, the Lambda Shuttle and 4 TIE bomber squadrons must be placed at distance 1 of the Devastator. This Scenario has 7 rounds. The Imperials are First Player for this Scenario. Objectives The Rebel Fleet must acquire the Death Star Plans and escape. The Imperial Fleet must protect the Shield Gate, then destroy the ship holding the Death Star plans, preventing the plans from escaping either by re-acquiring them or preventing another ship from taking them. For the Rebels to acquire the Death Star Plans, the Shield Gate must be destroyed, the Profundity must survive to the end of turn 4, and it must be at distance 1-5 of the Shield Gate. During the Status Phase of Turn 4 (and every Status phase afterwards), if the Shield Gate is destroyed, the Profundity will acquire the Death Star Plans (symbolized by an objective token.) If the Tantive IV is still docked in the Profundity, the Profundity can transfer plans to the Tantive IV when it is deployed. If the Shield Gate is destroyed by the Status Phase of Turn 3, Jyn Erso can be rescued. If a Hammerhead can be within distance 1 of the destroyed Shield Gate, upon activation the Jyn Erso upgrade card can be added to the Hammerhead and used normally. The Devastator may be deployed at the beginning of turn 5. It is deployed in the same manner as if using Admiral Raddus’s ability, along with a Lambda Shuttle and 4 TIE Bomber Squadrons. Recall that if Darth Vader boards the Profundity and destroys the Profundity title, the Tantive IV cannot be deployed. If the objective ship is destroyed, the objective token can be picked up by another ship within distance 1 of the token when that ship activates. An Imperial ship can also pick up the objective token. For the Rebels to win, a Rebel ship possessing the objective token must either survive until the end of turn 7, or fly off the Rebel’s 3 foot edge of the play surface. For the Imperials to win, they must prevent the Death Star plans from being acquired by first preventing the Shield Gate from being destroyed, then preventing (or destroying) Profundity before it gets within distance 1-5 of the destroyed Shield Gate, then working to prevent any objective ship from flying off the 3’ Rebel side of the board by either acquiring the plans or simply destroying all objective ships. Notes Regarding Fleet Design With regard to play balance (if the Imperials are underpowered despite the shield gate), I would likely either increase the TIE count by having new TIE fighters deploy every round or start with more (I currently own 16 max), make the shield gate even more preposterously armoured, or reduce the amount of Rebel ships (as a last resort, because tons of little ships rolling in look awesome). Also, to restate this once again, the ship designs are not to maximize power, but to recreate the default canon build. H9 turbolasers are the actual turbolasers on CR90s. I know, it makes no sense why they’re terrible on CR90s. XI7s are standard on Nebulon-Bs. The MC75 is rocking what made the most sense to me based on various articles on MC capital ship armament. We know Caitken & Shollan were there. We know SW-7s are the Mon Calamari ion cannons of choice. No specific turbolasers seem standard for the MC75, but we do know they came with proton torpedoes. Obviously Raymus Antilles was on this ship. As per the Profundity’s title, Raymus can board the Tantive IV when it launches. Badass. Also, the big defensive quality of MC capital ships were their shields, even though I would very much prefer running electronic countermeasures or reinforced blast doors. The same logic applies to the ISD-Is. Yep, they run NK-7s and XX-9 turbolasers as standard armament. It’s totally possible these two poor ISDs will get crushified, which is unfortunate because an actual ISD could eat little corvettes for breakfast. But lets just give this a try without augmenting ISD hull and firepower and see what happens. . . Don’t forget the Rebels don’t have a lot of time to get to the Shield Gate, destroy it, get the plans and get out. I truly don’t know how it will run. Oh, and finally I can’t promise the actual fleet point total is correct. I kept tinkering. It’s pretty close to correct. It’s fine. Enjoy! Faction: Galactic Empire Points: 663 Commander: Grand Moff Tarkin (38 points) [On the Death Star] Imperial I-class Star Destroyer (110 points) - Intel Officer ( 7 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams (6 points) - Boosted Comms ( 4 points) - XX-9 Turbolasers ( 5 points) - NK-7 Ion Cannons ( 10 points) = 150 total ship cost Imperial I-class Star Destroyer (110 points) - Strategic Advisor ( 4 points) - Gunnery Team ( 7 points) - Phylon Q7 Tractor Beams ( 6 points) - Boosted Comms ( 4 points) - XX-9 Turbolasers ( 5 points) - NK-7 Ion Cannons ( 10 points) = 147 total ship cost Imperial I-class Star Destroyer (110 points) - Devastator ( 10 points) - Intel Officer ( 7 points) - Darth Vader (3 points) - Phylon Q7 Tractor Beams ( 6 points) - XX-9 Turbolasers ( 5 points) - NK-7 Ion Cannons ( 10 points) = 151 total ship cost 16 TIE Fighter Squadrons ( 128 points) 4 TIE Bomber Squadrons (36 points) 1 Lambda Shuttle (15 points) Faction: Rebel Alliance Points: 767 Commander: Admiral Raddus [ flagship ] MC75 Armoured Cruiser (104 points) - Admiral Raddus ( 26 points) - Profundity ( 7 points) - Raymus Antilles ( 7 points) - Caitken and Shollan ( 6 points) - Boosted Comms ( 4 points) - Redundant Shields ( 8 points) - Assault Proton Torpedoes ( 5 points) - SW-7 Ion Cannon Batteries ( 5 points) - Spinal Armament ( 9 points) = 181 total ship cost Nebulon-B Escort Frigate (57 points) - X17 Turbolasers ( 6 points) = 63 total ship cost Nebulon-B Escort Frigate (57 points) - X17 Turbolasers ( 6 points) = 63 total ship cost CR90 Corvette A (44 points) - H9 Turbolasers ( 8 points) = 52 total ship cost CR90 Corvette A (44 points) - H9 Turbolasers ( 8 points) = 52 total ship cost CR90 Corvette A (44 points) - Tantive IV ( 3 points) - Engine Techs ( 8 points) - H9 Turbolasers ( 8 points) = 63 total ship cost Hammerhead Scout Corvette (41 points) - Task Force Organa ( 1 points) - Dual Turbolaser Turrets ( 5 points) = 47 total ship cost Hammerhead Torpedo Corvette (36 points) - Task Force Organa ( 1 points) - External Racks ( 3 points) = 40 total ship cost GR-75 Medium Transports (18 points) = 18 total ship cost GR-75 Medium Transports (18 points) = 18 total ship cost 8 X-Wing Squadrons ( 104 points) 1 Hera Syndulla ( 28 points) 2 Y-Wing Squadrons ( 20 points) 1 Gold Squadron ( 12 points) 1 "Dutch" Vander ( 16 points)
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