Tournament report & AAR

By Indomitable, in Star Wars: Armada

Played in my first tournament this weekend and had a blast, but the results has made me need to readjust my list. Overall, I was happy with the basic design concept and I enjoyed playing it, but it needs adjustment.

List: 299 – Opening Salvo, Contested Outpost, Minefields

VSD2 w/ Motti, Warlord, Gunnery Team, H9 Turbolasers – 132

GSD2 w/ Demolisher – 72

GSD1 w/ Insidious, Engine Techs – 67

TIE/x1 (Advanced) x1– 12

TIE/ln (Fighter) x2 – 16

Game 1: Rebels, Bel Iblis, Twin Whales w/ Flight Controllers & Expanded Hangers & Fighters (X, Wedge, Dutch, bunch of Y-Wings)

I had choice (299 vs 300) and chose to be second, figured my objectives would suit me better vs. likely fighter strong objectives, he chose Opening Salvo (didn’t realize I’d be getting black dice). I killed the flag whale, he killed my VSD. I did not have enough squadrons/AA (first indication of issue). Also, Insidious spent nearly the entire game out of range trying to flank the enemy and barely fired a shot (also first indication of issue). He managed to take down my VSD on the last fighter shot of the game. This was a narrow loss 6-4.

Game 2: Rebels, Dodonna, Whale, Neb-E (Yavaris), CR90b & fighters (Luke, Wedge, Dutch, 3 Awings, maybe another X or Y)

We tied a 299 so we flipped coin and I got to choose, I chose initiative this time. He was running Contested Outpost so went right for that. I slaughtered his CR90 and took down his Assault Frigate by mid game, only for loss of my Demolisher. At this point he almost wanted to concede… however turn 5/6 he killed my VSD with fighters (did I mention issue?) and I just couldn’t get the last hull point off his Nebulon-B as once again Insidious took the scenic route (issue?). That said a slightly better roll with my last shot would have tabled him but since I didn’t kill any of his fighters the points were not in my favor. Large loss 8-2.

Game 3: Mirror match, Imperials, Screed, VSD2 w/ XX9 turbolasers, GSD2 w/ Demolisher and Engine Techs, GSD1 & and an advanced, Fel, and two ties.

He got to choose and chose initiative, he chose Contested Outpost from my objectives. He overshot his demolisher (only got 2 decent shots on my VSD), and his other GSD was distracted by my Insidious and Demolisher (Demo was shooting at his VSD though). Our two VSDs eventually head-on crashed over the station, his did not survive the encounter. I had a pretty solid lead in tokens and killpoints but almost ran my near dead Demolisher back into range of his two circling GSDs. This match Insidious did not laze about and unloaded into the back of his VSD. I did kill his advanced and plink a damage or two onto his ships with my fighters, but he still “won” the squadron battle. Decisive victory of 9-1.

Was only a 4 player tournament, two Rebels and two Imperials and both rebels took 1-2, I took 3rd, and other imperial took 4th. I had a blast, but I need to modify my list somewhat. I had fun playing around with Insidious and engine techs in a game leading up to this tourney… so I crammed it in, which was a mistake I think… my alternatives had a regular GSD2 and an additional TIE fighter, maybe switch Motti for Screed. I think if I’d gone for an extra squadron or two and didn’t try to get cute with Insidious I would have a good shot at winning the first game and maybe the second. Logic being I would have kept both my GSDs closer to my VSD and the extra fighter hopefully would have tied up opposing squdrons for that one or two extra shots.

Assault Concussion Missiles. The extra damage dealt by them and Skreed let's you get the crit! The ACMs are incredibly strong against foes with a redirect. It is even better against Advanced Projector users.

I think you did good but likely had some issues with deployment or movement. It happens a lot. Try 2 to 3 TIE Fighters to throw at enemy squadrons late game to keep them off ships.

Assault Concussion Missiles. The extra damage dealt by them and Skreed let's you get the crit! The ACMs are incredibly strong against foes with a redirect. It is even better against Advanced Projector users.

I think you did good but likely had some issues with deployment or movement. It happens a lot. Try 2 to 3 TIE Fighters to throw at enemy squadrons late game to keep them off ships.

Demolisher and my VSD were constantly dealing out a world of hurt, but I definately did not maneuver Insidious very well. ACMs are grand but also extra points... Lots of tough decisions at 300, and I really like the concept of a 3 ship imperial list. A couple extra ties are definately a must change.

Drop Insidious. Here is why, your opponents will know what it is trying to do and will thwart you consistently in trying to get that rear arc. Oh it can happen but it is rare.

What Lyr said. There is honestly no good reason to run Glad's without ACM's. They are a mandatory upgrade in wave 1.

Almost mandatory. Enhanced Launchers can push more direct damage through but ACMs are unblockable and set you u0 for later kills

The only realistic way to get some ACMs into my list would be to down grade my VSD... Either to a VSD1 or drop warlords and or H9. I'm balking at that as ships melt went they come in range of my current VSD2. No one has been able to avoid it as it's always in the center, only way to truely avoid would be run away at the start or flank at 4 speed, a corvette or GSD with techs.

Not that I'd completely rule that out, but I do love the punch my VSD has.

Edited by Indomitable

Well how would you add in fighters?

Maybe. Here is my update of your list.

+++ Indomitable update (299pts) +++

+ Gladiator Star Destroyer (141pts) +

Gladiator I-Class Star Destroyer (73pts) [Assault Concussion Missiles (7pts), •Demolisher (10pts)]

Gladiator I-Class Star Destroyer (68pts) [Assault Concussion Missiles (7pts), Engineering Team (5pts)]

+ Victory Star Destroyer (134pts) +

Victory II-Class Star Destroyer (134pts) [Gunnery Team (7pts), H9 Turbolasers (8pts), •Admiral Screed (26pts), •Warlord (8pts)]

+ Squadrons (24pts) +

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

+ Objectives +

Assault Objective [Opening Salvo]

Defense Objective [Contested Outpost]

Navigation Objective [Minefields]

Edited:

Maybe. Here is my update of your list.

+++ Indomitable update (298pts) +++

+ Gladiator Star Destroyer (135pts) +

Gladiator I-Class Star Destroyer (73pts) [Assault Concussion Missiles (7pts), •Demolisher (10pts)]

Gladiator II-Class Star Destroyer (62pts)

+ Victory Star Destroyer (131pts) +

Victory II-Class Star Destroyer (131pts) [Gunnery Team (7pts), XI7 Turbolasers (6pts), •Admiral Screed (26pts), Intel Officer (7pts)]

+ Squadrons (32pts) +

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

TIE Fighter Squadron (8pts)

+ Objectives +

Assault Objective [Opening Salvo]

Defense Objective [Contested Outpost]

Navigation Objective [Minefields]

Still I switched some upgrades on the VSD bumped the non-Demolisher GSD to a basic GSD2, added a TIE.

Definately a possibility I may try out.

Edited by Indomitable

The issue with a single ship of AA cover is that it is not reliable. You get 50% damage with a single ship. It averages out with rolls were you get some and you get none but I don't see X-Wings or B-Wings running scared because you can shoot them with 2 dice. Heck even TIEs take several turns to drop. That just means your wasting points in my eyes.

The issue with a single ship of AA cover is that it is not reliable. You get 50% damage with a single ship. It averages out with rolls were you get some and you get none but I don't see X-Wings or B-Wings running scared because you can shoot them with 2 dice. Heck even TIEs take several turns to drop. That just means your wasting points in my eyes.

Could try:

VSD1 w/ Screed, Warlord, Gunnery Team, H9 Turbolasers - 122

GSD1 w/ Demolisher, Adv. conc. missiles - 73

GSD2 - 62

TIE Fighter x4

TIE Interceptor x1

43 pts

Or

TIE Advanced x1

TIE Interceptor x2

TIE Fighter x1

42 pts

For a 300-299 build... Would have to play it to see of I could deal with the VSD1...

Edited by Indomitable

Almost mandatory. Enhanced Launchers can push more direct damage through but ACMs are unblockable and set you u0 for later kills

Only true if your opponent doesn't have a brace token. If he does, at best expanded launchers are netting you two additional damage out of that arc. I wanted to like expanded launchers, but ACM's (assuming screed for crit) are just so much better. They apply to all arcs, they can't be braced down and they are five points less.

I'm not seeing a lot of fighter rich lists. I also don't play Imperial... but I'm slowly being convinced if you've got one ship that's got two AA dice, you can get away with a few Ties, (if you want to play the odds of not having to deal with fighters).

I'm not seeing a lot of fighter rich lists. I also don't play Imperial... but I'm slowly being convinced if you've got one ship that's got two AA dice, you can get away with a few Ties, (if you want to play the odds of not having to deal with fighters).