Hey everyone! I won my first Armada event today and I posted a tournament report on my hobby blog which I will repost here for yall's thoughts and reading. I know it's lengthy, but I wanted to do it justice ![]()
From http://dursum.blogspot.com:
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I had the opportunity to play in the first Armada event in Houston at Gerard's, an 180pt affair with 6 players. I ended up winning the tournament with a total of 25 victory points. Shout out to Brent for organizing and running the affair and to Gerard's for hosting! I had three great games with three great opponents.
My list-
Will and I over at Asgard have been avidly play testing all different kinds of builds, and over many practice games I came up with the following build:
Victory II
Tarkin
"Dominator"
H9 Turbolasers
TIE Fighter Squadron x4
Advanced Gunnery, Contested Outpost, Minefields
Total- 175pts
The theory behind the list is that at 180pts, Rebel fleets will be comprised of 2-3 ships and Imperial fleets are limited to just one. Also, with just the basic TIE fighters and X-Wings, squadrons pose little threat to the capital ships. TIE's have only a 50% of doing a single damage against capital ships, and X-Wings, while powerful with their Bomber ability, cannot be fielded in great enough numbers at 180pts to pose serious threats to ships. With these two factors in mind, the durability combined with the firepower of the Victory II makes it the most appealing ship in the current metagame.
The "Dominator" title is a force multiplier for the already powerful Victory II. If a Concentrated Fire command dial is used, the VSDII can throw 9 dice in a single attack- more than enough to overwhelm the shields and single-shot any Rebel ship, and seriously cripple an enemy VSD. The H9 Turbolasers synergize well with the title, allowing you to change a hit or crit result into an accuracy. If you are rolling the full 9 dice (5-6 of which are blue) from the VSDII's front attack, it is not uncommon to be able to roll at least one or two natural accuracy results, and with the H9's you can trade a damage for the ability to cancel ALL of an opponent's defense tokens; a combo I used to devastating effect in this tournament.
With 4 TIE stands to kill X-Wings (I wasn't concerned about killing TIEs) the list was complete. For objectives, I chose 3 that forced my opponent into a head on confrontation, where the VSDII excels. With a 5 point initiative bid, I was able to force my opponent to pick one of my objectives in two out of my three games. Contested Outpost and Minefields force the Rebel player to commit (where they lose) whereas Advanced Gunnery is so powerful for the VSDII going second that the opponent is forced not to pick it.
Enough theory, onto the report!
Round One- Wayne (Imperials, Win, 10-0)
Wayne's list:
VSDI
Tarkin
Wulf
Enhanced Armanents
Howlrunner, TIEs
Total: 180
Wayne chose Advanced Gunnery as the objective. I already stood at an range advantage with the VSDII blue dice over the VSDI black dice, and with Advanced Gunnery being able to attack the same hull zone twice sealed his fate. The two VSD's advanced across the field at each other while TIEs dueled in the middle. I lost 2-3 TIEs and killed some of his, but the squadron battle was irrelevant to the outcome of the game. Eventually most of his TIE's died to defense fire due to his VSD being out of range. On turn 5, his VSD finally came into range, and took 9 full dice from my VSDII into the side. I used the H9's to get a total of 3 accuracy and 8 damage, including a crit. Unable to redirect, the VSDI lost all side shields and lost a redirect as a result of the crit. A second shot to the side killed the VSD and I won 10-0.
Round Two- Isaac (Imperials, Win, 5-5)
Isaac's list:
VSDI
Tarkin
Enhanced Hanger Bays
Howrunner, TIEs
Total: 180
Isaac chose Minefields as the objective. In a moment of stupidity, I set up the obstacles in a pyramid pointing towards my deployment zone, which is the configuration best used against Rebels forcing them to take the left or right flank, but against Imperials I should have placed the mines in one corner, forcing an open fight. Isaac was smart and set up his VSDI to run parallel along the back edge, free of the mines and forcing me to go through the minefield if I wanted to engage. Our fighters duked it out in the middle for the duration of the game, and I was never able to catch his VSD. I won the game by a single TIE, killing 5 to his 4. 5-5 and onto the finals.
Round Three- Darren (Imperials, Win, 10-0)
Darren's list:
VSDI
Tarkin
Enhanced Hangar Bays
Wulf
TIEs
Total: 171
For the first time in the tournament I was forced to play one of my opponent's objectives. I chose Most Wanted, as it was the only objective that was neither advantageous nor disadvantageous. He deployed at speed 2, and his fighters made short work of my TIEs. Because Most Wanted gives ALL attackers an extra dice when attacking (even squadrons) his TIE's were actually a major threat to my VSDII. I really liked the idea between Darren's list and we play often at Asgard. I think the VSDII would have made the list better, but it's a solid build. The lack of a ranged option was the VSDI's downfall however, as it was unable to slow down in time to escape the longer range blue dice of my VSDII. I was able to get my front and side arc onto him, and my front shot with the full 9 dice took out his front and side shields after redirect ( I negated brace with accuracy) and discarded one of his redirects due to a crit effect. I don't remember how much damage he took on the initial salvo, but it was enough that a side shot with the extra dice from "Dominator" was able to negate his defensive tokens and finish him off. With Most Wanted providing double points for his VSDI, I won the game 10-0 and ended the tournament at 25pts. Isaac would get 2nd and Darren 3rd. Thanks to my opponents and Brent for the great games!
I thoroughly enjoyed my first Armada event and was so happy that my play testing and theory crafting payed off. The H9's really shined in conjunction with "Dominator", really letting me get the most out of my front arc attacks. The damage from the title is irrelevant at 180pts, since with so few ships on the board it is more likely that I will be able to kill the enemy ships before they can fire back or, failing that, repair enough damage to mitigate their attacks. At higher point levels, I believe that while still powerful, this combo will come down a few notches since the VSDII will be getting shot by more targets. The new squadrons with Bomber and better anti ship attacks also mean that use of "Dominator" will have to be much more frugal.
If you enjoyed my report, comment or let me know and I'll do more. I hope you enjoyed the read, even if it was a bit long, and I look forward to playing more Armada soon! We play every Tuesday at Asgard.
-Dursum