300pts Opening Salvo Battle Report

By WWPDSteven, in Star Wars: Armada

Batrep here: http://www.outpostzero.net/2015/06/star-wars-armada-300-point-opening.html

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Sean and I were excited to get another game of Star Wars Armada in, and since he drove the Rebels last game, it was my turn! I decided on a no-fighter build to try to capitalize on the speediness of a raiding force. Sean went for a variation on the VSD + 2 Glad theme, giving him a hammer and anvil approach. Sean chose to go first, and picked "Opening Salvo" from my objectives.

Link again: http://www.outpostzero.net/2015/06/star-wars-armada-300-point-opening.html

How did the upgrades on the AF work out? Would less upgrades and another Corvette have been stronger? I've been toying with the fighterless Rebel build recently.

great rebel list I hope you don't mind if i use and try it out

Please do, just report on your findings! I suspect it will have much more trouble in a blue on blue.

lack of paragon makes me sad :(

I wonder if he would have been better served not taking those initial shots at a Corvette, but instead looking to bring down on of the MK2s with his Openning Salvo bonus next turn.

I feel as the Rebel player I'd gladly scope up a Corvette in exchange for those 6 extra dice.

So a few quick notes:

1 - This is creepily similar to the rebel list that I have been running lately, with the main change being some of the upgrades (I run Gunnery teams on all of my Frigates because they are so often circle-strafing at long range and it essentially doubles their firepower), and I always take at least one MKIIA for my Frigates in case I run into beefy fighter builds with Rhymer, as most of the imperial ships melt in 1-2 turns of firepower from that out the side arc (nothing more glorious than watching your opponent's face when he realizes you are blasting 18 dice into his squadrons and then, with Gunnery team, still get to fire at his capital ship).

2 - I agree the Imperial player should have considered passing up the early shots on the CR90s. They are a trap; the AF2s are the real threat, unless you have a CR90B with Dodonna's pride and are running Dodonna (in which case that Corvette exists to cripple Demolisher early).

3 - My other build I am tinkering with is two MKIIBs (or maybe one MKIIA to ensure that combined with squadrons I win any space superiority battles, still tinkering...) with a crapload of A-wings (and no gallant haven) to maximize my ability to play the long range shooting game while being able to reach out and touch someone in a single turn with all of my squadrons if I want to finish a ship off... Steven, have you tried this or has anyone in this thread given it a shot, as I feel the A-wings actually serve a very similar role to the Corvettes in this setup.

Overall, great report, and I like the build a lot.

Edited by Reinholt

Were the imperial fighters any problem at all? I have been hesitant to include more than a token fighter force in lists unless I'm also running bombers (or everything has a black dice – A-wings). Investing substantial points in superiority fighters looks like setting yourself up for trouble when a matchup like this arrives. Was this the case or did the fighters justify their place?

Honestly, the fighters were not worth it in this matchup, but it's an "extreme" matchup. I think 51 points in fighters is well within the "prudent" range for a defensive fighter force.