Fleet Ambush Battle Report

By Boothy, in Star Wars: Armada

The fleets were:

AF2b (Dodonna)

Support Neb-B (Salvation)

CR90b

CR90b

4 X-wings

2 Y-wings

Total 300

Objectives – Most Wanted, Fire Lanes, Dangerous Territory

vs

Victory-II (Screed, XX9 lasers, overload pulse)

Gladiator-II (Admiral Chinaru, assault missiles, engine techs)

3 fighters (including Mauler)

3 bombers

2 interceptors

Total – 290some

Objectives – Cant remember them all, fleet ambush and minefields were there though.

As the rebels I was made the first player, and I selected fleet ambush figuring that if I put the CR90's in the ambush zone and navigate early I could probably run out of the zone for little effect, and thus mitigate the second player advantage.

Deployment:

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Turn 1-2:

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As you can see the CR90's begin to peel off, one linking up with the main force, and one trying to loop round behind the Imperials ready to make a nuisance of itself. The Neb is going at speed three and trying to loop round the flank a bit more to try and force the choice between trying to catch it or the AF.

Turn 3:

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With a succession of early squadron commands the Imperial squadrons on the right are quickly able to overpower the rebels (and a load of supporting fire from the gladiator), the bombers are also thrown back to fend of the CR90.

The rebels are able to get the squadron jump on the gladiator though, inflicting decent damage on its shields.

Turn 4:

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The cunning rear attack with the CR90 has not worked at all. It just couldn’t escape the combination of bombers and rear attacks from the various star destroyers.

The gladiator has found that it has no targets and the rebels start focussing their fire on the victory for many shields worth of damage.

Turn 5-6:

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The rebels are able to deliver a brutal last attack of turn 4, first attack of turn 5 combo with the salvation, which cruises right up in front of the victory (with both arcs on target) and finish it off with a lucky five hits including a crit.......unnecessary overkill, it could have just flow past and left the mopping up to the AF and CR90, but it was pretty spectacular.

Thoughts:

Escaping the ambush zone with the CR90's worked well, but I should have had them at lower speeds, as it was it took them several turns to get back into the fight.

Moving second with few activations and no demolisher made life very hard for the gladiator. I think it only got to fire on black dice all game, I was always able to see where it was ending up, and then make sure I wasn’t in range.

The AF wasn’t that great. Given its relatively high durability, but relatively low damage output the Imperials just didn’t bother trying to attack it, preferring the easier source of points in the CR90's or the more dangerous threat of the salvation. This did act as a kind of points denial, but I think some more upgrades are in order to make it a higher priority target.

Mauler was impressive, but not because of the Chinaru combo. He seems to be a squadron that can operate completely on his own......if he shoots he does damage, if he moves he does damage......a very low maintenance squadron (or a brutal one if moving and shooting with the Chinaru commands).

Looks like a fun game. That's a neat game mat, where did it come from?

Try putting enhanced arms on the AF. 4 red dice draw a lot of attention, 5 with concentrate fire, 5 with A reroll if yu have Raymus, 5 with a reroll and a black die if you have double arc and Paragon... Damage goes way up with the right upgrades.

What was the thought behind putting overload pulse and XX9 turbolasers on the vic? Aren't they non-synergistic?

The mat is by deep cut studio. Its pretty much the same material as the ffg ones. Im very pleased with size of the planet and moon, really does feel like the battle is happening just above them.

I figure there are a few options with how to upgrade the threat of the AF2. Enhanced armament is certainly an option. I also like the idea of running in aggressively with the haven. Finally i wonder if just using it more aggressively for some double broadsides might force the issue.....however the prospect of guaranteed overload pulse from screed followed up by concussion missiles from the gladiator was enough to put me off trying it in this game! Also finding points for all the upgrades is tricky.....every one to two is a squadron.

Im not sure on the rational behind both overload pulse and xx9's.....versatility i guess. Screed is guaranteeing crits and with those two you have a crit for almost every occasion.

Edited by Boothy