Hey guys! You liked the first one I did (https://community.fantasyflightgames.com/index.php?/topic/173021-armada-180pt-tournament-report/) so I decided to do another for the events I played this weekend!
From my blog: http://dursum.blogspot.com/2015/05/two-300pt-armada-tournament-reports.html
I had the privilege of being able to play in two 300pt events this weekend. I won the first event and got 2nd at the second event. I played the following list both days.
The List:
VSD II
-Screed
-Expanded Hangar Bays
-Expanded Armaments
-Flight Controllers
Gladiator II
-Demolisher
-Assault Concussion Missiles
Squadrons-
TIE Advanced x2
TIE Interceptors x2
TIE Fighter
Howlrunner
Fel
Objectives: Advanced Gunnery, Contested Outpost, Minefields
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List Theory-
Use fighters to engage and destroy enemy squadrons, particularly Rebel ones, relying on my ships to hurt enemy ships. With the release of Wave 1, Rebel squadrons rule the skies, and Gallant Haven increases their durability. The reason I was so afraid of Rebel fighters and not Imperial ones was because 3/4 Rebel ships have Bomber, meaning that if they got through my fighter screen I would my capital ships would be in serious trouble. Imperial fighters are far less versatile than the Rebels, and with the exception of TIE Bombers don't pose a huge threat to capital ships on their own. I wasn't worried about Rhymer and friends, because our playtesting found him quite underwhelming. With Expanded Hangar Bays and Flight Controllers, the VSDII can activate 4 stands a turn, and combined with Howlrunner, those stands will be throwing 2 extra dice (The Advanced are there Escort, I rarely activated them with command dials). This means Interceptors will throw 6 dice with a reroll, more than enough to single shot TIE's and severely hurt Rebel fighters and aces. It also mitigates some of the effect of Gallant Haven.
Use the Demolisher aggressively. I would deploy at speed 3, and usually do my attack run with the Demolisher turn 2 or 3 at the latest. With Screed and Assault Concussion Missiles you can do a stupid amount of damage. The plan was to throw the Demolisher at the enemy, and either kill a smaller ship or do enough damage to cripple a larger ship to the point that the VSDII would finish it off.
Use the VSDII as a carrier/clean up ship. The VSDII is tanky, and with Expanded Armaments does a good job of mopping up whatever the Demolisher doesn't finish. With an extra broadside dice you also have increased firepower against Rebel ships that try to flank you.
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Tournament 1- Fat Ogre Round Robin
Game 1: Isaac- Win 9-1
First game was against Isaac and his Rebel list:
Neb-B Escort
-Mon Mothma
Neb-B Escort
-Yavaris
Neb-B Escort
CR-90 B
-Dodonna's Pride
Luke
Dutch
Y-Wing
I was able to position the Demolisher in between the two remaining frigates, and the other Nebulon-B's failed to finish the Demolisher off before it claimed another victim. The remaining Neb-B and corvette killed the Demolisher and started going after the VSDII. A positioning error left the corvette directly in front of the VSDII, which got an amazing roll which skewered the CR-90 through the side, killing it. The game ended with the VSDII, a Nebulon-B, Dutch, and a TIE Fighter remaining. With points from Superior Positions I advanced 9-1.
Game 2: Darrwood- Win 7-3
Game two was against FFG user Darrwood, a regular at my FLGS and my sparring partner for list testing and theorycrafting. If you see this, please help me because I can't remember parts of the game! Darren plays the Rebels extremely well, and I was pretty nervous going into this match since he could have been playing Gallant Haven squadron spam, CR-90 spam, or double (or triple, he teased) Assault Frigate- all lists that I have problems against. Our record against each other is pretty even, so I knew anything could happen.
Assault Frigate MkII B
-Dodonna
-Expanded Hangar Bays
-Expanded Armaments
-Veteran Captain
-Gallant Haven
Nebulon-B Escort
-Raymus Antilles
-X17 Turbolasers
-Yavaris
A-Wing x4
B-Wing x4
We played Minefields and I was second player. Our squadrons clashed and immediately it became apparent how good Gallant Haven is. I think it saved upwards of 10 damage over the course of the game. It also became apparent that B-Wings are disgustingly good. I misplaced Fel, and the majority of my squadrons went down pretty quickly. Yavaris hung back, using Raymus Antilles to activate 3 squadrons a turn, usually B-Wings, which made quick work of my TIE's. I honestly can't recall the middle of the game it was so close, other than the Demolisher failing to kill the Assault Frigate and dying horribly as a result. I did manage to kill all of the A-Wings, though lost all of my TIEs in the process. The Assault frigate and the VSDII duked it out, the VSDII getting extremly close to death, with 6-7 damage on it (I can't recall). I managed to crit the Assault Frigate lowering him down to speed 0, before finishing it off with a shot from a different arc since it couldn't use defensive tokens. Eager for revenge, two B-Wings made a run at the VSDII. I managed to kill one of them, and the other was barely out of range to attack on the final turn. In my closest game of Armada yet, I won 7-3.
Game 3: Tim- Bye
We broke for lunch and went to the hot dog place across the street. Since there were four of us, we had decided at the start of the event to play round robin to get the three rounds. Unfortunately, Tim got a call that things were blowing up at work (Literally, he's a fire inspector or something) and had to leave due to the emergency. With no other alternative really, the TO awarded me a bye. Darrwood and Isaac still had to play, and I knew that Darren had done well in Game 1 and could possibly come back. He had 13 points going into the game, and I had 24 at the end of the tournament. After doing the math in my head, I realized I was safe. Darren would win the game 9-1 and end the event at 22 points in second. His fighters made short work of several of Isaac's ships, with Gallant Haven soaking up a lot of AA fire. I switched back and forth between watching their game and the 40k Apocalypse game a table over.
I didn't get a chance to write down Tim's list, but it was a VSDI with lots of TIE Bombers and another VSDI or a Gladiator. I'm pretty confident that if we had played the game I would have been able to come out on top and get at least 7 points, which all I would need to get a 23 and remain in first.
I got medal #2 and went home to rest up for the event the next day, eager to get the threepeat.
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Tournament 2- Ettin Games
This time around we had 7 players, so I wouldn't get a chance to play everyone. This time I remembered to actually take pictures and take down everyone's list along with the final standings. I'll include all of that after the report.
Game 1: Isaac- Loss 1-9
I laughed as soon as pairings were announced, since I had spent the previous day playing Armada at Fat Ogre with Isaac. This time he had changed his list somewhat.
Assault Frigate Mk II B
-Gallant Haven
Nebulon-B Escort
-Mon Mothma
Nebulon-B Escort
-Yavaris
A-Wing
B-Wing x2
Dutch
Tycho
We played Minefields and I was second player. He deployed his Assault Frigate along the board edge at the edge of the minefield, and his two Nebulon-B's in open space. I deployed on a course to intercept the Assault Frigate as it came out of the minefield. It took 3 damage on it's way out, while the Neb-B's swing wide. I sent the Demolisher and squadrons off towards the Nebulon-B's while keeping the VSDII back a bit to catch the Assault Frigate.
I sent the Demolisher in, and managed to kill Mon Mothma's Nebulon-B and an A-Wing before losing it to squadrons and the Yavaris. Meanwhile the VSDII and Assault Frigate jousted, and I managed to get the Mk II B down to one health.
The Demolisher had incidentally also left the Yavaris with one health, and in a moment of stupidity I sent my squadrons after the Assault Frigate to finish it off and left my self wide open to Dutch. I also had managed to fly onto a rock, and the obstacle damage in addition to Dutch left me with two hull remaining. The Yavaris didn't have an evade and the Assault Frigate had no redirect options. I needed to do one damage to each to end the game. The Yavaris escaped death a turn earlier when I whiffed with my broadsides. This time, I had it for sure.
But the Force wasn't with me today, and I whiffed again on three red dice against the Yavaris. Cursing my luck, I then fired my butt guns into the Assault Frigate... and whiffed. Five blanks in as many rolls. Forced to move, I triggered a mine that was unavoidable at speed 1 and took two damage ending the game in a 1-9 loss. Isaac and I talked after the game trying to figure out what could have been different, and pretty much came to the conclusion that I had played everything right and that sometimes the dice, and more importantly the Force, just aren't on your side.
Game 2: Bye 8-2
Bummed out that the threepeat was now unlikely, my spirits dropped even lower as I was awarded the bye. I watched other games and fixed the painting on my squadrons.
The Round 2 results were extremely odd, to say the least.
Isaac and Daniel drew with not a shot fired the whole game, putting them both at 14 points. Juan and Brandon played Contested Outposts, and while Juan won, he had a negative margin of victory due to victory tokens. This resulted in all of us reading the tourney rules to try to figure out how to score it (more on that in another thread) and we eventually scored it as a 5-5. Dave and Royce played, with Dave coming out on top.
Game 3: Dave- Win 10-0
I went up against Dave's Imperials in Round 3. I played Dave once before at my FLGS, but don't see him much since he lives on the other side of town.
VSD II
-Tarkin
-Defense Liaison
-H9 Turbolasers
-Leading Shots
-Dominator
Gladiator II
-Assault Concussion Missiles
-Engine Techs
-Demolisher
TIE Interceptor x2
TIE Fighter x4
I was pretty familiar with what was going to happen with Dave's build, having playtested Dominator at 300 lot right after the 180pt event I won with it. I knew what he was going to do with Demolisher since I was also playing it. We played minefields and I was second player.
Minefield placement forced Dave to move into the corner, and I sent both ships after him at full speed. He accidentally bumped his ships on the way out, but repaired the damage. He kept his squadrons back, and sent his Demolisher forwards swinging out. He made his attack run against my Demolisher, but wasn't able to kill it due to not getting two attacks with black dice. I sent mine after his and destroyed it with front and side attacks.
My squadrons quickly took care of his, with 6 dice reroll Interceptors really shining. He attacked with Dominator and obliterated my Demolisher, but not before I got a shot off at his VSD, forcing him to discard his brace token. Next turn, he took shots at my VSDII at long range, doing a decent amount of damage, but not enough. My squadrons, now free, went after Dominator but didn't do any damage. I fired back, and manged to strip a few shields and do some damage before taking return fire like a champ. It wasn't enough to finish me off though, and the damage inflicted by the Dominator ability had added up. I weathered another volley without the benefit of the title, and finished the Dominator off, winning 10-0 and ending the tournament at 19 points. I went and watched the other games.
Brandon beat Isaac 6-4, and Daniel beat Juan to end the tournament with 23 points. Daniel was playing a list with lots of TIE Bombers, while Juan had two VSD I's and two Gladiator II's. Suffice to say the game confirmed my thoughts that not having fighters and relying on your capital ships for AA doesn't work. I talked to him afterwards though, and while Rhymer had a field day in the last game, he only got one volley off in game one before becoming engaged and unable to shoot.
I managed to come in second with 19 points, beating Brandon in tie breakers on margin of victory. If Daniel hadn't won the last game 9-1 and I had made one of those rolls I whiffed against Isaac, I might have eked out first on margin of victory tie breakers, but it wasn't meant to be.
Other Players Lists (That I didn't play):
Daniel-
VSDII
-Flight Controllers
-Overload Pulse
-H9 Turbolasers
-Screed
-Warlord
VSDI
-Expanded Hangar Bays
-Corrupter
TIE Fighter x4
TIE Bomber x4
Rhymer
I talked to him afterwards, and while Rhymer had a field day in the last game, he only got one volley off in game one before becoming engaged and unable to shoot. I think I would have done fairly well had we played, definitely being able to kill his squadrons and probably one of his Star Destroyers.
Brandon-
VSDII
-Expanded Hangar Bays
-Motti
VSDI
-Expanded Hangar Bays
TIE Fighter x10
I feel like Fel and the Interceptors would have made short work of the TIES. My plan if I played him was to kill the VSDII and avoid the VSDI.
Juan-
VSDI x2
Gladiator II x2
The plan if we played was to swarm a VSDI with TIES while sending Demolisher after it. I wasn't worried about his Gladiators since they would suffer from lack of range, and I was confident I could position outside of close range.
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I was glad to see that my list performed well and that interest in Armada is growing. The next event I will be playing in isn't until June, but in the meantime I'll be theory crafting lists and helping launch our FLGS' Armada stream! If you play Warmachine or Hordes, the name might be familiar ![]()
May the Force be with you-
-Dursum







