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Admiral Calkins

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About Admiral Calkins

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  • Birthday 02/26/1980

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    robert.a.calkins@gmail.com

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    Fort Huachuca, AZ

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  1. Hasn't sure wasn't going to forget the victory tokens; the first time we ever played a couple months ago, the roles were reversed, with me having the X-Wing swarm and choosing his Precision Strike (it was just odd that we drew each other in the first round, given that we play a game or two every Sunday). People are here are usually pretty good with remembering Superior Positions, but we all for some reason forget about Fighter Ambush. I guess it comes down to remembering damage vs. damage cards.
  2. Unfortunately for Desmond, a few things that contributed to this. Being first player and having significantly more activations than him, I was able to last first with Demo in Rounds 2/3 (to destroy AF #2) and then with the ISD in 3/4 (to destroy his flagship) to end the game fairly quickly; given more time, he was going to really start getting some serious victory tokens off an exposed Arquitens. He also split his squadron contingent, sending four against an Arquitens and the rest against my ISD, so he only got through the shields on the Arquitens (and Luke rolled a single hit on his one shot for a facedown damage card). The last thing that contributed to this was that during the first activation of Round 3, he drew a Crew Panic card from my APT shot against his flagship. He chose to discard that command dial in lieu of taking the damage, which was a squadron dial. He actually got two victory tokens flipping over damage cards on the Arquitens (for 30 points), but I had around eight which significantly offset those he gained. Rereading the Precision Strike card though, we definitely both forgot about the Concentrate Fire tokens that his ships were supposed to get after deployment.
  3. Cochise Squadron X-Wing / Armada hosted our Summer Tournament at Orbital Games on July 20th, 2019. We had eight participants, with four coming from our sister group more than 50 miles away (Tucson Fleet). I was the Tournament Organizer and the Marshall, with Peter Gardner also pulling Judge duties (because I was playing this time). We had mostly veteran players running vastly different lists than our last event, with two new players to the tournament scene (Chase and Desmond). Whereas our last tournament was dominated by large ships, this one had several MSU and LMSUs, with only one player bringing Double ISDs this time (as opposed to half at the last event). With two outliers (an A-Wing screen and an X-Wing swarm), players either went squadron-less or brought Hera, Han, Shara, and Tycho (bad luck to Christian Garner, whose Ackbar TRC90 list face all three of the opponents with the “four horsemen”). In trying to see what could work, it was really nice to see some different upgrades in lists: Wide Area Barrage, which Sato used to devastating effect against the Motti Double ISD list; Weapons Liaison, of which I blame myself for constantly using Slicer Tools against Desmond in our casual play; Veteran Gunners, which I have never seen used, but worked pretty well for Chase this tournament; Hardened Bulkheads, because ramming with MSUs has definitely made a comeback here; and Precision Strike and Blockade Run, as it was good to see something other than Most Wanted being played. Lastly, there was significant diversity of Commanders in this event, which was great to see (Seven different Commanders, with two players running Ackbar). Below are the lists and the results. Please let me know if you have any other questions about the tournament or individual games. ---------- 1st Place Name: Robert Calkins (28 Points; 940 MoV) Faction: Imperial Commander: Darth Vader Assault: Most Wanted Defense: Capture the VIP Navigation: Solar Corona ISD Cymoon 1 Refit (112) • Darth Vader (36) • Strategic Adviser (4) • Intensify Firepower! (6) • Gunnery Team (7) • Hardened Bulkheads (5) • XI7 Turbolasers (6) • H9 Turbolasers (8) = 184 Points Gladiator I (56) • Captain Brunson (5) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • Demolisher (10) = 80 Points Arquitens Light Cruiser (54) • Skilled First Officer (1) = 55 Points Arquitens Light Cruiser (54) • Skilled First Officer (1) = 55 Points Gozanti Cruisers (23) • Comms Net (2) = 25 Points Squadrons: = 0 Points Total Points: 399 ---------- 2nd Place Name: Brendan Carpenter (22 Points; 676 MoV) Faction: Rebel Commander: Admiral Ackbar Assault: Most Wanted Defense: Contested Outpost Navigation: Solar Corona MC75 Armored Cruiser (104) • Admiral Ackbar (38) • Strategic Adviser (4) • Gunnery Team (7) • Quad Laser Turrets (5) • Electronic Countermeasures (7) • External Racks (3) • Leading Shots (4) • Quad Battery Turrets (5) • Aspiration (3) = 180 Points Assault Frigate Mk2 B (72) • Bail Organa (7) • Gunnery Team (7) • Electronic Countermeasures (7) • Quad Battery Turrets (5) = 98 Points CR90 Corvette A (44) • Electronic Countermeasures (7) • Turbolaser Reroute Circuits (7) = 58 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points Squadrons: • 4 x A-wing Squadron (44) = 44 Points Total Points: 400 ---------- 3rd Place Name: Peter Gardner (17 Points; 456 MoV) Faction: Rebel Commander: Commander Sato Assault: Opening Salvo Defense: Fighter Ambush Navigation: Solar Corona MC75 Armored Cruiser (104) • Commander Sato (32) • Ordnance Experts (4) • Wide-Area Barrage (2) • Leading Shots (4) • Spinal Armament (9) • Aspiration (3) = 158 Points Nebulon-B Support Refit (51) • Turbolaser Reroute Circuits (7) • Salvation (7) = 65 Points Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • Assault Proton Torpedoes (5) = 45 Points Hammerhead Torpedo Corvette (36) • Ordnance Experts (4) • Assault Proton Torpedoes (5) = 45 Points Squadrons: • Hera Syndulla (28) • Han Solo (26) • Shara Bey (17) • Tycho Celchu (16) = 87 Points Total Points: 400 ---------- 4th Place Name: Dallas Corvinus (17 Points; 268 MoV) Faction: Rebel Commander: Admiral Raddus Assault: Most Wanted Defense: Hyperspace Assault Navigation: Solar Corona MC80 Star Cruiser (96) • Gunnery Team (7) • SW-7 Ion Batteries (5) • XI7 Turbolasers (6) • Dual Turbolaser Turrets (5) • Mon Karren (8) = 127 Points MC30c Torpedo Frigate (63) • Lando Calrissian (4) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • Admonition (8) = 84 Points Hammerhead Torpedo Corvette (36) • Admiral Raddus (26) = 62 Points GR-75 Medium Transports (18) • Quantum Storm (1) = 19 Points GR-75 Medium Transports (18) • Bright Hope (2) = 20 Points Squadrons: • Hera Syndulla (28) • Han Solo (26) • Shara Bey (17) • Tycho Celchu (16) = 87 Points Total Points: 399 ---------- 5th Place Name: Chase Villasenor (14 Points; 138 MoV) Faction: Imperial Commander: Admiral Motti Assault: Most Wanted Defense: Contested Outpost Navigation: Solar Corona ISD Cymoon 1 Refit (112) • Admiral Motti (24) • Strategic Adviser (4) • Gunnery Team (7) • Hardened Bulkheads (5) • Spinal Armament (9) • XX-9 Turbolasers (5) = 166 Points ISD Kuat Refit (112) • Gunnery Team (7) • Reinforced Blast Doors (5) • Leading Shots (4) • Expanded Launchers (13) = 141 Points Raider II (48) • Veteran Gunners (5) • Disposable Capacitors (3) • Overload Pulse (8) = 64 Points Gozanti Cruisers (23) • Repair Crews (4) = 27 Points Squadrons: = 0 Points Total Points: 398 ---------- 6th Place Name: Christian Garner (13 Points; 0 MoV) Faction: Rebel Commander: Admiral Ackbar Assault: Most Wanted Defense: Contested Outpost Navigation: Superior Positions CR90 Corvette A (44) • Admiral Ackbar (38) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 91 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points GR-75 Medium Transports (18) • Slicer Tools (7) • Bright Hope (2) = 27 Points GR-75 Medium Transports (18) • Slicer Tools (7) • Quantum Storm (1) = 26 Points Squadrons: = 0 Points Total Points: 399 ---------- 7th Place Name: Christa Gardner (12 Points; 39 MoV) Faction: Rebel Commander: Mon Mothma Assault: Blockade Run Defense: Capture the VIP Navigation: Dangerous Territory MC30c Torpedo Frigate (63) • Ordnance Experts (4) • Assault Concussion Missiles (7) • Admonition (8) = 82 Points MC30c Torpedo Frigate (63) • Ordnance Experts (4) • Assault Concussion Missiles (7) • Foresight (8) = 82 Points CR90 Corvette B (39) • Mon Mothma (30) • Lando Calrissian (4) = 73 Points CR90 Corvette B (39) = 39 Points GR-75 Medium Transports (18) • Slicer Tools (7) • Quantum Storm (1) = 26 Points Squadrons: • Hera Syndulla (28) • Han Solo (26) • Shara Bey (17) • Tycho Celchu (16) = 87 Points Total Points: 389 ---------- 8th Place Name: Desmond Longnecker (9 Points; 0 MoV) Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Hyperspace Assault Navigation: Minefields Assault Frigate Mk2 B (72) • General Dodonna (20) • Weapons Liaison (3) • Flight Controllers (6) • Boosted Comms (4) • Enhanced Armament (10) = 115 Points Assault Frigate Mk2 B (72) • Weapons Liaison (3) • Flight Controllers (6) • Boosted Comms (4) • Enhanced Armament (10) = 95 Points GR-75 Medium Transports (18) • Major Derlin (7) • Bomber Command Center (8) • Bright Hope (2) = 35 Points GR-75 Medium Transports (18) • Slicer Tools (7) = 25 Points Squadrons: • Luke Skywalker (20) • Wedge Antilles (19) • 7 x X-wing Squadron (91) = 130 Points Total Points: 400 ---------- Round 1 Chase Villasenor defeats Christa Gardner (6-5; 44 MoV; Blockade Run) Brendan Carpenter defeats Dallas Corvinus (10-1; 298 MoV; Most Wanted) Peter Gardner defeats Christian Garner (6-5; 56 MoV; Contested Outpost) Robert Calkins defeats Desmond Longnecker (10-1; 400 MoV; Precision Strike) Round 2 Robert Calkins defeats Brendan Carpenter (8-3; 140 MoV; Most Wanted) Peter Gardner defeats Chase Villasenor (10-1; 400 MoV; Most Wanted) Christa Gardner defeats Christian Garner (6-5; 39 MoV; Capture the VIP) Dallas Corvinus defeats Desmond Longnecker (8-3; 126 MoV; Precision Strike) Round 3 Robert Calkins defeats Peter Gardner (10-1; 400 MoV; Most Wanted) Brendan Carpenter defeats Christa Gardner (10-1; 378 MoV; Capture the VIP) Dallas Corvinus defeats Christian Garner (8-3; 142 MoV; Superior Positions) Chase Villasenor defeats Desmond Longnecker (7-4; 94 MoV; Contested Outpost) Hope you enjoyed the BATREP from our event!
  4. Orbital Games and Cochise Squadron will be hosting a casual Armada tournament in Sierra Vista on Saturday, July 20th, 2019. This event is to continue easing our community into the tournament scene while maintaining the camaraderie with our fellow group to the north (Tucson Fleet). Registration for the event will be from 11:00 - 11:45am. Introductions, rules briefing, and first round pairings will be from 11:45am - 12:00pm, with the First Round kicking off at 12:00pm. The entry fee is $5 (and we already have enough players committed for a proper three-round swiss-style tournament). Please bring two copies of you fleet list. Prizes will be custom Orbital Games Range Ruler sets, Damage Deck Holders, and Ship Markers from Admiral Tater’s Ship Shop. We look forward to seeing you there and May the Force be With You!
  5. Finally got around to the Rebel ships. Again, kudos to Brad Herrington for painting the MC-75.
  6. My second game on Sunday was against an opponent who I had never played before. He is one of the leads of Tucson Fleet, our sister group to the northwest, and was kind enough to come down for our tournament a few months ago. Here are the lists. Commander: Commander Sato Pelta Command Ship (60) • Commander Sato (32) • Intensify Firepower! (6) • Boosted Comms (4) = 102 Points GR-75 Medium Transports (18) • Comms Net (2) = 20 Points MC30c Scout Frigate (69) • Lando Calrissian (4) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • Dual Turbolaser Turrets (5) • Admonition (8) = 95 Points MC30c Scout Frigate (69) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • Dual Turbolaser Turrets (5) • Foresight (8) = 91 Points Squadrons: • Dash Rendar (24) • Ketsu Onyo (22) • Shara Bey (17) • Tycho Celchu (16) = 79 Points Total Points: 387 His goal was to be able to throw black dice at long range with his Scout MC30s, which was a pretty good plan. His squads seemed to be a decent counter to mine unless I ganged up on them from the onset. ---------- Name: Dodonna's Assault Frigate X-Wings Faction: Rebel Commander: General Dodonna Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions Assault Frigate Mk2 B (72) • Bail Organa (7) • Flight Controllers (6) • Boosted Comms (4) • Electronic Countermeasures (7) = 96 Points Assault Frigate Mk2 B (72) • General Dodonna (20) • Toryn Farr (7) • Flight Controllers (6) • Boosted Comms (4) • Electronic Countermeasures (7) = 116 Points GR-75 Medium Transports (18) • Hondo Ohnaka (2) • Bomber Command Center (8) • Bright Hope (2) = 30 Points GR-75 Medium Transports (18) • Ahsoka Tano (2) • Comms Net (2) • Boosted Comms (4) = 26 Points Squadrons: • 10 x X-wing Squadron (130) = 130 Points Total Points: 398 My entire goal with this fleet is to win the squadron game very fast and to start bombing ships. And my Assault Frigates are able to take a few punches before them need to hightail it out of the engagement area. My opponent had initiative and chose to be first player. He chose my Superior Positions. Deployment: My opponent had to deploy all of his ships and squadrons first due to the objective. He set his Pelta in the middle, with the GR-75 to its right (his viewpoint), then the MC30s further down to the right. He placed his squadrons in front and to the side of his Pelta. I deployed all bunched up so that I could pounce on either his flagship or his squads if he threw them out too far. I set my Bail for Round 3. Round 1: We all move forward. He throws his squads in front of my other Assault Frigate and I just bunch up my X-Wings in the center of my ships hoping to draw him in. Round 2: Activating his Pelta, he flings Dash, Shara, and Ketsu into my two squadrons alone to the left of my ships. They destroy one of them, but leave the Pelta open to my squadrons. My squadrons attack the Pelta, enjoying those Bomber Command Center rerolls. My other squadrons go after Ketsu, killing her fairly quickly. Shara and Dash get locked down, while my opponent brings in Tycho to lock down some of my X-Wings. Bright Hope comes barreling in and does two things, one good and one bad. It knocks two of my squadrons out of engagement with Tycho, but not blocks the Pelta's side bombing (I had seemingly forgotten about what objective we were playing for the first three turns). Round 3: Bail activates, hoping to destroy the Pelta. Two terrible rolls later, Tycho is destroy, I fly away, and his Pelta is still at full hull. Shara gets killed and Dash skirts away (big mistake on my part, as I already start to focus on ships). My opponent's flak is really starting to take a toll on my X-wings. Round 4: His MC30s continue to be ineffective against ships, but are performing admirably against my squadrons. So my Assault Frigate and GR-75 activations were just poor luck. With his Pelta on four hull and no more redirects, I have five X-Wings attack his rear hull zone. Blank. Blank. Hit. Crit (but no Structural Damage). Blank. It is at this point that I realize that I don't care if he flaks one of my X-Wings because a victory token is worth more than an X-Wing. His transport goes down and I gain some victory tokens (he gained one as well). Dash pings me for another victory token. Round 5: His Pelta moves and I get one more bomber attack against it. Crit... but no Structural Damage (seriously?!?). Pelta goes on to live as my X-Wing is out of range now. While Dash hits me for another victory token, I get a few from his MC30. Round 6: Two last shots with my Assault Frigates to kill Dash. Crit. Toryn Farr reroll to an accuracy. Crit. Toryn Farr reroll into a crit. Dash hits me for another. End of game. 195-138 (6-5 win). (the end of game picture turned out really bad, so I didn't post it) Thoughts: Wow. That was an intense game that really came down to the wire. I made my fair share of mistakes though. I easily won the squadron fight, yet I should have finished Dash off (which would have been a +69 point swing in my favor due to the victory points he racked up on me). Instead I got greedy and wanted to take out his flagship. I also was way too bunched up on deployment. I should have just been going different speeds with my Assault Frigates instead of trying to get them in the conga line. Lastly, I forgot about the objective early, and should have racked up more victory tokens, especially against his Pelta. The lack of rerolls or dice modification on my Assault Frigates hurt, but I wasn't counting on them for damage in this fleet. Good opponent and it was a really fun game. Hope you enjoyed the BATREP.
  7. My first game this Sunday was against one of my regular weekend players at Tucson Games and Gadgets - Park Place. He was running a Mon Mothma fleet (and MC30s) for the first time and I was trying my hand at a variation of a Thrawn Two-Ship, but with a Gozanti and Bomber Command Center. While I was just trying out something different (as you'll see, I'm just not a two or 2.5-ship person) while he was prepping for our tournament on July 20th. Here are the lists. Commander: Mon Mothma Assault: Most Wanted Defense: Contested Outpost Navigation: Dangerous Territory MC30c Torpedo Frigate (63) • Major Derlin (7) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • Foresight (8) = 87 Points MC30c Torpedo Frigate (63) • Lando Calrissian (4) • Ordnance Experts (4) • Assault Proton Torpedoes (5) • Admonition (8) = 84 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) = 51 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 53 Points Assault Frigate Mk2 B (72) • Mon Mothma (30) • Gunnery Team (7) • Spinal Armament (9) • Paragon (5) = 123 Points Squadrons: = 0 Points Total Points: 398 ---------- Commander: Grand Admiral Thrawn Assault: Precision Strike Defense: Fighter Ambush Navigation: Superior Positions Imperial II (120) • Grand Admiral Thrawn (32) • Governor Pryce (7) • Gunnery Team (7) • Electronic Countermeasures (7) • Leading Shots (4) = 177 Points Quasar Fire I (54) • Captain Brunson (5) • Boosted Comms (4) = 63 Points Gozanti Cruisers (23) • Bomber Command Center (8) = 31 Points Squadrons: • Maarek Stele (21) • IG-88 (21) • Colonel Jendon (20) • Dengar (20) • 5 x TIE Bomber Squadron (45) = 127 Points Total Points: 398 Nothing special except that I wanted to fly more generics and wanted Bomber Command Center to reroll black blanks. He won the coin toss and chose to go second. I picked his Contested Outpost for the objective. Deployment: Nothing special. I pointed my triangle towards the station and he set his MC30s up to flank. But since I had deployment advantage, I was able to keep my Quasar away from those torpedo frigates. I choose Round 3 for Pryce. (Note: I forgot my Quasar model and my entire Gozanti [had to borrow the latter]… such a rookie move). Round 1: He creeps forward with everything except his MC30s. I put my bombers in position to be able to reach any of his ships next turn. He picks up a victory token. Round 2: Activating my Quasar, my bombers pounce on Jaina's Light, taking it down to 2 hull. He takes a great five damage shot at my ISD (before defense tokens) with Jaina's Light before it gets destroyed next activation. My ISD wounds his other CR90A before turning on the station. MC30s go to speed 4 to try and flank around my ISD. I pick up a victory token. Round 3: My Pryce turn, which turned out to be bad (just Pryce in general for this game, not necessarily this round). I finished off the CR90A with my bombers and the Quasar while keeping my Gozanti out of close range of the MC30s. He continues to flank but Foresight is going a little too fast and is in danger of not being able to engage the rest of the game. ISD does some damage to Paragon, but nothing significant. The damage done by my bombers and the ISD to Admonition is though. I pick up a victory token. Round 4: Still no significant damage to the Assault Frigate, but I take down Admonition with my ISD and bombers (as I deem it much more of a threat at this point). Foresight tries to get back in the fight and the Assault Frigate turns and runs. I pick up the victory token. Round 5: Nothing significant happens as I try desperately to kill his flagship (to no avail). I make a very poor maneuver with my Quasar to avoid the debris field, ramming my Gozanti instead... which put me in close ranged double arc to Foresight. I pick up the victory token. Round 6: A few of my bombers are able to run down his flagship and bring it down to one hull with zero shields on its rear and no more evades or redirects. Somehow my Quasar survives Foresight's assault, which then rams my Gozanti. My Quasar can't get far enough out of the way, so my Gozanti rams it (which kills the Gozanti). IG-88 comes flying in for one last shot at my opponent's flagship, needing only a single damage... blank. No victory token awarded this round. End of game. 268-51 (8-3 win). Thoughts: This is where I put the Thrawn Two-Ship to rest, because I am obviously terrible at it. Time to go back to the Imperial mistress. My opponent is getting better though and he learned a lot about flying MC30s. And I think Mon Mothma is now his favorite commander, after forcing my to reroll all those hit/crits from my TIE Bombers into blanks. Next week I'll be trying out the only commander I have yet to use: Rieekan (seriously). Hope you enjoyed the BATREP.
  8. @The Jabbawookie This was very nicely said and great advice. Thank you. It honestly never occurred to me that there was an option other than disengage (and quit in my mind) or just play it out (and be further frustrated, which is what happened). I guess that I was so worried about any fracturing of the community that I've built here that I didn't want to be seen as a "sore loser" or somehow being too competitive, so I just took it and kept playing. And I am certainly not bringing that list to the tournament; just didn't want to pick a different fleet for this game when I full well knew exactly what he was bringing.
  9. My opponent and I played our regular Saturday game at Orbital Games with him attempting to fly Rebels for the first time. I was originally planning to use the Cracken CR90B swarm against him last week, but he had to cancel, so I used it against another opponent. I told him in advance that I would be using it again simply because I knew that I would be helping him all week refine his Raddus list and didn't want to list-build having a general or specific idea what my opponent was going to be running. This was not a fun game (not for the reason you might suspect) and I got a little tilted for the first time playing Armada. Here are the lists. Commander: General Cracken Assault: Opening Salvo Defense: Jamming Barrier Navigation: Solar Corona CR90 Corvette B (39) • General Cracken (26) • SW-7 Ion Batteries (5) • Jaina's Light (2) = 72 Points CR90 Corvette B (39) • SW-7 Ion Batteries (5) = 44 Points CR90 Corvette B (39) • SW-7 Ion Batteries (5) = 44 Points CR90 Corvette B (39) • SW-7 Ion Batteries (5) = 44 Points CR90 Corvette B (39) • SW-7 Ion Batteries (5) = 44 Points CR90 Corvette B (39) • SW-7 Ion Batteries (5) = 44 Points CR90 Corvette B (39) • SW-7 Ion Batteries (5) = 44 Points GR-75 Medium Transports (18) • Slicer Tools (7) • Bright Hope (2) = 27 Points GR-75 Medium Transports (18) • Slicer Tools (7) • Quantum Storm (1) = 26 Points Squadrons: = 0 Points Total Points: 389 Same list as last week, which I had a lot of fun flying, but I switched out Fleet Ambush for Jamming Barrier (Thanks @Bertie Wooster!). ---------- Commander: Admiral Raddus Assault: Most Wanted Defense: Contested Outpost Navigation: Solar Corona MC30c Torpedo Frigate (63) • Admiral Raddus (26) • Lando Calrissian (4) • Ordnance Experts (4) • Assault Concussion Missiles (7) • XI7 Turbolasers (6) • Admonition (8) = 118 Points MC75 Armored Cruiser (104) • Boarding Troopers (3) • External Racks (3) • Leading Shots (4) • Profundity (7) = 121 Points MC30c Torpedo Frigate (63) • Ordnance Experts (4) • Assault Concussion Missiles (7) • XI7 Turbolasers (6) • Foresight (8) = 88 Points CR90 Corvette B (39) • Hondo Ohnaka (2) • Overload Pulse (8) = 49 Points GR-75 Medium Transports (18) • Quantum Storm (1) = 19 Points Squadrons: = 0 Points Total Points: 395 So my opponent picked the ships and most of the upgrades, then asked how it looked. I recommended some changes and there (Admonition for his flagship instead of Foresight, adding Lando, needing a reroll upgrade on Profundity, etc.) and this is what he brought to the table. We had a week to discuss how the Raddus and Profundity drops worked, including the inability to have Raddus on the ship dropping in (caught that one really early). The CR90B was going to be the ship to drop out of Profundity. As much as I told him the Overload Pulse trick wasn't going to work (I was right), he wanted to try it anyways. I had initiative and chose to be second player. He chose my Jamming Barrier as the objective. Deployment: I deployed the CR90B gunline so that his flagship would run right into it. Either he would have to drop in Round 2 or, being in the center, I would attack/ram his flagship to death. Also had GR-75s on the flanks to slice his ships (especially with his MC30s starting out at speed 4). Jamming Barrier goes down on my right side between his GR-75 and likely drop points. Round 1: MC30s speed forward and I stay behind the dust clouds or out of close range. The Gunline moves forward, most at speed 2, preparing for either a center drop or a massive salvo against his flagship. My opponent's Quantum Storm gets a little bit into my flank. Round 2: My opponent brought in his Raddus and Profundity ships this round (above are the before-drop and after-drop pictures). The only surprise was the positioning of the drop ship, which essentially could only make one activation's worth of attacks before being out of the game (less so with his CR90B, but similar positioning). He came just within the Jamming Barrier, which I should place closer to the center of the board by range 1-2 (lesson learned). He started the round by activating his CR90B, putting my flagship down to three hull. I was unable to get my flagship in a good spot (straight would have been in close range of Admonition and turning to the right would have been in close range of Profundity and Admonition. I chose the latter, hoping that he would want a quick kill with Profundity, saving my other CR90B that was in its range. It worked. While he destroyed my already damaged flagship, scatter saved Bright Hope from a massive pool of dice (he hates GR-75s with a passion for some reason and I use them to focus his efforts away from my more valuable ships... it works more often than you'd think). Before he moved his MC75, he tells me, "Killed a ship. Now I am running away." I thought he was kidding at first, but was quick to tell him that a 6-5 win (it was actually a 7-4 at the time, but he flew his CR90B off the board without my interference, which brought it back to a 6-5) is great for a cut game, but not something you should be shooting for in Swiss (we are prepping for a local tournament in July and now for the Grand Championship in January). He told me he was just going for the W. And he proceeded to run away. Profundity goes to the corner (after initially ramming my GR-75), as did his CR90B and GR-75, and his MC30s started heading to the other side of the board without engaging. This was the point where I started to get upset because I had two options: Chase my opponent's already speed 4 ships and try to get a game of out it or drop down to speed 3, then 2, and never engage the rest of the game, effectively settling for a 5-6 loss. I chose the former, because I actually wanted to play Armada. Round 3: Chased his MC30s. Lost a CR90B and a GR-75. Round 4: Chased his MC30s. Lost a CR90B. Round 5: Chased his MC30s. Lost a CR90B. He flew his CR90B off the board. Round 6: Chased his MC30s. He flew his flagship off the board (Slicer Tools for the win!). Game ended with a 4-7 loss for me. Thoughts: I lost. It happens (and you generally learn more from it than a win). But it was the ways that I lost that made me upset. First, like most people that play only on the weekends, I waited all week to play this game. And it came down to "Raddus drop, kill one ship, run" which was not fun at all. Great strategy for a game that you just need a W, but not fun for a casual game or necessarily a good strategy for swiss. At least if you are going to drop, do it so your ship is going to remain engaged (the interesting thing is that if he would have dropped towards my nearest CR90Bs, he likely would have killed them both and been able to take out the GR-75 in the next round, which would have been a brilliant drop). Second, being a casual game, I played this like a swiss game and my opponent played it like cut game. This is what really irked me (along with him thinking that every CR90B chase kill was somehow showing his skill as an admiral). Maybe this is a communication issue between my opponent and I's expectations for the game, but this is the first time this has come up and we have been playing regularly for more than four months. Essentially, if we were playing this as a cut game (where a one point victory or a draw as second player advances you), I would have deployed and played a lot differently. I guess it would be similar (but not as egregious) as if someone killed a generic TIE, in a casual game, then disengaged, which I'm pretty sure people would be pissed about. This just ended up being a wasted Saturday. Please let me know if you think I am being unreasonable. Hope you enjoyed the BATREP, even if a significant portion of it was me venting.
  10. Good luck building a community in your area. It can be difficult but rewarding experience. As for expansions, after a Core Set, I would go with ones that people will recognize, even if they aren't as great in the current wave. For Imperials, this is all about ISDs, so a regular expansion and a Chimaera. I would also include the Gozanti (Rebels), Arquitens (Rebels), and the Raider (X-Wing and Battlefront II) in this category, albeit to a lesser degree. For Rebels, this means the CR90, Nebulon-B, Home One, Liberty, and GR75s. Lastly, I would add squadron pack Is (all recognizable from the OT) and the Rogues & Villains pack (because it has the Millennium Falcon on the front). Enjoying the game and the models will get someone to buy in, but when they will buy more when they get more experience or competitive. Another suggestion (if you aren't already doing it): When you demo, always have an ISD on the table. People always tell me that they stopped at the table and asked about the game simply because they saw the ISD and became curious. Good luck!
  11. Because a lot of us on the west coast want to participate in a bigger tournament, but just can't take the time to get out to Chicago, Indianapolis, or Virginia. This is amazing and I'm extremely happy about going.
  12. Purchasing, but the "Convention Badge" link is broken. Is that the same thing as a 3-day pass or daily pass? Don't want to spend $40 on the wrong thing.
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