Strategy wrong having some troubles

By TrentL, in Star Wars: Armada

So played several introduction games now and I'm struggling with the Rebels (most people want to play imps) I have no problems getting around to the rear of the VSD ... but the problem is how movement works ...

1) I shoot at Long Distance
2) Move to Medium Distance
3) He shoots at medium distance
4) Moves to long distance

So just playing the base game I'm finding it rough ... other than trying to keep the nebulon B at long distance and in my front arc to use the 3 dice. The Corellian Corvette is pretty surviable at long range (With no upgrades bought) And so far Tie Fighters are tearing apart Xwings unless I move in such away that they have to fly into me to engage (Ande the VSD didn't use squadrons)

So how are you rebels playing the base game with no upgrades?

Against the fighters, keep the x-wings near the Neb-v and use the neb-b 2 anti squadron to shread the tie fighters (trust me it works)

As for the first point were you useing the rotating initiative?

Does initiative rotate? I read that the rebels have it throughout the game. Starter games at least.

Does initiative rotate? I read that the rebels have it throughout the game. Starter games at least.

If you play a fleet building game the player with the lower cost army decides if he want to be first player (having initiative) or second player (playing with one of his objective cards).

But yes, normally initiative does not rotate. Initiative only rotates if you play one of the rules variant that are in the book (unlimited rounds, no objective cards).

With you having two ships and the imperial only one, it shouldn't be too hard to corner him, though? Especially since the Victory can't really do sharp turns. Activate the weaker Rebel ship (ship A), he activates his Victory next and moves right into your strong unactivated ship's fire arc. Activate your second ship (ship B). Pewpewpew. Next round you're going to activate first again, activate ship B first to get a good attack in and then move as far away as possible.

Edited by RatofDeath

Are you alternating the activation order as you play? Each player only activates one ship at a time, alternating until all ships are activated. So if you are playing the learning game, it should go Rebel ship 1, VSD, then Rebel ship 2. The if you have multiple ships, you can activate them in any order. I had a moment in a game today where I had already activated my VSD. My opponent activated his Nebulon B, taking a long range shot then moving into medium range. Next round, he activated the Nebulon B first, taking his medium range shot, then moved away (he was passing the VSD at an angle), back into long range and reducing visibility to his side arc.

Where do you see that the learn-to-play game is any different than a normal game in this regard?

It seems like initiative stays with the same player the whole game. Activation does alternate though. That doesn't seem limited to the learn-to-play game.

Where do you see that the learn-to-play game is any different than a normal game in this regard?

It seems like initiative stays with the same player the whole game. Activation does alternate though. That doesn't seem limited to the learn-to-play game.

If you are referring to my post, I was not saying anything about initiative.

I do know that in the back of the Rules Reference book, there is a small section on optional rules. One of them is to play without objectives and just do a standard death match. In this format, the initiative is passed round to round. If you are just playing the learning game, initiative sticks with the Rebel player.

Played my first two games today and I noticed a few things. One is if you play with Objectives the Fast moving rebels have an advantage as for getting to the objectives. Second if you keep your X-Wings bunched up a swarm of Ties will rip them up if they receive a Squadron Command. If Howlrunner is in there too it gets really ugly.

Also the Rebels do not want to joust a VSD. You will lose that battle. Getting in its rear is not that hard since the VSD steers like a building that fell in the water. It just doesn't move well at all and relies a lot on its heavy shields and Hull points.

If anything get out of its front hull zone as fast as possible and it will be almost impossible for that ship to get you in the front hull zone again. I tried hard but after the Rebel ship got out of the front arc they out maneuvered me every turn. Luckily my broadsides were upgraded to use an extra dice or I would have been in real trouble.

I think until future releases Rebels will have issues getting the Kill points at first but if you concern yourself with Objectives over killing you have a better shot. Aside from that it's all about avoiding that front Hull Zone.

Edited by Beatty

Played my first two games today and I noticed a few things. One is if you play with Objectives the Fast moving rebels have an advantage as for getting to the objectives. Second if you keep your X-Wings bunched up a swarm of Ties will rip them up if they receive a Squadron Command. If Howlrunner is in there too it gets really ugly.

Also the Rebels do not want to joust a VSD. You will lose that battle. Getting in its rear is not that hard since the VSD steers like a building that fell in the water. It just doesn't move well at all and relies a lot on its heavy shields and Hull points.

If anything get out of its front hull zone as fast as possible and it will be almost impossible for that ship to get you in the front hull zone again. I tried hard but after the Rebel ship got out of the front arc they out maneuvered me every turn. Luckily my broadsides were upgraded to use an extra dice or I would have been in real trouble.

I think until future releases Rebels will have issues getting the Kill points at first but if you concern yourself with Objectives over killing you have a better shot. Aside from that it's all about avoiding that front Hull Zone.

Yeah I've seen what happens when the rebels linger too long it that front arc, and it aint pretty (let alone the ones that tried to thread the needle between two VSDs ... shudder ).