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felforlife

TWO 300pt Tournament Reports!

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Hey guys! You liked the first one I did (https://community.fantasyflightgames.com/index.php?/topic/173021-armada-180pt-tournament-report/) so I decided to do another for the events I played this weekend! 

 

From my blog: http://dursum.blogspot.com/2015/05/two-300pt-armada-tournament-reports.html

 

I had the privilege of being able to play in two 300pt events this weekend.  I won the first event and got 2nd at the second event.  I played the following list both days.

The List:
VSD II
-Screed
-Expanded Hangar Bays
-Expanded Armaments
-Flight Controllers

Gladiator II
-Demolisher
-Assault Concussion Missiles
Squadrons-
TIE Advanced x2
TIE Interceptors x2
TIE Fighter
Howlrunner
Fel

Objectives: Advanced Gunnery, Contested Outpost, Minefields
----------------------------------------------
List Theory-

Use fighters to engage and destroy enemy squadrons, particularly Rebel ones, relying on my ships to hurt enemy ships.  With the release of Wave 1, Rebel squadrons rule the skies, and Gallant Haven increases their durability.  The reason I was so afraid of Rebel fighters and not Imperial ones was because 3/4 Rebel ships have Bomber, meaning that if they got through my fighter screen I would my capital ships would be in serious trouble.  Imperial fighters are far less versatile than the Rebels, and with the exception of TIE Bombers don't pose a huge threat to capital ships on their own.  I wasn't worried about Rhymer and friends, because our playtesting found him quite underwhelming.  With Expanded Hangar Bays and Flight Controllers, the VSDII can activate 4 stands a turn, and combined with Howlrunner, those stands will be throwing 2 extra dice (The Advanced are there Escort, I rarely activated them with command dials).  This means Interceptors will throw 6 dice with a reroll, more than enough to single shot TIE's and severely hurt Rebel fighters and aces.  It also mitigates some of the effect of Gallant Haven.

Use the Demolisher aggressively.  I would deploy at speed 3, and usually do my attack run with the Demolisher turn 2 or 3 at the latest.  With Screed and Assault Concussion Missiles you can do a stupid amount of damage.  The plan was to throw the Demolisher at the enemy, and either kill a smaller ship or do enough damage to cripple a larger ship to the point that the VSDII would finish it off. 

Use the VSDII as a carrier/clean up ship.  The VSDII is tanky, and with Expanded Armaments does a good job of mopping up whatever the Demolisher doesn't finish.  With an extra broadside dice you also have increased firepower against Rebel ships that try to flank you. 
--------------------------------------------------

Tournament 1- Fat Ogre Round Robin

Game 1: Isaac- Win 9-1

First game was against Isaac and his Rebel list:

Neb-B Escort
-Mon Mothma

Neb-B Escort
-Yavaris

Neb-B Escort

CR-90 B
-Dodonna's Pride
­
Luke
Dutch
Y-Wing
 

IMG_0624.jpg
Deployment.
 
We played Superior Positions, and he was second player.  My fighters zoomed across the board at his, both of my ships going maximum speed.  The Nebulon-B's went straight for me, which actually took me by surprise.  Luke and the Y-Wing go down, but defensive fire from the Nebulon-B's and all of those braces took a lot of the TIEs with them.  His Nebulon-B's took long range pot shots at the Demolisher as it set up it's attack run, but didn't do significant damage.  Demolisher goes in, and severely cripples a Nebulon-B, which goes down in flames as the VSD II finishes it off, but not before damaging the VSDII shields and ramming it several times. 
 
IMG_0625.jpg
The Demolisher makes its attack run. 

I was able to position the Demolisher in between the two remaining frigates, and the other Nebulon-B's failed to finish the Demolisher off before it claimed another victim.  The remaining Neb-B and corvette killed the Demolisher and started going after the VSDII.  A positioning error left the corvette directly in front of the VSDII, which got an amazing roll which skewered the CR-90 through the side, killing it.  The game ended with the VSDII, a Nebulon-B, Dutch, and a TIE Fighter remaining.  With points from Superior Positions I advanced 9-1. 

Game 2: Darrwood- Win 7-3

Game two was against FFG user Darrwood, a regular at my FLGS and my sparring partner for list testing and theorycrafting.  If you see this, please help me because I can't remember parts of the game!  Darren plays the Rebels extremely well, and I was pretty nervous going into this match since he could have been playing Gallant Haven squadron spam, CR-90 spam, or double (or triple, he teased) Assault Frigate- all lists that I have problems against.  Our record against each other is pretty even, so I knew anything could happen. 

Assault Frigate MkII B
-Dodonna
-Expanded Hangar Bays
-Expanded Armaments
-Veteran Captain
-Gallant Haven

Nebulon-B Escort
-Raymus Antilles
-X17 Turbolasers
-Yavaris

A-Wing x4
B-Wing x4
 

 

We played Minefields and I was second player.  Our squadrons clashed and immediately it became apparent how good Gallant Haven is.  I think it saved upwards of 10 damage over the course of the game.  It also became apparent that B-Wings are disgustingly good.  I misplaced Fel, and the majority of my squadrons went down pretty quickly.  Yavaris hung back, using Raymus Antilles to activate 3 squadrons a turn, usually B-Wings, which made quick work of my TIE's.  I honestly can't recall the middle of the game it was so close, other than the Demolisher failing to kill the Assault Frigate and dying horribly as a result.  I did manage to kill all of the A-Wings, though lost all of my TIEs in the process.  The Assault frigate and the VSDII duked it out, the VSDII getting extremly close to death, with 6-7 damage on it (I can't recall).  I managed to crit the Assault Frigate lowering him down to speed 0, before finishing it off with a shot from a different arc since it couldn't use defensive tokens.  Eager for revenge, two B-Wings made a run at the VSDII.  I managed to kill one of them, and the other was barely out of range to attack on the final turn.  In my closest game of Armada yet, I won 7-3. 

Game 3: Tim- Bye

We broke for lunch and went to the hot dog place across the street.  Since there were four of us, we had decided at the start of the event to play round robin to get the three rounds.  Unfortunately, Tim got a call that things were blowing up at work (Literally, he's a fire inspector or something) and had to leave due to the emergency.  With no other alternative really, the TO awarded me a bye.  Darrwood and Isaac still had to play, and I knew that Darren had done well in Game 1 and could possibly come back.  He had 13 points going into the game, and I had 24 at the end of the tournament.  After doing the math in my head, I realized I was safe.  Darren would win the game 9-1 and end the event at 22 points in second.  His fighters made short work of several of Isaac's ships, with Gallant Haven soaking up a lot of AA fire.  I switched back and forth between watching their game and the 40k Apocalypse game a table over. 

I didn't get a chance to write down Tim's list, but it was a VSDI with lots of TIE Bombers and another VSDI or a Gladiator.  I'm pretty confident that if we had played the game I would have been able to come out on top and get at least 7 points, which all I would need to get a 23 and remain in first. 

I got medal #2 and went home to rest up for the event the next day, eager to get the threepeat.
----------------------------------------------

Tournament 2- Ettin Games

This time around we had 7 players, so I wouldn't get a chance to play everyone.  This time I remembered to actually take pictures and take down everyone's list along with the final standings.  I'll include all of that after the report. 

Game 1: Isaac- Loss 1-9

I laughed as soon as pairings were announced, since I had spent the previous day playing Armada at Fat Ogre with Isaac.  This time he had changed his list somewhat.

Assault Frigate Mk II B
-Gallant Haven

Nebulon-B Escort
-Mon Mothma

Nebulon-B Escort
-Yavaris

A-Wing
B-Wing x2
Dutch
Tycho

 

IMG_0626.jpg
 Deployment. 
 

We played Minefields and I was second player.  He deployed his Assault Frigate along the board edge at the edge of the minefield, and his two Nebulon-B's in open space.  I deployed on a course to intercept the Assault Frigate as it came out of the minefield.  It took 3 damage on it's way out, while the Neb-B's swing wide.  I sent the Demolisher and squadrons off towards the Nebulon-B's while keeping the VSDII back a bit to catch the Assault Frigate. 

I sent the Demolisher in, and managed to kill Mon Mothma's Nebulon-B and an A-Wing before losing it to squadrons and the Yavaris.  Meanwhile the VSDII and Assault Frigate jousted, and I managed to get the Mk II B down to one health. 

 

IMG_0628.jpg
 The Demolisher unloading ordinance into enemy Nebulon-Bs.
 

The Demolisher had incidentally also left the Yavaris with one health, and in a moment of stupidity I sent my squadrons after the Assault Frigate to finish it off and left my self wide open to Dutch.  I also had managed to fly onto a rock, and the obstacle damage in addition to Dutch left me with two hull remaining.  The Yavaris didn't have an evade and the Assault Frigate had no redirect options.  I needed to do one damage to each to end the game.  The Yavaris escaped death a turn earlier when I whiffed with my broadsides.  This time, I had it for sure. 

But the Force wasn't with me today, and I whiffed again on three red dice against the Yavaris.  Cursing my luck, I then fired my butt guns into the Assault Frigate... and whiffed.  Five blanks in as many rolls.  Forced to move, I triggered a mine that was unavoidable at speed 1 and took two damage ending the game in a 1-9 loss.  Isaac and I talked after the game trying to figure out what could have been different, and pretty much came to the conclusion that I had played everything right and that sometimes the dice, and more importantly the Force, just aren't on your side. 

 

IMG_0630.jpg
 Final positions.

Game 2: Bye 8-2

Bummed out that the threepeat was now unlikely, my spirits dropped even lower as I was awarded the bye.  I watched other games and fixed the painting on my squadrons.

The Round 2 results were extremely odd, to say the least. 

Isaac and Daniel drew with not a shot fired the whole game, putting them both at 14 points.  Juan and Brandon played Contested Outposts, and while Juan won, he had a negative margin of victory due to victory tokens.  This resulted in all of us reading the tourney rules to try to figure out how to score it (more on that in another thread) and we eventually scored it as a 5-5.  Dave and Royce played, with Dave coming out on top. 


Game 3: Dave- Win 10-0

I went up against Dave's Imperials in Round 3.  I played Dave once before at my FLGS, but don't see him much since he lives on the other side of town. 

VSD II
-Tarkin
-Defense Liaison
-H9 Turbolasers
-Leading Shots
-Dominator

Gladiator II
-Assault Concussion Missiles
-Engine Techs
-Demolisher

TIE Interceptor x2
TIE Fighter x4

I was pretty familiar with what was going to happen with Dave's build, having playtested Dominator at 300 lot right after the 180pt event I won with it.  I knew what he was going to do with Demolisher since I was also playing it.  We played minefields and I was second player.




IMG_0633.jpg
 Deployment.

Minefield placement forced Dave to move into the corner, and I sent both ships after him at full speed.  He accidentally bumped his ships on the way out, but repaired the damage.  He kept his squadrons back, and sent his Demolisher forwards swinging out.  He made his attack run against my Demolisher, but wasn't able to kill it due to not getting two attacks with black dice.  I sent mine after his and destroyed it with front and side attacks. 

 

IMG_0634.jpg
 Two ships enter, one ship leaves.
 

My squadrons quickly took care of his, with 6 dice reroll Interceptors really shining.  He attacked with Dominator and obliterated my Demolisher, but not before I got a shot off at his VSD, forcing him to discard his brace token.  Next turn, he took shots at my VSDII at long range, doing a decent amount of damage, but not enough.  My squadrons, now free, went after Dominator but didn't do any damage.  I fired back, and manged to strip a few shields and do some damage before taking return fire like a champ.  It wasn't enough to finish me off though, and the damage inflicted by the Dominator ability had added up.  I weathered another volley without the benefit of the title, and finished the Dominator off, winning 10-0 and ending the tournament at 19 points.  I went and watched the other games.

 

IMG_0635.jpg
 The Dominator (bottom) headed off by a Victory II with TIE support. 

Brandon beat Isaac 6-4, and Daniel beat Juan to end the tournament with 23 points.  Daniel was playing a list with lots of TIE Bombers, while Juan had two VSD I's and two Gladiator II's.  Suffice to say the game confirmed my thoughts that not having fighters and relying on your capital ships for AA doesn't work.  I talked to him afterwards though, and while Rhymer had a field day in the last game, he only got one volley off in game one before becoming engaged and unable to shoot. 

I managed to come in second with 19 points, beating Brandon in tie breakers on margin of victory.  If Daniel hadn't won the last game 9-1 and I had made one of those rolls I whiffed against Isaac, I might have eked out first on margin of victory tie breakers, but it wasn't meant to be. 

Other Players Lists (That I didn't play):

Daniel-
VSDII
-Flight Controllers
-Overload Pulse
-H9 Turbolasers
-Screed
-Warlord

VSDI
-Expanded Hangar Bays
-Corrupter

TIE Fighter x4
TIE Bomber x4
Rhymer

I talked to him afterwards, and while Rhymer had a field day in the last game, he only got one volley off in game one before becoming engaged and unable to shoot.  I think I would have done fairly well had we played, definitely being able to kill his squadrons and probably one of his Star Destroyers.

Brandon-
VSDII
-Expanded Hangar Bays
-Motti

VSDI
-Expanded Hangar Bays

TIE Fighter x10

I feel like Fel and the Interceptors would have made short work of the TIES.  My plan if I played him was to kill the VSDII and avoid the VSDI. 

Juan-
VSDI x2
Gladiator II x2

The plan if we played was to swarm a VSDI with TIES while sending Demolisher after it.  I wasn't worried about his Gladiators since they would suffer from lack of range, and I was confident I could position outside of close range. 
----------------------------------------

I was glad to see that my list performed well and that interest in Armada is growing.  The next event I will be playing in isn't until June, but in the meantime I'll be theory crafting lists and helping launch our FLGS' Armada stream!  If you play Warmachine or Hordes, the name might be familiar ;)

May the Force be with you-

-Dursum

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At first glance Darwood's AF2 seems a tad overloaded.  Great job with the report, interesting to see how other people do!  How long do the games take? Do you go for 6 turns, or for a set time limit?

 

Yeah, we talked about it afterwards, he might drop Veteran Captain and add Flight Controllers.  We found that Exp Armaments was an autoinclude practically for the Assault Frigate, and Exp Hangar Bays lets the Yavaris do something else if it has to. 

Tournaments are 6 rounds with currently a 2hr time limit per round.  I have yet to have a game at any level get to an hour and a half.  Most of my games are over in 45-60 minutes.  I do think this is in part to knowing the rules and lists well though.  My game 1 today ended over an hour before the last game finished (they went to time) and probably 30 minutes before the other game.  I also finished round 3 against Dave at least 20 min before the next game finished. 

Edited by felforlife

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Reb player had no problem moving the B-wings? Or did you get too close?

 

How did the A-wings and Squints do? Curious.

 

They're really more maneuvarble than they look.  Send the A-Wings in to tie things up, then move them in a second wave. 

A-Wings and Interceptors are great.  A-Wings hit hard, with Gallant Haven are all but immune to counter attacks.  Interceptors throw 6 dice in my build with a reroll, 3 for counter with a reroll. 

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Well done and good read.  I have some events coming up and looking to hopefully 3peat by the end of the month.  Would you change your list at all and if so why?  Also with the demolisher gladiator, why no intel sweep in your line up?

 

Thanks

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Hey guys! You liked the first one I did (https://community.fantasyflightgames.com/index.php?/topic/173021-armada-180pt-tournament-report/) so I decided to do another for the events I played this weekend! 

 

From my blog: http://dursum.blogspot.com/2015/05/two-300pt-armada-tournament-reports.html

 

I had the privilege of being able to play in two 300pt events this weekend.  I won the first event and got 2nd at the second event.  I played the following list both days.The List:

VSD II

-Screed

-Expanded Hangar Bays

-Expanded Armaments

-Flight Controllers

Gladiator II

-Demolisher

-Assault Concussion Missiles

Squadrons-

TIE Advanced x2

TIE Interceptors x2

TIE Fighter

Howlrunner

Fel

Objectives: Advanced Gunnery, Contested Outpost, Minefields

----------------------------------------------List Theory-

Use fighters to engage and destroy enemy squadrons, particularly Rebel ones, relying on my ships to hurt enemy ships.  With the release of Wave 1, Rebel squadrons rule the skies, and Gallant Haven increases their durability.  The reason I was so afraid of Rebel fighters and not Imperial ones was because 3/4 Rebel ships have Bomber, meaning that if they got through my fighter screen I would my capital ships would be in serious trouble.  Imperial fighters are far less versatile than the Rebels, and with the exception of TIE Bombers don't pose a huge threat to capital ships on their own.  I wasn't worried about Rhymer and friends, because our playtesting found him quite underwhelming.  With Expanded Hangar Bays and Flight Controllers, the VSDII can activate 4 stands a turn, and combined with Howlrunner, those stands will be throwing 2 extra dice (The Advanced are there Escort, I rarely activated them with command dials).  This means Interceptors will throw 6 dice with a reroll, more than enough to single shot TIE's and severely hurt Rebel fighters and aces.  It also mitigates some of the effect of Gallant Haven.

Use the Demolisher aggressively.  I would deploy at speed 3, and usually do my attack run with the Demolisher turn 2 or 3 at the latest.  With Screed and Assault Concussion Missiles you can do a stupid amount of damage.  The plan was to throw the Demolisher at the enemy, and either kill a smaller ship or do enough damage to cripple a larger ship to the point that the VSDII would finish it off. 

Use the VSDII as a carrier/clean up ship.  The VSDII is tanky, and with Expanded Armaments does a good job of mopping up whatever the Demolisher doesn't finish.  With an extra broadside dice you also have increased firepower against Rebel ships that try to flank you. 

--------------------------------------------------Tournament 1- Fat Ogre Round RobinGame 1: Isaac- Win 9-1

First game was against Isaac and his Rebel list:

Neb-B Escort

-Mon Mothma

Neb-B Escort

-Yavaris

Neb-B Escort

CR-90 B

-Dodonna's Pride

­

Luke

Dutch

Y-Wing

 

IMG_0624.jpg

Deployment.

 

We played Superior Positions, and he was second player.  My fighters zoomed across the board at his, both of my ships going maximum speed.  The Nebulon-B's went straight for me, which actually took me by surprise.  Luke and the Y-Wing go down, but defensive fire from the Nebulon-B's and all of those braces took a lot of the TIEs with them.  His Nebulon-B's took long range pot shots at the Demolisher as it set up it's attack run, but didn't do significant damage.  Demolisher goes in, and severely cripples a Nebulon-B, which goes down in flames as the VSD II finishes it off, but not before damaging the VSDII shields and ramming it several times. 

 

IMG_0625.jpg

The Demolisher makes its attack run. 

I was able to position the Demolisher in between the two remaining frigates, and the other Nebulon-B's failed to finish the Demolisher off before it claimed another victim.  The remaining Neb-B and corvette killed the Demolisher and started going after the VSDII.  A positioning error left the corvette directly in front of the VSDII, which got an amazing roll which skewered the CR-90 through the side, killing it.  The game ended with the VSDII, a Nebulon-B, Dutch, and a TIE Fighter remaining.  With points from Superior Positions I advanced 9-1. Game 2: Darrwood- Win 7-3

Game two was against FFG user Darrwood, a regular at my FLGS and my sparring partner for list testing and theorycrafting.  If you see this, please help me because I can't remember parts of the game!  Darren plays the Rebels extremely well, and I was pretty nervous going into this match since he could have been playing Gallant Haven squadron spam, CR-90 spam, or double (or triple, he teased) Assault Frigate- all lists that I have problems against.  Our record against each other is pretty even, so I knew anything could happen. 

Assault Frigate MkII B

-Dodonna

-Expanded Hangar Bays

-Expanded Armaments

-Veteran Captain

-Gallant Haven

Nebulon-B Escort

-Raymus Antilles

-X17 Turbolasers

-Yavaris

A-Wing x4

B-Wing x4

 

 

We played Minefields and I was second player.  Our squadrons clashed and immediately it became apparent how good Gallant Haven is.  I think it saved upwards of 10 damage over the course of the game.  It also became apparent that B-Wings are disgustingly good.  I misplaced Fel, and the majority of my squadrons went down pretty quickly.  Yavaris hung back, using Raymus Antilles to activate 3 squadrons a turn, usually B-Wings, which made quick work of my TIE's.  I honestly can't recall the middle of the game it was so close, other than the Demolisher failing to kill the Assault Frigate and dying horribly as a result.  I did manage to kill all of the A-Wings, though lost all of my TIEs in the process.  The Assault frigate and the VSDII duked it out, the VSDII getting extremly close to death, with 6-7 damage on it (I can't recall).  I managed to crit the Assault Frigate lowering him down to speed 0, before finishing it off with a shot from a different arc since it couldn't use defensive tokens.  Eager for revenge, two B-Wings made a run at the VSDII.  I managed to kill one of them, and the other was barely out of range to attack on the final turn.  In my closest game of Armada yet, I won 7-3. Game 3: Tim- Bye

We broke for lunch and went to the hot dog place across the street.  Since there were four of us, we had decided at the start of the event to play round robin to get the three rounds.  Unfortunately, Tim got a call that things were blowing up at work (Literally, he's a fire inspector or something) and had to leave due to the emergency.  With no other alternative really, the TO awarded me a bye.  Darrwood and Isaac still had to play, and I knew that Darren had done well in Game 1 and could possibly come back.  He had 13 points going into the game, and I had 24 at the end of the tournament.  After doing the math in my head, I realized I was safe.  Darren would win the game 9-1 and end the event at 22 points in second.  His fighters made short work of several of Isaac's ships, with Gallant Haven soaking up a lot of AA fire.  I switched back and forth between watching their game and the 40k Apocalypse game a table over. 

I didn't get a chance to write down Tim's list, but it was a VSDI with lots of TIE Bombers and another VSDI or a Gladiator.  I'm pretty confident that if we had played the game I would have been able to come out on top and get at least 7 points, which all I would need to get a 23 and remain in first. 

I got medal #2 and went home to rest up for the event the next day, eager to get the threepeat.

----------------------------------------------Tournament 2- Ettin Games

This time around we had 7 players, so I wouldn't get a chance to play everyone.  This time I remembered to actually take pictures and take down everyone's list along with the final standings.  I'll include all of that after the report. Game 1: Isaac- Loss 1-9

I laughed as soon as pairings were announced, since I had spent the previous day playing Armada at Fat Ogre with Isaac.  This time he had changed his list somewhat.

Assault Frigate Mk II B

-Gallant Haven

Nebulon-B Escort

-Mon Mothma

Nebulon-B Escort

-Yavaris

A-Wing

B-Wing x2

Dutch

Tycho

 

IMG_0626.jpg

 Deployment. 

 

We played Minefields and I was second player.  He deployed his Assault Frigate along the board edge at the edge of the minefield, and his two Nebulon-B's in open space.  I deployed on a course to intercept the Assault Frigate as it came out of the minefield.  It took 3 damage on it's way out, while the Neb-B's swing wide.  I sent the Demolisher and squadrons off towards the Nebulon-B's while keeping the VSDII back a bit to catch the Assault Frigate. 

I sent the Demolisher in, and managed to kill Mon Mothma's Nebulon-B and an A-Wing before losing it to squadrons and the Yavaris.  Meanwhile the VSDII and Assault Frigate jousted, and I managed to get the Mk II B down to one health. 

 

IMG_0628.jpg

 The Demolisher unloading ordinance into enemy Nebulon-Bs.

 

The Demolisher had incidentally also left the Yavaris with one health, and in a moment of stupidity I sent my squadrons after the Assault Frigate to finish it off and left my self wide open to Dutch.  I also had managed to fly onto a rock, and the obstacle damage in addition to Dutch left me with two hull remaining.  The Yavaris didn't have an evade and the Assault Frigate had no redirect options.  I needed to do one damage to each to end the game.  The Yavaris escaped death a turn earlier when I whiffed with my broadsides.  This time, I had it for sure. 

But the Force wasn't with me today, and I whiffed again on three red dice against the Yavaris.  Cursing my luck, I then fired my butt guns into the Assault Frigate... and whiffed.  Five blanks in as many rolls.  Forced to move, I triggered a mine that was unavoidable at speed 1 and took two damage ending the game in a 1-9 loss.  Isaac and I talked after the game trying to figure out what could have been different, and pretty much came to the conclusion that I had played everything right and that sometimes the dice, and more importantly the Force, just aren't on your side. 

 

IMG_0630.jpg

 Final positions.

Game 2: Bye 8-2

Bummed out that the threepeat was now unlikely, my spirits dropped even lower as I was awarded the bye.  I watched other games and fixed the painting on my squadrons.

The Round 2 results were extremely odd, to say the least. 

Isaac and Daniel drew with not a shot fired the whole game, putting them both at 14 points.  Juan and Brandon played Contested Outposts, and while Juan won, he had a negative margin of victory due to victory tokens.  This resulted in all of us reading the tourney rules to try to figure out how to score it (more on that in another thread) and we eventually scored it as a 5-5.  Dave and Royce played, with Dave coming out on top. Game 3: Dave- Win 10-0

I went up against Dave's Imperials in Round 3.  I played Dave once before at my FLGS, but don't see him much since he lives on the other side of town. 

VSD II

-Tarkin

-Defense Liaison

-H9 Turbolasers

-Leading Shots

-Dominator

Gladiator II

-Assault Concussion Missiles

-Engine Techs

-Demolisher

TIE Interceptor x2

TIE Fighter x4

I was pretty familiar with what was going to happen with Dave's build, having playtested Dominator at 300 lot right after the 180pt event I won with it.  I knew what he was going to do with Demolisher since I was also playing it.  We played minefields and I was second player.

IMG_0633.jpg

 Deployment.

Minefield placement forced Dave to move into the corner, and I sent both ships after him at full speed.  He accidentally bumped his ships on the way out, but repaired the damage.  He kept his squadrons back, and sent his Demolisher forwards swinging out.  He made his attack run against my Demolisher, but wasn't able to kill it due to not getting two attacks with black dice.  I sent mine after his and destroyed it with front and side attacks. 

 

IMG_0634.jpg

 Two ships enter, one ship leaves.

 

My squadrons quickly took care of his, with 6 dice reroll Interceptors really shining.  He attacked with Dominator and obliterated my Demolisher, but not before I got a shot off at his VSD, forcing him to discard his brace token.  Next turn, he took shots at my VSDII at long range, doing a decent amount of damage, but not enough.  My squadrons, now free, went after Dominator but didn't do any damage.  I fired back, and manged to strip a few shields and do some damage before taking return fire like a champ.  It wasn't enough to finish me off though, and the damage inflicted by the Dominator ability had added up.  I weathered another volley without the benefit of the title, and finished the Dominator off, winning 10-0 and ending the tournament at 19 points.  I went and watched the other games.

 

IMG_0635.jpg

 The Dominator (bottom) headed off by a Victory II with TIE support. 

Brandon beat Isaac 6-4, and Daniel beat Juan to end the tournament with 23 points.  Daniel was playing a list with lots of TIE Bombers, while Juan had two VSD I's and two Gladiator II's.  Suffice to say the game confirmed my thoughts that not having fighters and relying on your capital ships for AA doesn't work.  I talked to him afterwards though, and while Rhymer had a field day in the last game, he only got one volley off in game one before becoming engaged and unable to shoot. 

I managed to come in second with 19 points, beating Brandon in tie breakers on margin of victory.  If Daniel hadn't won the last game 9-1 and I had made one of those rolls I whiffed against Isaac, I might have eked out first on margin of victory tie breakers, but it wasn't meant to be. Other Players Lists (That I didn't play):Daniel-

VSDII

-Flight Controllers

-Overload Pulse

-H9 Turbolasers

-Screed

-Warlord

VSDI

-Expanded Hangar Bays

-Corrupter

TIE Fighter x4

TIE Bomber x4

Rhymer

I talked to him afterwards, and while Rhymer had a field day in the last game, he only got one volley off in game one before becoming engaged and unable to shoot.  I think I would have done fairly well had we played, definitely being able to kill his squadrons and probably one of his Star Destroyers.Brandon-

VSDII

-Expanded Hangar Bays

-Motti

VSDI

-Expanded Hangar Bays

TIE Fighter x10

I feel like Fel and the Interceptors would have made short work of the TIES.  My plan if I played him was to kill the VSDII and avoid the VSDI. Juan-

VSDI x2

Gladiator II x2

The plan if we played was to swarm a VSDI with TIES while sending Demolisher after it.  I wasn't worried about his Gladiators since they would suffer from lack of range, and I was confident I could position outside of close range. 

----------------------------------------

I was glad to see that my list performed well and that interest in Armada is growing.  The next event I will be playing in isn't until June, but in the meantime I'll be theory crafting lists and helping launch our FLGS' Armada stream!  If you play Warmachine or Hordes, the name might be familiar ;)

May the Force be with you-

-Dursum

So close to my list it ain't funny. Have you tried running sensor team on the Glad 2? It really made the difference in a couple of my games over the weekend.

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Well done and good read.  I have some events coming up and looking to hopefully 3peat by the end of the month.  Would you change your list at all and if so why?  Also with the demolisher gladiator, why no intel sweep in your line up?

 

Thanks

 

I don't really think I would change anything.  I thought about engine techs on the Gladiator but determined that it was a crutch for being bad at positioning and was also too expensive. 

Intel sweep doesn't force an engagement, it makes us run around the board trying to get tokens.  With two ships, this is pretty bad.  IMO you always want to tforce the engagement as Empire.

 

 

 

So close to my list it ain't funny. Have you tried running sensor team on the Glad 2? It really made the difference in a couple of my games over the weekend.

 

 

Eh, negating two dice that could potentially be damage (black dice too) stops you from using Screed's ability because you'll run out of dice in the pool.  Seems meh to me, like the VSDII with leading shots and Screed, you'll use one or the other but not both.

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Well done and good read.  I have some events coming up and looking to hopefully 3peat by the end of the month.  Would you change your list at all and if so why?  Also with the demolisher gladiator, why no intel sweep in your line up?

 

Thanks

 

I don't really think I would change anything.  I thought about engine techs on the Gladiator but determined that it was a crutch for being bad at positioning and was also too expensive. 

Intel sweep doesn't force an engagement, it makes us run around the board trying to get tokens.  With two ships, this is pretty bad.  IMO you always want to tforce the engagement as Empire.

 

Fair enough. I may try your list Wednesday.  I have a screed double VIC2 + OLP list id like to try as wel.  I am not a huge fan of the Gladiator for no particular reason which is weird.  Thanks again for the feedback

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Well done and good read.  I have some events coming up and looking to hopefully 3peat by the end of the month.  Would you change your list at all and if so why?  Also with the demolisher gladiator, why no intel sweep in your line up?

 

Thanks

 

I don't really think I would change anything.  I thought about engine techs on the Gladiator but determined that it was a crutch for being bad at positioning and was also too expensive. 

Intel sweep doesn't force an engagement, it makes us run around the board trying to get tokens.  With two ships, this is pretty bad.  IMO you always want to tforce the engagement as Empire.

 

 

So close to my list it ain't funny. Have you tried running sensor team on the Glad 2? It really made the difference in a couple of my games over the weekend.

 

Eh, negating two dice that could potentially be damage (black dice too) stops you from using Screed's ability because you'll run out of dice in the pool.  Seems meh to me, like the VSDII with leading shots and Screed, you'll use one or the other but not both.

Sensor doesn't often lock horns with Screeches ability but gives you a choice between the two in order to better manipulate the rolls in black range. Too often I have huge hits braced, not anymore .... Your going to eat the 6 damage not brace for 3.

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Engine tech is amazing on the gladiator.... Get the initiative and it's a second turn trigger fest. My lists cap out at 295, I'd hate for you to pull away from the Demolisher:) muhahaha

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As a Balanced Space Superiority (Full Squadron would necessitate a second VSD and Expanded Hangars) list your predicted matchups went more or less how they should have gone:

 

G1: His lack of fighter complement and weak capital ship choices placed the match in your favour. 

 

G2: Balanced Space Superiority against Full Squadron Balanced Fighers + Gallant Haven and Yavaris support meant you probably would lose the fighter battle, which you did, but your Capitals are better against his Capitals, but it would more or less come down to dice. 

 

G3: Same as G2. 

 

G4: Space Superiority meant you would wipe his fighters quickly and then whittle him down in conjunction with your capitals, which is what happened. 

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Engine tech is amazing on the gladiator.... Get the initiative and it's a second turn trigger fest. My lists cap out at 295, I'd hate for you to pull away from the Demolisher:) muhahaha

 

If you run the Gladiator out on its own, it will die.  Yes, you get one great roll, but about the only thing you can kill in one salvo is a CR-90.  After that, everything turns and focuses on the Gladiator killing it. 

 

It is much better to keep it back so it can be supported. 

 

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Here would be my improvements to the list:

 

Glad II-> Glad 1

Demolisher

Assault Concussion -> Expanded Launchers

+Engine Techs

 

There's really no reason to take the Glad II  if you're going down the Demolisher route. Save the points and get 4 Black Dice instead. 

Engine techs is a must. It allows you to shoot once after your first move and again after you boost with Engine.

Expanded Launchers gives better synergy with Demolisher. Assault Concussion Missiles also takes away your precious crit damage;

I'd rather do crit damage than adjacent shields. 

 

VSD II

Screed -> Motti. Screed doesn't do much in a balanced list benefiting just the Demolisher; you need the extra hull to survive ramming and to outlast your opponent.

Expanded Hangar Bay

Enhanced Armaments -> X17 Turbolasers. Being forced to redirect a maximum one damage is better than extra dice and even accuracy.

+Intelligence Officer (Intel officer is amazing against every single capital ship. It's a must on VSDs.) 

+Dominator Title Your opponents will be focused on shooting the Demolisher, so they need a reason to switch targets. Dominator gives you lots of flexibility in different arcs as well against the pesky Rebels, and you can even focus 4 squadron dice onto aces when necessary, as well as the alpha strike when you need it. 

-Flight Controller (I'm not sure how necessary he is since you'll be using him a maximum of twice, unless you plan to squadron command each turn.)

 

Squadrons

TIE ADV x2

TIE Fighter x2

Howlrunner

Soontir Fel 

 

Upgrades on your ships mean a small downgrade of the TIE interceptors to TIE fighters, but you can upgrade them back to squints by dropping X17 or Intel Agent.

You lose a little firepower in the process for far better Capitals. I generally don't advocate running more squadrons than your squadron command total. 

 

300 points - Balanced lists can afford to give up the initiative as they perform well in most missions. 

 

This way the VSD becomes far more of a shooting threat and the Gladiator much better at alpha striking while maintaining a respectable fighter complement that will quickly destroy anything short of Gallant Haven + Yavaris Full Squadron Complement (which you probably would lose to anyway.)

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Here would be my improvements to the list:

 

Glad II-> Glad 1

Demolisher

Assault Concussion -> Expanded Launchers

+Engine Techs

 

There's really no reason to take the Glad II  if you're going down the Demolisher route. Save the points and get 4 Black Dice instead. 

Engine techs is a must. It allows you to shoot once after your first move and again after you boost with Engine.

Expanded Launchers gives better synergy with Demolisher. Assault Concussion Missiles also takes away your precious crit damage;

I'd rather do crit damage than adjacent shields. 

 

Important - this combo does not work.  Demolisher only allows ONE shot after you move, not to shoot after every time you move.  If you head over to rules forum, this is pretty well debunked.

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I am also pretty sure, looking at the timing section in the rule book, that it has to either shoot-move-shoot, shoot-move-move-shoot, but can't shoot-move-shoot-move.

Why? Engine tech work after a maneuver, and if you shoot after a maneuver, then you have shot, not moved. Its like a stack, and you can't interrupt it. After-means immediatly after, unless this convuluted rule book is leading me in the wrong direction.

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I am also pretty sure, looking at the timing section in the rule book, that it has to either shoot-move-shoot, shoot-move-move-shoot, but can't shoot-move-shoot-move.

Why? Engine tech work after a maneuver, and if you shoot after a maneuver, then you have shot, not moved. Its like a stack, and you can't interrupt it. After-means immediatly after, unless this convuluted rule book is leading me in the wrong direction.

Not Quite... Engine Techs and Demolisher both have the exact same trigger and so are both immediate. "After you execute a manoeuvre" so both effects spring into action and as the active player you choose which effect to resolve first.

Legal sequences

Shoot > Move > Move > Shoot

Shoot > Move > Shoot > Move

Shoot > Shoot > Move > Move

Illegal sequences

Move > Shoot > Move > Shoot

Move > Move > Shoot > Shoot

Edited by DWRR

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Here would be my improvements to the list:

 

Glad II-> Glad 1

Demolisher

Assault Concussion -> Expanded Launchers

+Engine Techs

 

There's really no reason to take the Glad II  if you're going down the Demolisher route. Save the points and get 4 Black Dice instead. 

Engine techs is a must. It allows you to shoot once after your first move and again after you boost with Engine.

Expanded Launchers gives better synergy with Demolisher. Assault Concussion Missiles also takes away your precious crit damage;

I'd rather do crit damage than adjacent shields. 

 

The red dice gives you a chance at accuracy and gives you a range option.  Also, an extra AA dice if you have nothing to attack.  As previously mentioned, that's not how engine techs works.  I played 5-6 games with Expanded Launchers before determining that Assault Concussion is better.  You can't attack twice with the front, and often your shot before you move will be with your front arc.  Exp Launchers gives you the chance of 0-4 damage, while Assault Concussion with Screed guarantees two, is cheaper and works in all arcs. 

 

 

VSD II

Screed -> Motti. Screed doesn't do much in a balanced list benefiting just the Demolisher; you need the extra hull to survive ramming and to outlast your opponent.

Expanded Hangar Bay

Enhanced Armaments -> X17 Turbolasers. Being forced to redirect a maximum one damage is better than extra dice and even accuracy.

+Intelligence Officer (Intel officer is amazing against every single capital ship. It's a must on VSDs.) 

+Dominator Title Your opponents will be focused on shooting the Demolisher, so they need a reason to switch targets. Dominator gives you lots of flexibility in different arcs as well against the pesky Rebels, and you can even focus 4 squadron dice onto aces when necessary, as well as the alpha strike when you need it. 

-Flight Controller (I'm not sure how necessary he is since you'll be using him a maximum of twice, unless you plan to squadron command each turn.)

 

You want Screed.  I started off playtesting Motti for around 5 games or so and then switched to Screed and never looked back.  Screed's dice manipulation gives you utility and mitigates bad rolls.  The X-17's are only worth it if you have Dominator for extra dice, since from the sides you can do a maximum of 5 damage without Exp Arm (which they will likely brace).  It's more about knocking shields down and forcing bad choices than knocking down a side you may not get to shoot again.  I played upwards of 5-6 games with Dominator at 300 and it isn't worth it.  You're paying 12 points to damage yourself for additional dice.  A competent player will capitalize on the extra damage, and 12 points is super expensive for something you aren't using every attack.  You have to build around Dominator and generally that means lack of versatility which is bad.  An opponent will kill the Gladiator then attack; you can either use the title and make it easier for them to kill you or not use it and waste 12 points.  Flight Controllers needs to stay, otherwise you have problems with Rebels. 

 

 

Squadrons

TIE ADV x2

TIE Fighter x2

Howlrunner

Soontir Fel 

 

Upgrades on your ships mean a small downgrade of the TIE interceptors to TIE fighters, but you can upgrade them back to squints by dropping X17 or Intel Agent.

You lose a little firepower in the process for far better Capitals. I generally don't advocate running more squadrons than your squadron command total. 

 

300 points - Balanced lists can afford to give up the initiative as they perform well in most missions. 

 

This way the VSD becomes far more of a shooting threat and the Gladiator much better at alpha striking while maintaining a respectable fighter complement that will quickly destroy anything short of Gallant Haven + Yavaris Full Squadron Complement (which you probably would lose to anyway.)

 

That's an extremely fragile fighter escort and I'm not sure what it's trying to accomplish.  You have to build to either kill their fighters or kill ships and this does neither.  Fel is not as good in practice as he is on paper (though he's still good), and he's the only heavy hitter in that build. Without FC as you advocated they don't have enough punch to make the most of their lacking staying power at those numbers. 

 

Yavaris and Gallant Haven is a thing and it is a scary thing.  I don't understand the point of not building to do well against it.

 

 

I say all of this having played probably close to probably 20 games to end up at the final list, so it's not just theory or conjecture. 

Edited by felforlife

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