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Worlds Finals 2019 Play by Play, with links to fleets, links to video for rounds, and commentary on end time/fleets.

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Xposted from Reddit. Saturday Mar 30, 2019, saw the final Worlds matchup at Adepticon. The final match was Rebel v. Imperial, with Nathan Coda flying General Rieekan against Dennis Raschke's (@tokra) Admiral Sloane. Both fleets, including objectives, can be seen at this link. All errors here are my own, please pm or comment and I'll fix what I can.

**Note:** After learning FFG did not plan on recording, filming and commentators were assembled on-site within hours of the 2019 World Finals match by volunteer community members from people and equipment available. The recorded livestream can be watched in full at this link. Please bear this in mind and communicate your displeasure about quality directly to FFG. I think the volunteers did very well, certainly better than nothing, and I'm hoping this post might be useful for clarifying events and jumping around the recording to interesting points. I also hope it will be useful for the visually impaired or for listening without visual aids, so please forgive me for writing details which are visually obvious. I did not, however, watch with the commentary on, so please let me know if they had good comments I should cite in this play-by-play.

**Terms:** The left edge of the Imperial setup zone from the perspective of the Imperial player will be called 'Imperial Left,' and we will use Imperial Right, Rebel Left, and so on as appropriate, as well as *port* for left relative to the direction of travel of a specifically mentioned ship (only if that's the least confusing frame of reference) and *starboard* for right in the same context, as in 'Maarek is bumped, and is placed on *Admonition's* port side.'

For new players or those confused about the fleets, you might want to check the end of game commentary section on fleet composition to understand how these lists consistently beat the popular two-ship and other favorite lists during regionals and worlds.

**Setup** (00:08:16 - 00:24:25) saw Rebels win the initiative bid 395-397, and they choose to go 2nd. Imperials choose the objective Most Wanted. Rebels choose the *Quantum Storm*  GR75 and *Centicore* Arquitiens-class command cruiser, making *Quantum Storm*  worth 44 pts (+18) and *Centicore* worth 134 pts (+59), a differential of up to 41 pts, and granting advantages to attacks on each per the card
Obstacles are scattered by the players through the central play area at approx. distance 5 from each other, except one debris field and asteroid at distance 1 from each other near Imperial Left.

**Imperial Fleet Setup**: The Imperials place 3 close-packed ships on the Imperial Right. *Centicore* (Command Arquitiens carrying Captain Brunson, Engine Techs, and title) and *Squall* (Quasar-Fire-I carrier, with flight controllers, boosted comms, skilled first officer, and title), are facing the rebels but *Squall* is aimed toward Imperial Right 3' edge at an approx. 45 degree angle. A supporting Gozanti flotilla (carrying comms net, no title) is located on the edge of the setup zone nearest to the opponent, facing directly parallel to the long edge of the play area, and is pointed away from the 3' edge on the Imperial Right. The other Gozanti flotilla (also carrying comms net, no title) is facing directly toward the first Gozanti and the Imperial Right along the setup zone edge nearest the opponent, and they are approx. distance 5 from each other. The Raider corvette (Raider-I flagship carrying Admiral Sloane and Hondo Ohnaka) is in lifeboat position in the corner of the Imperial Left farthest from their opponent facing directly toward the Imperial Right. The Imperial Squadrons are at nearest possible deployment to opponent in two rows out past *Centicore* and Gozanti, 5 in row nearest opponent and 3 in row behind. The details are difficult to discern but Ciena Ree is farthest from *Squall* in the front row of 5, on the far Imperial Left, Dengar is in the back row nearest *Squall/Centicore* on the Imperial Right, Jendon looks to be in center of front row, Maarek/Valen/Mauler/Howl/Saber filling out ranks.

**Rebel Fleet Setup**: The Rebel Positioning of 2x GR75 flotillas mirrors the Imperial flotilla positioning, with *Quantum Storm*  (GR75 Transports carrying Slicer Tools and title) farthest from Centicore/Squall on the Rebel Right and *Bright Hope* ( GR75 Transports carrying Toryn Farr and title) facing away from the Rebel Left. Rebel corvette *Jaina's Light*, (CR90A Corellian Corvette carrying Turbolaser Reroute Circuits and title), CR90B corvette (CR90B Corellian Corvette carrying Heavy Ion Emplacements and Engine Techs, no title), and *Admonition* (MC30 Torpedo frigate flagship carrying General Rieekan, Lando Calrissian, Ordnance Experts, External Racks, title Admonition), are in line abreast facing directly toward their opponent in the middle of their setup zone. The *Admonition* is on Rebel Right, the CR90B is in the center of the line, the *Jaina's Light* is on the Rebel Left nearest Bright Hope. Rebel squadrons (Hera, Dash, Wedge, Dutch, Gold) arrayed near *Bright Hope* on Rebel Left with one squadron (Ketsu?) nearer center of setup zone.

**Round 1** (00:24:25 - 00:44:55) sees repositioning maneuvers and token storage, no attacks, jump to 00:44:55 to view the end of turn 1. Offensive elements of both fleets are headed toward 3' edge nearest *Squall* carrier and *Centicore* light cruiser. Rebel corvettes and *Admonition* frigate have accelerated and veered in this direction. *Centicore* has turned in this direction and maintains speed 1, *Squall* likewise with *Centicore* between it and Rebels. Flotillas on both sides facing this 3' edge (Rebel Left/Imperial Right) have continued forward, with the Gozanti accelerating and yawing to starboard past its doppelganger to catch up to *Squall* and *Centicore*. The *Bright Hope,* Rebel flotilla nearest *Centicore,* sharply turned to face the Imperial setup zone while the Imperial Gozanti nearest *Centicore* continues straight to Imperial Left at low speed. Rebels have spread their squadrons in the direction of the engagement on the Rebel Left, distanced between one full range ruler and an additional distance 3 from their 6' edge. Imperials have kept squadrons close-packed near *Squall*, to the rear of *Centicore*, and claimed a nearby asteroid. The Imperial lifeboat has turned away from all engagement and is headed toward the Imperial Left.

**Round 2** (44:55-1:13:30) sees *Centicore* activate first with reposition at speed 1, then CR90B activates and repositions past the *Bright Hope* on the Rebel Left. *Squall*  activates, uses its title to move forward Dengar, Saber, and Howl, and attacks with 5 squadrons using token. Dash is dropped and removed from the board by flight controlled, Howl, Saber, and Dengar, and Wedge is attacked by flight controlled Ciena and Valen. Rebels activate nearby transports, Bright Hope. Imperials activate off-screen transports (or possibly raider) and activate Mauler via *Centicore*, finishing Wedge who is retained by Rieekan and damaging all remaining rebel squadrons. Rebels activate *Admonition*, no shots. Imps activate off-screen Gozanti to activate Maarek and Jendon for two shots on *Bright Hope*- removing/using its scatter and damaging its rear shields. Rebels activate *Quantum Storm*, Imps activate other Gozanti and give sq token to *Squall*  w/comms net. **Squadron phase** (@1hr:08) sees Mauler and Ciena drop but their counter, thanks to Dengar/Howl/Swarm, deals significant damage back. Wedge is removed at the end of the turn when Rieekan ends.

**Round 3** (1:13:30 - 1:38:13 in video) begins with *Squall*  activation with token from comms net last round, boosted comms/flight controllers/sloane allowing it to push Saber Squadron to attack and kill Gold squadron, Valen and Howlrunner kill Hera, Jendon gives his attack to Maarek to hit the rear of the *Bright Hope* (kill, Rieekan sustains). *Squall* moves forward at speed 1. Rebels activate CR90B, single side arc on *Centicore* and no joy with [Heavy Ion Emplacements](https://starwars-armada.fandom.com/wiki/Heavy_Ion_Emplacements) (possibly brunson'd), possibly uses flak, and moves in to block directly in front of *Squall* using engine techs. Imperials activate on-screen Gozanti, comms net a sq token onto the *Squall*, advance gozanti at speed 3 near rear of *Squall*. Rebels activate *Jaina's Light*, attack *Centicore*, no damage, advance into front of *Centicore* at speed 4. Imperials activate Raider(uncertain), Dengar misses atk on *Jaina's Light* and retreats near *Centicore*, Maarek moves in to attack side arc of *Jaina's Light*. Rebels activate *Quantum Storm*, speed 3. Imperials activate off-screen Gozanti (uncertain). Rebels activate *Bright Hope* and advance on *Centicore* at speed 3. Imperials activate *Centicore* and Ackbar Slash out both sides, 2+ damage on CR90B nose and no visible impact on other side (Firing on *Admonition* through obstruction from *Bright Hope*?). *Centicore* advances at speed 2 + 1 (Engine Techs). Rebels activate the *Admonition* and advance into the fray at flank speed (speed 4), bump maarek who stays off Admonition's port side. Cameraperson zooms in on the action. **Squadron Phase**: Ketsu attacks nose of *Centicore*, *Bright Hope* comes off the board (Rieekan).

**Round 4** (1:47:00 - 2:18:54)
Pause/Discussion/offscreen events till *Centicore* activates, damages front of *Jaina's Light*, nav/engine techs to safety off-screen. Rebels activate the CR90B, attack *Squall*  front arc with HIE dual-arc and get both, nav+ET to safety off-screen. The *Squall* activates, kills Ketsu with  Maarek + Howl + Saber, Saber moves off-screen in front of *Jaina's Light*, Jendon->Maarek attacks *Jaina's Light* (confirmation at 2:17:36, *Jaina's Light* is dead and sustained by Rieekan) *Squall* side arc attacks *Admonition*, there is a question about dual arc on *Admonition*, [with a classic resolution via range ruler](https://youtu.be/BeVxAFouQg8?t=7299). *Squall* moves forward at speed 2. Rebel player activates (now on-screen) *Quantum Storm*, activates Dutch and damages port side arc shield of *Centicore*, advances at speed 4 (using *Quantum Storm* title). Imps activate ??? (off-screen, either transport or raider), activate Dengar via *Centicore* who misses and moves to make Dutch heavy. Rebels activate *Jaina's Light* and dual-arc *Squall*, yea, unto death, then move around behind *Centicore* very near the 3' edge of the board (Rebel Left/Imperial Right). Imperials activate off-screen. Rebels activate *Admonition*, no shots, very careful maneuver ending to the rear of *Centicore* in close range. **Squadron Phase:** Jaina's light comes off the board (Rieekan).

**Round 5** (2:18:54), the commentators are worth hearing at this moment. Prior to resolving turn 5, the referee notes that during turn 4 the Imperial player had forgotten to move a Gozanti and the rebel player had forgotten to replace Maarek on the board after moving *Admonition*. Neither contestant has issues with immediate resolution of these, after which they continue on to turn 5.

The first activation is a critical moment- can the *Centicore*, Imperial Most Wanted, kill or avoid the Rebel Most Wanted *Quantum Storm* blocking easy movement, and/or escape its current position dual-arc'd by *Admonition's* front and side. *Admonition's* combination of expanded racks and ordnance experts make a close range attack near certain death for the shield-damaged *Centicore*. *Centicore* has low/no shields but an intact hull, has Captain Brunson with Engine Techs, but has had a concentrate fire command sliced onto it by *Quantum Storm*. 

The *Centicore* fires on the *Admonition*, inflicting 2 damage at close range on 3 red shots w/crit, and a clutch concentrate fire addition rolls a 2 damage face on red. Lando is discarded to force a reroll on all four, the reroll is 4 damage incl 2 visible crits, *an identical result*. The *Centicore* opts for a rear arc shot on the *Admonition* as well, putting 2 addl damage on side arc shields. Maneuvering *Centicore* begins at 2:22:27- with the critical goal of escaping its position relative to *Admonition*. The *Centicore* is currently at speed 1 and has a nav token for engine techs or a speed change, but *Quantum Storm* is in a good blocking position.

2:26:08, *Centicore* locks in movement tool at 1 click to starboard (right, relative to the long axis of the *Centicore*).  Dennis, the Imperial player, accidentally moves the *Quantum* a very small amount when moving *Centicore*, neither player contests the completed speed 1 movement or Nathan, the Rebel player, nudging the *Quantum Storm* back into position (the video evidence suggests the tiny accidental movement was too small to impact the conclusion of *Centicore's* speed 1 movement, Nathan nudged the transport back into position, it's all on video and these are the two top players in the world.). *Centicore* attempts to engine techs around *Quantum*, successfully completes a *very close* movement.

The players agree to call the game at this point
**Dennis Raschke and Imperial Admiral Sloane are victorious over Nathan Coda and Rebel General Rieekan.** 

***End of game commentary:*** 

**Why the game ended now, early in turn 5:** In early turn 5, the Imperials are up by only 28, but they are close to gaining 112 additional points, maybe more. *Centicore* has escaped the *Admonition* close-range threat in round 5, and it won't come again because the Imperials have the first activation in round 6. The *Centicore* title allows the fleet to activate squadrons through it, so the Imperial squadron superiority translates into significant further damage throughout rounds 5 and 6, particularly through Maarek/Jendon. There's no possibility of *Centicore* dying in normal play, while Imperials may gain additional points by finishing *Admonition*, Dutch, and/or *Quantum Storm*. The Rebel CR90B is safe but damaged and not placed to factor meaningfully in turns 5 and 6. The Imperial Raider and Gozantis are safe enough and can push squadron commands through Centicore. The Rebels had a chance of preserving *Admonition* and killing *Centicore* for 134 points, which could have swung the game, but the successful engine techs movement in particular does away with that. You can see the players going through some of the hypotheticals after calling the game, like 'what if Imperials hadn't successfully completed the ET move, did *Admonition* have *Centicore* in close range,'  if you're interested in those scenarios, but believe me they would've kept at it if the conclusion were unclear.

**Fleet Composition Notes:** For new players trying to understand how these strange but similar fleets could make the finals, these two fleets are capable of countering the common fleets in mid to high level play throughout the regionals season and past year since [a major rules update in April of 2018](https://www.fantasyflightgames.com/en/news/2018/4/6/new-fleet-orders/), right before Worlds 2018 but . A common fleet variant in the past year among competitive players has been the 'Imperial two-ship,' which uses Governor Pryce to enable a powerful last activation in one turn early activation in the next turn attack, with [a thorough write-up here on steel command](http://www.steelstrategy.com/2018/10/armada-meta-deep-dive-imperial-two-ship.html?showComment=1541072213719). Both of these fleets are made to do well against the two-ship (source: [ Raschke, aka Tokra, here](https://community.fantasyflightgames.com/topic/292839-two-ship-dominates-final-regionals-2018-2019-data-analysis/?do=findComment&comment=3664284) and [here](https://community.fantasyflightgames.com/topic/292839-two-ship-dominates-final-regionals-2018-2019-data-analysis/?do=findComment&comment=3664041), those threads have more commentary as well)) by virtue of 

* being very difficult to completely kill, an event called being 'tabled,' worth a full 400 points to the winner, 
* having enough squadrons who are excellent at killing other squadrons to counter *Squall*-based two-ship fleets, 
* having enough defensive dice mitigation and maneuver capacity to mitigate powerful attacks from ISD-II GT variants, 
* having enough bombing capacity to kill a heavy ISD in 3 turns if in possession of squadron superiority, and 
* through highly beneficial objectives. 

They also both have a lot of activations and some ability to command squadrons without the rest of the fleet present- Centicore on the imperial side and Hera on the rebel side.

Finally, avoiding the favored archetype is less of a risk because they are flown by commanders good enough to deal with other types of fleet than just the ones popular in 2019. Nathan is the 2018 World Champion, and Dennis is a multiple-time champion of Germany, and both have won multiple regional tournaments this year, so both are very skilled at things like [inside turns](http://cannotgetyourshipout.blogspot.com/2018/11/tips-and-tricks-inside-turns.html), using fragile-but-deadly Saber without losing them, choosing Wedge over Dash with Rieekan before knowing Wedge would die, and using deployment to win before round 1 starts.

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Really great summary of the match. Just one little change:

On ‎4‎/‎4‎/‎2019 at 1:24 AM, herejectsyehoppers said:

**Setup** (00:08:16 - 00:24:25) saw Rebels win the initiative bid 395-397, and they choose to go 2nd. Imperials choose the objective Most Wanted. Rebels choose the *Quantum Storm*  GR75 and *Centicore* Arquitiens-class command cruiser, making *Quantum Storm*  worth 44 pts (+18) and *Centicore* worth 134 pts (+59), a differential of up to 41 pts, and granting advantages to attacks on each per the card
Obstacles are scattered by the players through the central play area at approx. distance 5 from each other, except one debris field and asteroid at distance 1 from each other near Imperial Left.


The Most Wanted Target on Imperial side was the Quasar. It was the better pick, because it is easier to catch compared to the Arquitens. Even when the Arquitens was worth more, the Quasar is the better target for it.

And there was one "tactical" mistake done by me. In the 4th round i should have gone for the Silcer Quantum instead of the Admo. Killing this most wanted target and Dutch would have made it irrelevent if i loose the centicore or not. But i only noticed it after the match. 


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