Need Help!

By Shecian, in Star Wars: Armada

So I have played Armada with the same person 7 times now (only play in it that I've had). All 7 times I have played Rebels each time.

1st game was 1 core set and I won, but because it was a couple xwings killed vs more if his tie fighters.

The 2nd game went much the same.

3rd-5th games were 2 core sets and each time my friend won, but only slightly... but each time the spread between what he won by got bigger. In general I flew either 2 nebs and 2 vetts and a few squadrons or 2 nebs and 1 vett and more squadrons.

The 6th game we played I had to 1 Mark 2a with Dondonna, 1 Mark 2b with Talon, the Gal Haven, Hanger Bay, Flight Controller, a Neb B escort Yarvis, a Vett B, and squadrons (X and Y wings, Dutch and Wedge). My friend killed all 400 points I fielded and I didn’t kill a single Tie Fighter. I might as well have passed every turn… heck I might have done better cause it would have taken longer for him to reach me and maybe he’d have had less rounds to shoot.

We played again last night and ended at round 4 cause of time. I was flying 2 Mark 2a’s with X17 Turbo Laser, Intel Officer, and Gunnery Team. I had 2 Neb B Escorts, and 1 Vett B with Overload Cannon and Engine Team.

My friend was running 2 Victory 2’s, 2 Gladiator As, Screed, and several upgrades & titles, 3 Bombers and the named bomber. As of round 4 he had one of my Mark 2’s all but dead and next round his 4 bombers would have killed it (we rolled to see before calling it).

I don’t have time for a full battle debrief but I might have made several mistakes. First off I went no squadrons, mainly cause I asked him to use a prior build and he didn’t and it was too late to adjust. Secondly I started all my ships at speed 1. He started his VSD’s at speed 2 and his Glads at speed 3. His 1 Glad pulled out in front/center and the other came in to flank my far right. I went for the middle Glad with all 5 ships at long range and got a few shots but little to no damage. He moved up his 4 Bombers and they devastated by Mark 2a. He then flew past with the center Glad, but his VSD’s were right there, frontal arcs shining. I tried to flank but clearly a speed 1 I wasn’t getting anywhere. We ended at the end of round 4 where my vette, neb b, mark 2a were entering his 2 vsd’s frontal arcs, my other ned b was pinched between his 2 glads, and my 2nd mark 2 was destroyed with his 1st action.

I realize I’m not great at the game… I love the theme and design but I don’t think I am any good at it, and because of family I don’t have much time to play to practice… maybe 1 or 2x a month… and when I do its against that friend who seems to just know how to get all of his dice aimed at me and rolls crazy well. I desperately need some tips or I’m just gonna sell all my stuff. I have 2 core sets, 2 mark 2as, 2 glads, 1 vett, 1 neb b, 2 fighter packs of each faction. I really would like to not completely suck at this game but at this point I’m having a hard time not going home tonight and putting it up on ebay. Any advice would be appreciated. I don’t need the insults or “you’re just a moron” comments that I’ve seen others post. I’m asking for help, not rude insults. No offense, just really I want help learning what to do better.

I think you may need to adjust your expectations a bit. Seven games in is not really enough to say that you're great or not great. You're still learning, and sometimes you will have a string of losses. It happens (full disclosure: I finally won my first game the last time I played).

It sounds like he got you right where he wanted you. Honestly, going with no fighters was a mistake, especially since this allowed him to fly a naked bomber force.

Where you playing with objectives and obstacles? Those make a difference.

Not knowing any specifics, I think the general mistake that frustrated rebel players tend to make is to fly straight at the victory star destroyers.

Here are a few things I have found work well for the Rebel vs Imperial matches

  • First turn bank a navigate token, that will help adjust speed later. One specific tactic I like to do is to plan to jump from speed 1-3 with my Nebulons on turn 3 via dial + token. I've found that's roughly when the Nebulon and Vic tend to meet, so that extra boost allows me to jump that front arc and avoid it entirely.
  • My buddy almost always sets his Nebulons and CR90s at max speed, and keeps it there most of the game.
  • Most people here will tell you to go for 2nd player to force your opponent to pick one of your objectives. If you aim to build your fleet around the 290 point mark, you'll likely be able to make that choice. Pick objectives that suit you more than him. For instance "contested outpost" is probably not one you'd want since that encourages your ships to end up in the front arc of Victory SDs
  • The fleet you listed indicates no squadrons, but you brought along escort frigates. The only differences between escort frigates and support frigates are squadron related. Since you don't have squadrons you could save yourself 12 points there.
  • Focus firing onto an oppsing arc, with multiple ships works very well. Back in core set days I would take 2 Nebulons and the two of them flying together could take on a Vic. The 2 brace tokens made it difficult to have both blocked, so it would reduce damage, and then they would bump the vic a few times.
  • Vassal. Vassal is a java based program that allows you to play games either by yourself or with other people online. I'm the developer for the module for Armada. I've been using it just to practice some things. Its great when you don't have a lot of time because you can sit down for 30 minutes or whatever, save your game, and pick up later. I usually play against myself and use the time to practice moving and seeing what fleets work in what situations. PM me for more info and links. (I'll be releasing the full wave 1 module shortly for those interested)
  • A specific tactic I've used against a vic is to keep an obstacle between myself and the vic, with my ship offset about 4 inches from the vic. The idea is to manage speed such that if the vic wants to keep me in its front arc it has to travel through the obstacle, taking damage. If it doesn't I'll hook around behind the obstacle and stay in its rear arc. This one takes some practice to get to work.
  • Victory SDs are fairly predictable. When your ship finishes its move, try to have a line between hull zones pass about 1" in front of the Vic. If you can pull that off you'll usually have a shot with 2 arcs next turn.

Hope that helps.

If you have specific things you're struggling with, let us know so we can give you more focused advice.

I think you may need to adjust your expectations a bit. Seven games in is not really enough to say that you're great or not great. You're still learning, and sometimes you will have a string of losses. It happens (full disclosure: I finally won my first game the last time I played).

It sounds like he got you right where he wanted you. Honestly, going with no fighters was a mistake, especially since this allowed him to fly a naked bomber force.

Where you playing with objectives and obstacles? Those make a difference.

That. My roommate lost every one of our games for several games until he figured out how to snipe with his Nebs and shark frenzy with his CR90s and won our latest game by a solid margin.

It just takes time. Like with most war-games, you'll end up having your sweeping victories, your crushing defeats, and your "bottom of the ninth, two runs down, HOMERUN" moments.

I attribute my series of victories to righteously defending a legitimate and benevolent government.

Edited by Deathseed

Oh my first games were just as bad as well. . . So many losses. . .

Some advice. You had 2 Nebulon-B Escorts which have 2 Anti Squadron Dice. You have 2 Space Whale A's which also have 2 Anti Squadron Dice. That is 4 Anti Squadron Dice attacks a turn!

Now deployment is very important. Personally I would have deployed as a task force. What I mean is, have the small ships flanking the 2 bigger ships. Since they have speed and decent turns you can whip them around and use them to unleash Hell into something.

Now, if the Imperial player is bringing Rhymer (tie bomber special character) you will need A-Wings. Remove a CR90 for them. It's fine, they will be your best pals and will tangle up those bombers from weakening your ships.

Remember to plot out your turns. It took me many a game till I realized to plot out what I was doing. Pre-measure, take your time, run some turns through your head. You are an Admiral, and all great Admirals plan ahead

I have been Writing strategy guides that you may find helpful, I just finished the cr90 today

here is the link

Oh my first games were just as bad as well. . . So many losses. . .

Some advice. You had 2 Nebulon-B Escorts which have 2 Anti Squadron Dice. You have 2 Space Whale A's which also have 2 Anti Squadron Dice. That is 4 Anti Squadron Dice attacks a turn!

Now deployment is very important. Personally I would have deployed as a task force. What I mean is, have the small ships flanking the 2 bigger ships. Since they have speed and decent turns you can whip them around and use them to unleash Hell into something.

Now, if the Imperial player is bringing Rhymer (tie bomber special character) you will need A-Wings. Remove a CR90 for them. It's fine, they will be your best pals and will tangle up those bombers from weakening your ships.

Remember to plot out your turns. It took me many a game till I realized to plot out what I was doing. Pre-measure, take your time, run some turns through your head. You are an Admiral, and all great Admirals plan ahead

Hey Lyraeus... ya that was my thought, but he came at my side and my Mark 2 he wrecked made for an obstruction, so it was 2 dice.

Ships get removed so they should not be leaving debris fields (though personally I think this should become a hose rule for small debris fields)

Now if the Whale was becoming an obstruction you have 2 options. I love doing this to opponents, you can ask Beatty. I either slow down to 1 OR I speed up. Either way I have just messed up their engagement plans.

In a game where plotting out 3 to 4 turns is important, messing up someone's engagement strategy is hellish on them.

Even if he comes up the side, it is still 2 As dice per ship per turn. I don't know about everyone else but 8 AS dice to each of my bombers would be pure HELL

I suspect it is a combination of you making a few fundamental tactical errors and him being a good player. Against a bad player, a few errors might be something you can overcome. Against a good player, they will make you pay for them very dearly.

I would guess that you are going straight for the kill right away. And thus running up against the Empire's superior firepower and resilience. For the Rebels to win, you need to slice your enemy apart bit by bit. They have a hammer, you have a dart gun. Do not try to beat them in a hammer fight. Work out where their Star Destroyers are going or can go - this is usually not that hard. Then be in the best position to attack them when they get there. You have to move to where they will be, not where they are. And you have to gang up on them. A couple of Rebel ships neatly placed behind a VSD will be horrendous for any Imperial player. It doesn't matter if you're not getting effective shots in for a couple of turns - if at the end of those turns you have a strong positional advantage.

Do NOT let him control the game. Work out where he wouldn't want you to be and then get there. You mentioned your ships at Speed 1. It's only in exceptional circumstances you would want that. E.g. you're trying to stay near an objective. Start fast, get out of his front firing arcs and get into the position where you can focus fire. It is not very effective to spread your dice across all of his force. Put as much of it as possible on one or at most two targets, and those targets will go down. And the more of his ships you take down, the easier it will be to stay out of his front firing arcs.

He hits harder than you, he is harder to take down than you. Playing him at his own game guarantees you a loss. You must outmanoeuvre him to win this. He sounds like he is a strong player. You will need to build your army with planning. Make sure that when you spend points on something, it is for a reason that fits into your plan. And make sure that you have the defences you need. If his bombers did you that much damage, spare a few points for some squadrons of your own to engage them and tie them up. Especially if he's using Rhymer to make them even more effective. A-wings would be ideal but if you don't have any X-Wings will do in a pinch.

Please don't sell the game, yet. I totally get how disheartening this is. But you could be a couple of games away from suddenly turning this around. Play to a plan, even if that plan is just "I must take down his VSD at all costs" and you'll find things starting to come together. If there is one thing that really distinguishes a good Armada player, it is intent. Don't play turn to turn, work out your aim and then work out how to get there. If it's "take down his VSD" then work out how to get behind him with at least two ships and let him have it. If it's "stop his bombers wrecking me" then tie him up with some squadrons and if they die, they die - so long as his bombers did nothing to you by turn six, they did their job (and possibly killed some bombers). You will get there, and asking advice here will help. Next time, I think you'll give him much more of a fight.

Ya I know having no fighters was a problem. The thing was the 6th match I went in 133 points in fighters (X, Y, and a couple A's) (400 pt death match). He brought like 4 tie fighters and kept his fighters away. With all my fighters I only got 3 hits on him and he engineered those (I tend to roll VERY poorly in Armada and X-Wing when I play).


Anyway I had asked him to fly the same fleet he did last time, to see if I could instead counter what he flew last time (kind of a handicap), but having my fleet built he pulled something completely new out that I was not ready for.


I get building a fleet that can respond to about anything, but considering my record I had asked him to do the same so I could at least build specifically against it, just didn't happen.


And he is a very strong player. He's been playing X-Wing for years (I know its a different game but uses a lot of the same skills) and has won A LOT of tournaments in it. So it is a matter of both him being very good, me being very green, me making some dumb mistakes, starting to slow.


I've asked for advice and he insists I'm doing ok (how 400 to 0 is ok I don't get but whatever). He did suggest flying faster, which I would have done had he not started with 4 bombers... I was afraid of the Bomber rush I keep reading about. I did try to plan and focus all shots on his Glad A, but a couple of my ships lost range on him before they could shoot cause of his speed (and my speed). With a Mark 2 shooting 4 times (2 arcs) and a Neb B shooting twice from the frontal arc (I think)... I scored 4 damage after his defense tokens took effect. He healed 2 of that with an engineering action the round after.


My plan was to try and knock out his Glads, but as they were in front of his VSD's, it put me in their range. I should probably have skipped past them and tried to flank the VSDs instead, but that's in hind sight.


I would like to play against other people, but everyone I know plays at our FLGS on Sunday's and I can't really make that... so it leaves me with my really close friend who makes me feel like I'd do better if I set speed to 0 and passed on every turn (at least he would have taken longer to get to me and maybe not have gotten as many shots, even if I didn't get to use any defense tokens... I mean you can't do worse than 400-0.

Reading this is making me feel ok about my 3 games so far. I do feel with just the core set and one fighter pack of each faction, the Rebels only goal is not to lose bad. I don't feel like there is much chance unless you hit a real hot streak with the die and some crit cards.

Maybe as I purchase more expansions, it won't feel so lopsided.