400pt Intel Sweep Battle Report

By WWPDSteven, in Star Wars: Armada

Prime Opponent Sean and I decided to try out a 400-point game on the suggestion of many friends of ours. We got to work building lists and it was joyous! Having an extra 100 points really gives you a lot of flexibility! Sean ran the Rebs, and I piloted the Imperials. Sean had lower points and elected to go first. He chose "Intel Sweep" from my objectives.
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Poor Neb Bs suffered the same fate as they always do in our games too.

Another parallel with our games - Assault frigates are never out of the game until they are reduced to rubble. Seems that no matter how hard they get hit, with their speed and engineering it only ever seems like one turn and they are away and back to combat readiness.

Thanks for the report!

Gunnery Team + Paragon do not mix at all. You're better off putting Gunnery Team on the 3rd AF. I also prefer having a Support Refit with Salvation to an Escort Frigate, it's only 1pt extra.

I'm not a big fan of the Rebel player's token and fleet setup. It can be seen during the game that 3 ships were out of range for most of the time.

As a fist player on Intel Sweep with more ships you can and you should try to sacrifice a ship to get that 3rd token. It's a 150pt swing in your favor, worth losing a Nebulon for instance. That's if the 3rd token is in the middle. If the 3rd token is on the side, then you have to kill the objective ship. That means bringing Nebulons closer. I would setup with an AF first, towards the middle. When it becomes clear what the opponent would do, setup the Nebulons directly opposite with slowish speed (depending on theirs actually), and setup the AFs to flank. The AF should circle the enemy coming in fast from the flank. This appears to be a good course of action with 2 Gunnery Teams.

I'm not a big fan of the Rebel player's token and fleet setup. It can be seen during the game that 3 ships were out of range for most of the time.

I have to agree with chilligan. I was always confounded at people saying that they win with such huge margins at tournaments where they go 10-0 multiple times. Every game that I have played has been close with only a very rare instance where the results are 8-2 or more. Now that I see pictures of such an instance, it concludes my thought about poor tactical sense being a major contributor to these epic victories.

Congrats on the victory Steven! Makes it exciting and hopeful for what the new ships will bring to the mix as well as to see how scary the Victory Class Star Destroyer truly is. With three, just terrifying.

Question, how often did you get Leading Shots off on the Victory? Every time I have it on a ship it never seems to get any use and I feel it to be a waste of 4 points.

triple VSDs :o!? 5 ship rebels :o!?

oh you glorious madmen, you :P! It was thoroughly entertaining to see Tarkin's VSD beat the Whales at their own game.

As for the rebs, I'd recommend rebs run cR-90s instead of Neb-Bs when going full ship. Nebs are amazing all-rounders when combining their long-range firepower and squadron support; as pure ship-to-ship they are lacking for their cost (especially at close range where the poor spindly bastards get hammered; especially if exposing sides which aren't nearly as big a deal at longer range). CR-90s avoid this issue by zooming around at the speed of sound and having no points wrapped in their ability to support squadrons (because they have minimal ability). This specific engagement shows them really out of their element.

2 anti-squadron dice are potent, but I've found they don't do the job by themselves. Rather, they just hand you squadron superiority on a silver platter, but you need squadrons to get that.

but it's true, gunnery team and paragon do nothing. Also, if anything, paragon should have the intel off and the nameless bloke should have general D. Makes paragon less of a target, more of a heavy hitter

Edited by ficklegreendice

I must have those terrain pieces......gonna order this weekend.

Looks STUNNING!

I must have those terrain pieces......gonna order this weekend.

I ordered now... I wasn't a fan of the X-wing ones but these are beautiful.

thanks for the battle report, it was fun to read.... and yes I love the scenery... great work keep it up

You need a better rebel player.

400 points are awesome.

You should try 4 x AF or 4 x VSD at some point too.

Edited by Amanal

You need a better rebel player.

I think he won a tournament not long ago, bad games happen to everyone. Competent Imperial player with 3 ships and Rhymer+bombers is hard to beat. I faced similiar build at 300 point but with V G G.

Edited by Microscop

You need a better rebel player.

I think he won a tournament not long ago, bad games happen to everyone. Competent Imperial player with 3 ships and Rhymer+bombers is hard to beat. I faced similiar build at 300 point but with V G G.

in all these battle reports i find the rebel player spreads his forces out to much. Usually one ship is out of the fight form the beginning.

I won the tournament and I was the Imperial player :) Frankly, Sean hasn't completely comitted himself to Armada to the unhealthy degree that I have! He's progressing nicely on his learning curve, and so takes a lot of lessons out of our games. He'll be solid soon, he just hasn't had the complete obsession like I have.

Not that I once spent 2 hours setting ships up and trying out all of their maneuvers to see them in practice, or pore over the cards all the time looking for new angles... I wouldn't do that...

Only two hours.....lol. I spent over eight hours playing with the manager tool and curving out different ranges and distances....wait, did I just admit that?!? Darn, I need help....

You guys test things on paper I use my aspergers addled mind and do that in my head. . . Then I look at strategy during work. . .

Hi, my name is Lyraeus and I am an addict

Had my own Intel sweep battle yesterday. Finally got to plop down vsds :D

Between most wanted and hyperspace (death sentence with yavaris), it seemed the least of 3 evils

Actually ended up helping; it's just amazing when the battle is anchored somewhere on the table where the vsds can reach before having a hernia

Unfortunately could beat rebs at their own game (they had a cr90, what's a guy to do? :() and had to settle for only obliterating the fleet

I noticed two space whales ended up surviving, no doubt helped by the Nebs distracting the VSDs for at least one volley!

Do you think the VSDs need more upgrades to effectively attack Assault frigates? I'm finding I am getting much more success now I've put XI7s and Ion cannons on my shooting VSD. Until then they always seemed to be able to sponge up the damage on shields and then fly safely out of front arc....

upgrades don't necessarily help

VSDs need front arc and relevant ranges to effectively attack AF, but the AF's relevant arc and ranges like it float around to a VSD's bad side quite easily

since there are no speed improving upgrades the VSD can take, best you can do is slap on Dominator and add dice to the arcs you'll be forced to used. Apart from that, navigate often :P

Nice write up and pics. I liked the manoeuvre you made with the corrputor. Good baiting him in and yet collecting objectives and commanding squadrons as you did so.

But this was a classic example of how not to attack (piecemeal!) from the rebel player and it made it quite one sided!

upgrades don't necessarily help

VSDs need front arc and relevant ranges to effectively attack AF, but the AF's relevant arc and ranges like it float around to a VSD's bad side quite easily

since there are no speed improving upgrades the VSD can take, best you can do is slap on Dominator and add dice to the arcs you'll be forced to used. Apart from that, navigate often :P

Yes, every game I get more respect for the Navigate command!

Keeping a Nav token is a big help too to get an extra surge of speed at the right moment. I find the AF likes to sit in red dice range, but of he misjudges his angle you can definitely catch him in blue dice range if you go to speed 2 at the right point.