I attended my third Armada tournament this past week and took first. As usual I figured I would write some battle reports. Partly for Self-reflection and party to help newer players out.
My List: 299pts
Victory Class II - Expanded Hangar Bays, Flight Controllers, Admiral Screed
Gladiator Class I - Demolisher, Engine Techs, Wullf Yularen, Assault Concussion Missles
3x TIE Fighters
3x TIE Interceptors
"Howlrunner"
Major Rhymer
Advanced Gunnery, Contested Outpost, Mine Fields.
Standard Imperial Fanfare.
Round 1 - Ed, 10-0
Ed was playing rebels with Gallant Haven, Tycho, and 5-6 other standard fighters. He had a corvette and a nebulon but honestly I can not remember what upgrades they had. We played Advanced Gunnery. I used the Demolisher and Vic to pincer the assault frigate, took advantage of the engine techs double ram it for 2 auto damage. After a few turns I took her down. I shortly their after lost my Gladiator. I had taken Tycho out fair early and used Rhymer and few TIEs to weaken Ed's ships. Eventually the Vic cleaned up the Nebulon and Corvette with TIE support and I won 372 to 151. Just enough to score the 10-0.
Round 2 - Matt, 9-1
Matt is the bothans to my Death Star II. We play every week, we dojo and create fleets together, we know each others lists inside and out, backwards and forwards, left left, right right, up up, down down, A B B A, select, start. That's how well we know each others stuff. SO both being 10-0, we were not happy to be paired up. Most figured the winner of this game takes all, and after getting lucky Wednesday in practice against Matt I was nervous. Matt was running Gallant Haven, Tycho, Wedge, Keyan, Dutch, Yavaris, Tanitive IV + Leia. I'm partly to blame I pushed him to play it so here we go. Matt is at 298pts, he opts to go first and selects Advanced Gunnery. Same strategy from Round 1. I use Rhymer to shoot the assault frigate and bait his fighters from the Gallant Haven bubble. Blinking his shields turns out well for me. With the gladiator and victory pounding it, and the TIEs taking pop shots, I am able to bring it down but with a crippled Gladiator. Matt had positioned his Neb and Vette to take my glad once the frigate was gone. seeing that I had no chances of escaping I double rammed the neb to kill my own glad but get damage into the neb. The Vic and TIEs bring down the Neb and with Gallant Haven down I start taking out his Aces. Matt starts running the Vette away to try and deny VPs to help is tournament points. Unfortunately, the Vette is going to fast and winds up off the table by a little bit. I score 382 points, Matt scored 160ish, and I advance with a 9-1.
Round 3 - Mike 10-0
Mike is running An Assault Frigate, and Nebulon. I forget the upgrades expect I know the Frigate has Enhanced Armaments and Electronic Countermeasures. He also had 4 Y-Wings, 3 X-Wings and Wedge. Mike is at 300pts, I opt for second and he picks minefields. I string out the obstructions along his deployment zone with mines between them so it looked like, O M M O M M O M M O. Unfortunately I put it in his deployment zone so he deployed on the obstructions and the mines were never an issue. Once again I figure If i drop the Frigate I win. At this point I have 19 tournament points and Mike has 14. He asks me not to just 0 Speed 5-5 draw and auto win the event. He said he'd rather play the game and lose than not play the game. So I set my speeds to 2 and we go at it. I bring demolisher and the Vic into the Frigate. I use Rhymer to blink away at shields and try to open up a hole. The turn I deliver Demolisher It is in a hornets nest of Y-Wings and X-wings. Like all of them it was scurry. Between my 2 ships and TIEs I am able to kill the Frigate. As his Nebulon is now stuck between my guns and the Minefield I misplayed. My fleet concentrates all firepower on that Nebulon escort frigate and its a game. We talk about it and Mike feels he kept his Squadrons back due to the Alpha I can present and that was a big mistake. Also mike had a CFP dial one turn and he should have had a Squadron dial. I score 300 - 0 for a 10-0 victory.
I want to thank Gamer's Gambit for Hosting the event, Gerry for running it, and all my opponents. This was my third tournament and I have yet to have a really negative play experience. I have so much fun when I play Armada over other games.
Changes and Strategies:
The only change to my list I would make would be to drop 1 TIE Interceptor and add in a TIE Advanced to protect "Howlrunner" and Major Rhymer. Rhymer is the linchpin in the Gallant Haven match (Rebel players, kill him first). He lets me threaten the Frigate and draw out the fighters. The aces are very strong but become much more manageable if they aren't getting Gallant Haven protection.
Using Rhymer. Use his and the 3 other TIEs that go with him to try and drop a side shield. If you are wullfy/engine tech combo'ing every turn you will get behind them. Open up on the rear and use your accuracy to kill the brace. Now, you have let them redirect the damage. They only have 1 side to redirect too due to the fighters dropping shields on one of the sides already. If they kill their side shields, use the Assault Concussion missiles to due 2 damage to the ship. At this point with no side shields, its a dead ship flying, one more salvo from the Gladiator with Screed's ability finishes off most ships. With 4 damage due to what I have stated, add in the double ram with engine techs and that's a total of 6 damage to kill the frigate.
If you see Demolisher coming, you need to kill it. Put your fighters between your ship and it so if it comes in you can use the ace's ship bombardments to lower its shields and bring it down. Also, if you are first, don't give it advanced gunnery. Risk another scenario.
I will be playing some rebels for a while as I have a few weeks before my next event.
Hope you guys enjoyed. What are your strategies to mitigating Gallant Haven? what about taking out demolisher?