Armada 180pt Tournament Report

By felforlife, in Star Wars: Armada

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:

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

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

Great read! It seems as though a lot of players are leaning towards playing the imperials. I have played a couple of matches as the rebels, and while not fully committed towards either side as of now, I am leaning more towards the rebels.

One thing I worry about though is the sheer power / strength of the imperial ships. As the rebels, I have to really utilize the speed and maneuverability of their ships, darting in and out to attack, while still trying to avoid the brunt of the destroyers attacks, but since the victories are so strong in defensive points, it is difficult to destroy them without risking a head on attack.

I was able to get 6 damage onto a victory last game without losing my ships, but couldn't finish it off. This is playing fairly aggressively on both sides, but without head-on attacking the victories.

Has anyone else encountered this problem?

Thanks for this! It's really great/helpful to see how other people are playing and building lists - please keep them coming :-)

Admiral 77, I'm limited to solo play due to a lack of players where I am, but in my games the Rebels only win by victory points. No idea how reflective that is for regular play though. I started off wanting to play Imperial, but am slowly thinking about Rebel as they're much more challenging to play...and therefore more rewarding.

One thing I worry about though is the sheer power / strength of the imperial ships. As the rebels, I have to really utilize the speed and maneuverability of their ships, darting in and out to attack, while still trying to avoid the brunt of the destroyers attacks, but since the victories are so strong in defensive points, it is difficult to destroy them without risking a head on attack.

Thanks for this! It's really great/helpful to see how other people are playing and building lists - please keep them coming :-)

Admiral 77, I'm limited to solo play due to a lack of players where I am, but in my games the Rebels only win by victory points. No idea how reflective that is for regular play though. I started off wanting to play Imperial, but am slowly thinking about Rebel as they're much more challenging to play...and therefore more rewarding.

Thanks! I'll keep the posts coming on my blog and on here. We play every Tuesday and I plan to log all of my games. My friend and I actually came up with a killer list for Rebels at 180, but it requires *THREE* core sets to use. I've practiced against it extensively, and came out about 50/50 with my above list.

-Trip Corvettes-

Corvette A

/Dodonna

/Enhanced Armaments

Corvette B

Corvette B

X-Wing x2

Total: 178

Objectives: Opening Salvo, Fire Lanes, Intel Sweep

You have a 2 point initiative bid to secure your objective pick. Against Imperials, Opening Salvo is pretty much an instant win for you since you can dart in and get an extra two black dice with each Corvette on their respective first attack. Intel Sweep is an instant win against Empire as you simply don't engage and run around collecting the tokens all game. Fire Lanes is probably the most even match up, but again you can use your numerical advantage to divide and conquer on the objectives. The general strategy is to pepper the enemy with broadsides, hoping for a crit to use Dodonna's ability (which is amazing) before closing in for the kill. Butt guns on the VSD = not good, and I can't use "Dominator" to full effect since I'm taking so much damage.

Rebels simply CANNOT go toe to toe with Empire at the 180pt level. It can't be done. The Nebulon B is a support ship whose role of anti fighter support/reserve firepower isn't really relevant in the game quite yet. Lacking a redirect combined with 1 shield on that massive side arc has led us to the conclusion that the CR90 is much better bang for your buck. Rebels are also very unforgiving currently. You really need to be able to "circle strafe" the enemy with broadsides and maximize on your navigate/CF orders. They're akin to Interceptors in X-Wing, they are very high risk/high reward but if flown well using precision strikes and hit and run tactics they can reliably kill the VSD. I promise :)

The game is really going to come into it's own at the 300/400pt level. Even playing with just core sets at 300 the game is vastly different, and I believe the Assault Frigate will give the Rebels a ship that can reliably go toe to toe with the VSD's and not get instagibbed.

Hope this helped.

-Dursum

Interesting Rebel list, would never have thought to take three Corvettes, but will give it a test via proxy :-)

I'm starting to get to grips with the shark circling at fer range, but am starting to notice manoeuvring issues (bumping/flying off table) if the VSD do their slow diagonal speed one crawl. Have also been using Nav Team on the VSD which makes squeezing into the gap behind them even more tricky!

Thanks for the follow up thoughts, very useful again :-)

You're welcome. You can also change it up a bit by switching the A out for a B and putting Overload Pulses or Dodonna's Pride on some of them.

In regards to the VSD and mobility/maneuvering issues, as it stands now, as a Rebel player your goal is to not necessarily be behind the VSD, but to present him with nothing but bad options. You do this in several ways: through objectives, through your maneuvers, and through your crits w/ Dodonna's ability. You want to circle him and give him nothing but bad choices, enticing him with the engagement that he wants and will chase after but never committing. If you get Intel Sweep off, you don't have to engage at all because the VSD will never catch you. You have to whittle down shields, then recognize the moment to commit and go all in. Being in my front isn't necessarily bad- if all three are in front. I only get to shoot one. You can do similar things with 2 per arc or 1 per arc. Remember, the VSD doesn't negate damage, they just shuffle it around.

Edited by felforlife

I see that you and your opponents were all flying the vics.

What was the breakdown of rebels and imps? Of the rebel players was it predominantly the 2 core ships or was there some mixing and matching. ie 2 nebB + x-wings, or Cr90 + Neb B + Neb B etc.

I see that you and your opponents were all flying the vics.

What was the breakdown of rebels and imps? Of the rebel players was it predominantly the 2 core ships or was there some mixing and matching. ie 2 nebB + x-wings, or Cr90 + Neb B + Neb B etc.

There were two rebel players and four Imperial. One rebel player had one of each, and we built the triple CR90 list for the other player because he hadn't built a list yet. Both did ok, although for Rebels to be effective you have to fly them well and they are very high risk/high reward at the moment and the triple CR90 player could have played the list better. I flew the VSDII because in our playtesting and theory crafting, the only list that we could come up with that reliably came close was the triple CR90s.

From another thread, my thoughts on why the Nebulon B is a bad choice until Wave 1:

"The problem with the Nebulon B is that it lacks a redirect and has a huge side arc with only 1 shield. It also has a sub par squadron value, meaning that not only does it have to be in close/medium to activate the xwings, but it is likely going to get shot at by VSD or other ships. It's only strength is attacking from the front, where the enemy will win in a stand up fight, then kill the Neb as it passes by. Xwings also cant be taken in large enough numbers at the moment to be of any real threat to enemy ships."

Thread pretty much highlights why I think tournaments prior to Wave 1 are not going to be a good showcase of the game.

That's not a knock on the report, which was great, just the fact that at this point tournament games aren't going to work well.

I'm unsure why, at this point, people are taking the Victory 1. Presently there just isn't enough else to spend your points on to justify the discount. Where as the mid-range dice make you extremely unassailable by the Rebels or a Victory 1.

Locally most players fly the VIc 1 as well. I think the appeal has 3 parts to it. 1) Its cheaper 2) The hit/crit is pretty cool 3)Assault Concussion Missiles

1 allows for the inclusion of more fighters. Common consensus before the game reached our hands was that having an adequate fighter screen was going to be absolutely essential. As has been stated earlier and elsewhere, fighters don't do much yet until the rest of wave 1 arrives.

The combination of 2 and 3 causes a LOT of damage.

Not saying these are compelling reasons. As a rebel player I prefer facing the Vic 1 because its short range dice are a lot easier to dodge.

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:

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

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

All those builds excepting yours are pretty awefull. Enchanced armament and Victory I arent really a good chocie for fighting imperials. Expanded Hangar bay makes sense only when you have more than 4 squadrons and you are ifghting rebels. Wulf is a waste of points too since with tarkin and 2 first turns to bank commands you dont really need more tokens.

Your build is just maximum firepower, you can spam repair commands and let loose with all those dice. Simple and effective, direct counter to the builds you faced.

Edited by Microscop

I thought The third build I faced was pretty decent, the ties are a real threat with Most Wanted.

Triple corvettes is also very good.

What build would you take against my list Microscop?

Against this particular list 3x Nebulon B support refit + any usefull upgrade that will get me to 180 points.

With concentrated fire Victory goes down after 2nd turn of firing. 12 dice in 3 seprate atacks will overload defense tokens. In theory you can angle them to use side arcs aswell making it 6 atacks total. If the shield gets pierced Dodonna can land some nasty crits. Ramming is last resort but it can deal 3 damage, combined with a certian critical efefct that doubles overlap damage 6. Tiefighters shouldnt be able to do much harm before the ship is down. Also i would bank nav token and use to to ensure that first firefight will take palce at long ranage (by manipulating my speed accordingly)

9 frontal shields, 15 hull and 9 red dice (+3 from concentrated fire and maby 3 blue and 3 red from sides)

VS

3 front + redirects to sides 3 and 3, 8 hull, 3 red 3 blue +2 blue from dominator +1 from conentrated fire

Its all or nothing aproach, kill the victory or die trying.

About the initiative

Player with initiative (less points) picks objective from 2nd players hand. Thats why i prefer to go with 180 points and have a fleet (and a plan) tailored for all of my 3 objectives instead of beeing forced to pick one from my oponent. 2nd player has more adventage imho, he is the one ambushing the oponent or placing 3 intel tokens out of 5 etc.

Edited by Microscop

I'll have Will try it, but I don't think the Nebulon B's can pull it off reliably. I think you're right, you either kill the VSD or it kills you and it does so very very quickly. Lack of redirect really hurts them.

Actually having lower points lets you pick who is the first and second player, with the first player having initiative. I think in all cases it is more beneficial to choose to go second as they must then pick one of your objectives.

About the initiative

Player with initiative (less points) picks objective from 2nd players hand. Thats why i prefer to go with 180 points and have a fleet (and a plan) tailored for all of my 3 objectives instead of beeing forced to pick one from my oponent. 2nd player has more adventage imho, he is the one ambushing the oponent or placing 3 intel tokens out of 5 etc.

One correction here. The player with the lower fleet points gets to choose whether to be the first or second player.

I'll have Will try it, but I don't think the Nebulon B's can pull it off reliably. I think you're right, you either kill the VSD or it kills you and it does so very very quickly. Lack of redirect really hurts them.

Actually having lower points lets you pick who is the first and second player, with the first player having initiative. I think in all cases it is more beneficial to choose to go second as they must then pick one of your objectives.

About the initiative

Player with initiative (less points) picks objective from 2nd players hand. Thats why i prefer to go with 180 points and have a fleet (and a plan) tailored for all of my 3 objectives instead of beeing forced to pick one from my oponent. 2nd player has more adventage imho, he is the one ambushing the oponent or placing 3 intel tokens out of 5 etc.

One correction here. The player with the lower fleet points gets to choose whether to be the first or second player.

You are right, Player with initiative can give it away so in the end its better to have less points. In this case this build without upgrades is 173 points, should give me initiative in most cases and allow to go 2nd.

Edited by Microscop

So what objectives do you take? You can't play any of mine except minefields as they result in a huge Imperial advantage.

Opening salvo all those aditional dice hehe

Intel sweep, gives me 75 point adventage (no way emprie can win this objective with a single ship)

Fleet ambush, to get better position against the vsd and also get it in range since the turn 1

Outpost can work, with this build i can risk a frotnal engagement, after all only 1 nebulon needs to survive hehe

Other build would be 4 corvettes B, fire 16 dice and ram away!

Or 3 corvettes A with engine techs (6 ramming damage)

I thought I would hop in.

I was the person that played Felforlife in round 3 of the tournament. My Build was:

Victory 1

Tarkin

Wulff Yularen

Expanded Hangerbay

6 Tie Fighters

Total 171 - I was going low points in an attempt to force my opponent to choose my objectives.

The list is built with a few things in mind. I have a very low points count, so my opponent will be forced to play my objectives. I also had enough squadron commands to be able to win any squadron fights. After the squadrons were cleared in no game did i have less than 4 left alive. A command dial can allow one additional dies, but commanding 4 Ties gives you ~2.33 blue dice. (I say 2.33 because a blue dice has 4 hits, and 2 crits, so coming from a TIE it does 2/3'rds of the damage 4 * 2/3 = 2.33) Overall the TIE's were very effective for me. When my opponent's selected most wanted it gave me a significant edge in terms of damage output.

Wulff Yularen I have found is great. Tarkin gives you one token, Wulff gives you a token but costs 1/5 of the points. If that token is used for a re-roll, or a banked engineering, its great. By the time the VSD has a command of 3, it is really nice to be able to bank a lot of commands.

Objectives:

Superior Positions
Fleet Ambush

Most Wanted

Game 1:

Fleet Ambush vs Rebels

Opponents List

3 CR-90's

Luke

My opponent miss deployed one of his Corves, putting it right where my VSD could get to it turn one. From there I was able to destroy a second CR-90 and Luke as he tried to swing around behind me. As he finished up his loop around turn 5 his final corvet was in sad shape, so he broke for the table edge, and finished the game with a half dead corvet.

I ended up with 8 Battle Points due to winning by 99 points.

Game 2:

Most Wanted vs Imperials

Opponents List

Victory

5 sets of Ties

Wulff

Expanded Armament

The game came down to a TIE fight. I finished the fight with most of my Ties intact, while he was wipped out. It wasn't until turn 5 that our star destroyed began to exchange fire. I was able to do some damage, but not nearly enough to kill the VSD.

My tried to kill my opponents VSD. I ended up losing a second base of Ties in the process. As a result I won by only 24 points. That netted me 6 battle points, whereas if I would have not tried to hunt the victory down I would have ended up with a 32 point lead, enough to get 7 battle points.

Game three:

I was in an interesting situation.

Felforlife had 15 Battle Points (A massacre and Tie)

Issac (Felforlife's Tie) also had 15 battle points.

I only had 14.

The next closest was at like 8.

Issac was playing an opponent he could get a lot of points out of. If I played Felforlife and played for a minor win (killing his Tie's, then running) I would have ended up with 7 battle points. Low enough that Issac could have beaten me in the final standings. This forced me to try and kill Felforlife's Victory. Not something I wanted to do. That said, it was go big, or go home.

Playing against Fel's list my Tie's wipped out his, without losing any. This put me at a 32 point lead, but not enough to take the event. My VSD then tried to engage his VSD; however I made the mistake of straddling his front and side arc at the end of my movement. With that Fel was able to take my VSD from untouched to dead in one turn of shooting. The combination of a concentrate firepower token, most wanted, and the dominator title, he was throwing out a scary number of dice. I took

Front:

3 Red

3 Blue

2 Blue (Dominator)

1 Blue (most Wanted)

1 Blue (command dial)

Side:

2 Red

1 Blue

2 Blue (Dominator)

1 Blue (most Wanted)

1 Re-roll (token)

With all that firepower I went down, and Fel was able to take the event.

In hindsight I should have slowed my speed the turn before I encountered Fel's VSD. I was moving at speed 2, and crossed from his front into his side while straddling the arc. If I would have dropped to speed 1, I only would have taken the front. (not good, but I would have survived) and been able to move into only his side the next turn, while he ate my front, side, and 6 ties, all with an additional dice.

That said, I made a mistake, and it cost me the game, and Fel came out on top.

Edited by Darrwood

Nice write up Darrwood! I agree, if you had either not engaged or slowed down you very well could have had me! Looking forward to our games tomorrow!

THanks for posting this.

A store near me (ish) is going to have its first Ever Armada tournament in a couple of weeks (180 points), so Im gonna use this exact fleet and see how I go.

Let me know how you do, and best of luck!!! :D

Change of plan, now they want to run a 300 point tournament. What should I do to convert your list to a 300 point list?

I've only had a chance to play a handful of 300pt proxy games WITH Wave I so far, many without. It depends on if you have access to Wave I or not.

Have also been using Nav Team on the VSD which makes squeezing into the gap behind them even more tricky!

As a heads up, the Nav Team is a Support Team (the technician silhouette); the Vic can only equip Weapons Teams (the gunner silhouette).