Beating Imperials in 300 point games

By Dread Sovereign, in Star Wars: Armada

Just played two 300 point games against an Imperial player with two core set and got completly destroyed, has anyone else played any 300 point games?

The way I was sort of crushed to death by a player Who has yet to beat me at X-wing(Out of maybe a hundred games); Armada(Destroyed his one Star Destroyer Twice out of four games) in a 180 point game, leads me to believe its a bit unbalanced as of now, so FFG may have actually put some thought into limiting us to 180 with just the core.

But anyway here is my list

Nebu-B Escort Frigate(57)

  • General Dodonna (20)
  • Redemption (8)

Cr-90 A (44)

  • Electronic counter measures (7)
  • Enhanced Armaments (10)
  • Nav Team(4)

Cr-90 B (37)

  • Engineering Team (4)
  • Overload Pulse (8)
  • Dodonna pride (6)

X-wing Squad (13) X5 (65)

Luke Skywalker (20)

Total (293)

Game one they were first player(293 points as well) and chose Hyperspace assalt I chose the Cr-90 A two squads of X-wings and Luke to flank them, had killed four ties each star destroyer has four health each left and number of shields and mixture of crits I had lost both Cr-90s and Luke and an X-wing by round Six.

Game two Most wanted chosen by them (293 points and Intiative again) I chose Cr-90 A and kept it well out of the fight. he chose a star destroyer type 1. I lost both the Neb and Cr-90 B and he lost all but one Tie, Star Destroyers mostly Ok by round six.

So? what are other peoples experiences, Am I playing a rubbish list (Can't see what other options you can play out of the core)
Or did I just play Badly (Quite Possible) or is it unbalanced in Imperial Favour I 300 points as of yet

I've won both the 300pt games I've played as Rebels. Not really sure what to tell you without seeing the matches, but it's also telling that across my 300pt, 180pt, and intro mission games, I've never let a Rebel ship get destroyed. So I apparently just Fly Cautious rather than Casual. :P

Edited by Inksplat

I played a Most Wanted objective against a 300 point Imperial list. Ended up taking out the Vic that was labeled most wanted on turn 4 by concentrating three of my ships against it and all my x-wings. I had one of my Neb-B's as most wanted so basically stayed out of rage the entire fight so it couldn't be taken out for points. I lost one corvette and one x-wing squad and also destroyed all the TIE fighters. It was a crushing victory points wise, wound up winning by over 200 points.

I've played a total of 4 games with the rebels and many more with Imperials. I've won most of the battles with the Imperials but not a single loss with the rebel side. I always try and use my maneuverability and speed and stay at long range and I always try and keep my ships together, as soon as you get the rebel ships isolated its too easy for imperial ships to take them out.

My experience is that new Rebell Players play to offensively. Played 3 Games so far and lost with my Imps at 180 but won 2 Games at 300.

At 300 Rebels came right at me and it was easy to blow they ships apart.

16887539638_6ee9337a96.jpgStar Wars Armada 300 Points by maclef, on Flickr

I can see why the core set is balanced at 180. Both the Victory and Tarkin get far more effective at 300 points where you can slot in another Victory to benefit from his ability and by providing firing-arc coverage for one another.

I see it the other way round: at 180 Points Grossmoff Tarkin is not efficient at all. (38 Points...)

Wait, you've beat someone in 100 games of x wing without a loss? Your friend deserves these wins thanks to tenacity alone.

Also, it sounds like you have some issues with focusing on 1 Victory. Try to kill one and avoid the other as much as possible perhaps

I played a Most Wanted objective against a 300 point Imperial list. Ended up taking out the Vic that was labeled most wanted on turn 4 by concentrating three of my ships against it and all my x-wings. I had one of my Neb-B's as most wanted so basically stayed out of rage the entire fight so it couldn't be taken out for points. I lost one corvette and one x-wing squad and also destroyed all the TIE fighters. It was a crushing victory points wise, wound up winning by over 200 points.

I've played a total of 4 games with the rebels and many more with Imperials. I've won most of the battles with the Imperials but not a single loss with the rebel side. I always try and use my maneuverability and speed and stay at long range and I always try and keep my ships together, as soon as you get the rebel ships isolated its too easy for imperial ships to take them out.

I will try keeping all of my rebel ships together, but how exaclty are you using your agility. I am finding it very hard to stay at range three of the star destroyer for more than a turn.

Also I tried keeping my most wanted out of range and lost because of it , Rebels don't win going two vs two.

Edited by Dread Sovereign

First rule for all Rebels players, even with bigger ships, Do Not Joust A Star destroyer! You will lose every time. Get them into your flank and keep them there. If they are flying a VSD I stay at medium range.

Again, do not be in a rush, do not joust a Star Destroyer.

And you are playing on a 3x6 and not a 3x3, right? A 3x3 is too constrictive of a space at 300 for Rebels. The Empire Loves a game on a 3x3 since they won't be using most of the field anyways.

Edited by Beatty

Wait, you've beat someone in 100 games of x wing without a loss? Your friend deserves these wins thanks to tenacity alone.

Also, it sounds like you have some issues with focusing on 1 Victory. Try to kill one and avoid the other as much as possible perhaps

He's pretty bad at these Kind of things... I just don't understand how he could crush me like this in Armada twice in a row at all. but Judging from the responses its my playing and not the point balance.

Honestly, most of those upgrades on the corvettes are wasted points.

I've gotten a couple of 300 point games since the core's release by putting two of them together. Have one win as the Rebellion and one as the Empire.

I'm of the mindset now that the rebels win by preserving their assets as much as possible and focus-firing to kill one Victory. In terms of exchange loosing one Nebulon for a Victory is an acceptable tradeoff since Victories are so expensive points-wise. That said, engage at range to bait the Victories in and then flank with your CR90s. His Fighters are going to try to kill your fighters so ideally you're luring them into the Nebulon side arcs, where your second attack from the Nebulons is against the fighters.

Once fighters are gone your X-Wings are free to peck at the Victories to set up shots from the rest of your fleet.

The cr90s do seem rather expensive but I wonder if that's due to lack of available models.

Could be good to swap the titles cr90 for a neb. I don't like that their front arcs are so potent when the SD is the same but far more terrifying, but if you concentrate fire you may get somewhere with a maximum of 8 red dice

First rule for all Rebels players, even with bigger ships, Do Not Joust A Star destroyer! You will lose every time. Get them into your flank and keep them there. If they are flying a VSD I stay at medium range.

Again, do not be in a rush, do not joust a Star Destroyer.

And you are playing on a 3x6 and not a 3x3, right? A 3x3 is too constrictive of a space at 300 for Rebels. The Empire Loves a game on a 3x3 since they won't be using most of the field anyways.

The cr90s do seem rather expensive but I wonder if that's due to lack of available models.

Could be good to swap the titles cr90 for a neb. I don't like that their front arcs are so potent when the SD is the same but far more terrifying, but if you concentrate fire you may get somewhere with a maximum of 8 red dice

Non standard board as we couldnt accomidate the space just as long but. Not as wide starting on each side sets everyone up at range two immedietly so we started at either end. I think this is the most plausable explaination as I would nearly always be at range two...

Going to try switiching cr-90B for a Neb. They just seem a better ship.

Edited by Dread Sovereign

Table size will make a huge difference. A smaller table will absolutely work in the Empires favor since they can corral you in so you have to fly through their front arcs. On a wider table the Rebels balance out with more room to flank and move around on. Empire players would love for games to be played on narrower tables but don't do it unless you both are playing Imperials.

for that price, it better be :P

the cr is much faster, though

Like shootinv fish in a barrel

I think that explains it, considering how even the 3X3 (which I won the 180%s on) gives you more room edge ways.

Still it was nice to actually here how others were playing the game.

Range and flanking are the rebels game. Make the Imps engage you at your own terms. I rarely take a shot from a VSDs front arc, if at all. Bow wide, using your range advantage and then close in toward the back side..

ok, here are a few tips:

CR90B - Why do you have overload pulse AND Dodonna's pride on the same ship. You only get to chose one critical effect, and a face up damage card is WAY better than exhausting tokens. (like, the VSD could lose all their long range attacks, ability to regen shield, cut engineering value in half, etc)

Proposed CR90B - With Dodonna's pride. (43 vs 55 pts = 12 points saved).

Use this ship as a "lone wolf" flanker. The Imp player cannot ignore this ship, especially if you are assumed to be the first player. If you are the first player, as your last activation in round X, you can bring this ship into medium/close range with hopefully lineup a double arc shot. Then activate this ship FIRST in round X+1 for the double arc shot, and then move back out to long range, or even out of arc range. AND, if my statistics are right, you will have left the Victory with one to two critical hits... that you also got to choose out of the top 8 damage cards. (Wait for the look on their face...)

CR90A is 65 points. Replace it with a stock Escort Frigate at 57 points. (8 points saved.) I don't see any upgrades that are worthwhile in the core set for the Neb B. (Don't bother with Enhanced Arms, as it is a trap that will lead you to exposing your flank to a VSD)

So now we have saved 20 points total, which when combined with your remaining 7 points gives you two(one due to point limits) more X wings for a total of 299 286 points:

Nebu-B Escort Frigate(57)

  • General Dodonna (20)
  • Redemption (8)

Nebu-B Escort Frigate(57)

Cr-90 B (37)

  • Dodonna pride (6)

X-wing Squad (13) X6 (78)

Luke Skywalker (20)

Well, at least you are likely to get to choose to be the first player.

____

And when leading shots is available (CR90 Expansion), you can re-roll blue dice gambling for that crit, so you would have a total of 8 rolls (10 with a concentrate fire command). That pretty much guarantees 2 crits (2.25 I think).

Edited by megamen

I would add some engineering teams. An engineering team on the Corvette will heal a face up damage card on the next turn with a Repair command. The 5 points might keep that ship alive for another turn and another attack. Maybe even the other one to the flagship.

My experience is that new Rebell Players play to offensively. Played 3 Games so far and lost with my Imps at 180 but won 2 Games at 300.

At 300 Rebels came right at me and it was easy to blow they ships apart.

16887539638_6ee9337a96.jpgStar Wars Armada 300 Points by maclef, on Flickr

That, sir, is an inspiring photo!

My experience is that new Rebell Players play to offensively. Played 3 Games so far and lost with my Imps at 180 but won 2 Games at 300.

At 300 Rebels came right at me and it was easy to blow they ships apart.

16887539638_6ee9337a96.jpgStar Wars Armada 300 Points by maclef, on Flickr

That, sir, is an inspiring photo!

My experience is that new Rebell Players play to offensively. Played 3 Games so far and lost with my Imps at 180 but won 2 Games at 300.

At 300 Rebels came right at me and it was easy to blow they ships apart.

PICTURE Star Wars Armada 300 Points by maclef, on Flickr

That, sir, is an inspiring photo!

But where's the smoke and flames? Obviously those ships are just pulling out of the shipyard.

Nah, the smoke and flames are on the rebel convoy just off screen to the right ;)

I heard it from a reliable COMPNOR source.

Edited by Deathseed

Hi: What is the table size for Armada officially? Also, what sizes work for you? I have found that in X-Wing, even 2.5 (not 3) is TOO SMALL by a lot for a real game that gives accurate results. It must be 3x3 at least. Though I really like my 4x3 table at home.

Wondering if my 4x3 table at home is too small for Armada, will be sad if so.

Hi: What is the table size for Armada officially? Also, what sizes work for you? I have found that in X-Wing, even 2.5 (not 3) is TOO SMALL by a lot for a real game that gives accurate results. It must be 3x3 at least. Though I really like my 4x3 table at home.

Wondering if my 4x3 table at home is too small for Armada, will be sad if so.

officially it's played on a 6'x3' space with a deployment zone of 4'x3' leaving 1' on either side of the board to move into once the game starts

you really can play on any size that you like but for 300 point games even 3'x3' is pretty small and will favor imperial players due to the lack of room for the rebels to dance around

i highly recommend at least 3'x5' for a 300 point game if you don't have the full 6' space. but in a pinch the 3'x4' might do fine for you. give it a try anyways