Hi everyone! Just drove back from GenCon… things are still surreal, hopefully my podcast interviews don’t sound like gibberish, but I wanted to share my thoughts with you… (I apologize in advance that this is super wordy!).
Met a lot of good peeps and this was the most stressful fun I've had in a while...
DISCLAIMER: I do not claim to be an expert and I don’t think I have an unbeatable list. I think there are many strong builds and many more strong players out there (I played against a lot of them!). Hey, that’s why we play the game… we don’t know the outcome!
However, in a LIMITED sample of 100 players, over 2 days (5 Swiss rounds), I posted a 5-0 record, with 46/50 victory points, and posted an 1165 margin of victory with my final four rounds on the top table.
Furthermore, I will state THEORY where I can. It applies to a lot since I only got to play a handful of games before GenCon.
My background is in WarmaHordes (about 50% competitive win rate) and I was 2013 GenCon Champion in Dropzone Commander, 2014 GenCon Dropzone Commander Runner-Up (this will be relevant to the Armada discussion). FFG has made the Star Wars Trilogy (XWing, IA, Armada) hybrid games (in-between board and tabletop; I hate painting minis) so I’m thankful for this niche - a tremendous balance of time commitment and fun.
ROAD TO GENCON - SQUADRONS:
Thinking squadrons were OPed (they are limited to ⅓ of total fleet points. I tried this list at a store tourney.
Vic 2 with Motti + Flight Controllers + Expanded Hangar Bays
Vic 2
4x Tie Ints
Rhymer + 3x Bombers
Objectives: I think these are the fighter friendly ones. (Precision Strike, Hyperspace Assault, Superior Positions)
Turn 1: Position Fleets.
Turn 2: Alpha strike with 4x Tie Ints. Yay! Air superiority! (I think with Controllers. Each Tie Int has a 31% of dealing 3 damage to another fighter.)
Turn 3: Alpha strike with 4x Bombers. Yay! I’m putting the hurt on!
Turn 4: Uh...oh… one Vic just got boxed.
I pretty much finished at the bottom of the tourney.
WHAT I LEARNED:
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200pts of Ships + 100pts of Fighters vs 300pts of Ships. They only need to destroy 200 while you need to destroy 300 for the complete win.
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With more ship activations, they would usually get to shoot me before I could shoot them.
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You need the squadron command to do bombing runs, otherwise Speed 3 ships can easily get out of range. I think Ship Speed 2 is the equivalent of Squadron Speed 3 (e.g. X-Wings)
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Undaunted, I went home and tested (thanks to Vick C. and Maurice K.) on my kitchen table. Gallant Haven and Yavaris builds… cool in concept, but a slow-moving Rebel ship (to keep squadrons in command range) is a dead Rebel ship.
MY CONCLUSION, YMMV:
One reason why I’m sharing my thoughts is that I hope a Bomber Build wins a big tourney. I want to see more builds and I want squadrons for the fluff aspects. Bombers can do damage but your Carriers will be destroyed by Turn 4. :-(
ROAD TO GENCON - ALL SHIP BUILDS: (It’s great that there is so much debate about what is the best ship… I think it talks greatly about the game design.)
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Let’s face it… I support Law & Order so I was going Empire.
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Here are my thoughts on ships…
Corvette: I got to play Paul Heaver (yeah, the 2-Time X-Wing World Champion) and he flew circles around me with these things! However, while I think a Corvette Swarm will win games, I don’t believe their damage output is enough to win by a huge margin to score you victory points. THEORY - I’m thinking (Opening Salvo - you’re crazy if you pick this one, Fire Lanes?, and Intel Sweep)? I think the Corvette A is well worth the extra 5 points.
LESSON LEARNED: I needed to block better and I needed ships to block fast ships like the Guppy and Corvette to keep them in my kill zone.
Neb B: The sniper ship. With concentrate fire, it hits as hard as a Vic at long range. So I tried a Sniper Neb-B Swarm… it did a lot of damage but it Glads can broadside it, it’s toast. Yeah, we know about Salvation and how Turbolasers can eat up ships.
Guppy: From what I’ve seen, it’s best at moving at Speed 3 (Gallant Haven slows it down too much). I think Guppy B + Enhanced Armaments is better than Guppy A for the extra point. Concentrate Fire with 5 red dice! THEORY - Gunnery Crew so you can shoot another target with 4 red dice.
Mon Mothma is the best Rebel Admiral at this time. Make someone roll a black dice (hit + crit) again!
Victory: It’s a tank and intimidating! I think Vic-1 is better value than Vic-2. In the above tourney, my two Vic-2 were held off by one Vic-1 with Warlord, Screed and ACMs. I HATE BLUE DICE… for an extra 1.75” range you lose a lot of damage output. I’d rather take ACMs and save 5pts for something else.
Gladiator: This is my favorite ship. I play Khador in Warmahordes… IF I hit something, I want it dead. I love black dice especially with Creed.
Thought Experiment:
Vic 1 (front arc) is 3 Red + 3 Black = 5.25 Damage
Glad 1 (front arc; 2 Red + 2 Black = 3.5 Damage) + (side arc; 4 Black = 4 Damage) = 7.5!
Two attacks which means two defense tokens to mitigate!
GENCON BUILD “SHOTGUN BRAWLERS”:
I’m an average XWing player but I creep on the forums and read about the BBBBZ build. So I decided to make the equivalent for Armada.
Vic1 wScreed (best Imp Admiral) 99
Glad wACM + Demolisher (you need to force them to think about letting you have initiative with this guy) 73
Glad wACM 63
Glad wACM 63
OBJECTIVES:
Advanced Gunnery: Letting my Vic1 shoot twice out of front arc is an awesome advantage!
Fire Lanes: I have NEVER played this objective but I figured that no one would pick it because… that’s potentially 45pts a turn for me (well, probably two rounds = 90… who would risk that?)
Intel Sweep: With my build, I figured I’d be up 75pts.
WIth the above three, it seemed like Advanced Gunnery is the worst of all evils. I mean, just stay out of range of my Vic1’s black and all is good, right?
STRATEGY:
Since Margin of Victory was so crucial to Victory Points…
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I wanted a build that didn’t surrender points and whose goal was to table my opponent since I am not familiar with all the objectives and tabling (eg the Warmahordes Assassination Run) seemed to be the best way to earn Victory Points.
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I had an Imperial Assault ticket ready for Saturday because I wasn’t sure I was gonna make it past the first 3 Swiss Rounds. So, if I was gonna get tabled, I wanted my opponent to literally destroy everything.
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Again, playing Khador in Warmahordes, I wanted to charge up to face and shotgun you. I felt that my build could do a lot of damage. Furthermore, I felt the Glads were fast enough to catch Corvettes and dodge Victories.
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As we know, this tournaments are stressful (in a fun way)... I did not want to burn out. As pButcher in Warmahordes, if I won, it was through attrition and I would clock my opponent leaving me exhausted for my next matches and I would inevitably would mess up and lose. I was gonna fly in fast and furious and end the match quickly. Win or lose but be rested for the next round.
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In Warmahordes, we often do trades of warjacks for board position. In my kitchen testing, I always lost one Glad but then everyone else was in range to counterattack.
Given 4 and 5… opening commands.
Glads - Usually Speed 3 and Navigate then Repair (or vice versa).
Vic - Usually Speed 2 (Navigate, then Repair throughout).
Why? I wanted to simplify my game and decision-making. I did not go for many upgrades because I wanted didn’t want to make a mistake by forgetting. I feel Navigate is the most important order for my shotgun approach. Adding one black dice with concentrate was not as useful as getting two arcs for the next attack (see thought experiment). Engineering is always useful as Token or Command Dial. I had to survive the initial volley with my Fast N Furious rush! I figured the Vic was a sitting duck so I needed to just heal up and tank. With 3 Glads incoming, I was hoping to make it hard for my opponents to focus on one.
Round 1 vs Mike(?):
Vic 2 with Motti
Vic 1
Glad
Some Ties
Mike had only played 3 games? I went first and picked Minefields. While I never played against 2 Vics, I was confident if he boxed me to one side with Mines then my Glads could outduel his Vics… remember, my gameplan was to take the first volleys exhausting all tokens if necessary for the next turn double arc shots from the side avoiding front arcs of Vics). I rushed in and tabled him (1-0, 10-0 Victory, 300 Margin)
Round 2 vs Brad (I think he’s an elite XWinger?):
Corvette
Guppy wDodonna
2x Nebs (Salvation + X17?)
I went second and he picked Advanced Gunnery (my Vic, his Guppy). He had a Corvette on the edge of his setup, 2 Nebs anchoring the center and was gonna flank with the Guppy.
I had Glad that looped outside my setup area (I’ve never gone wide before hoping to make him turn his Nebs away from the center.). I had my Vic in the center and then two Glads on the side facing his Guppy.
Brad didn’t get distracted by my Glad and kept his Nebs firing forward… I sent two Glads to the Guppy… they blocked him from getting good broadsides or looping behind my battle line. I somehow avoided the arcs of the Nebs? I expected it to be bloody coming in (that’s what happened in my kitchen vs the Sniper Neb B build).
Brad didn’t make any mistakes but I just overwhelmed him with sheer numbers/force.
(2-0, 20-0, +381 (I got the objective ship)).
Top Table - Round 3 vs James (I think he barely missed the cut to 16 for XWing… how was he not tired from the day before - matches going to midnite?)
Guppy + Enhanced Armaments + Advanced Projectors + Dodonna
2x Corvette + Enhanced Armaments + Advanced Projectors
Some A-Wings
He wanted to go first so he picked Advanced Gunnery (my Vic, his Corvette). He broke off one Corvette to circle round so I sent the Demolisher on its heels. On Turn 2, he had to get the Corvette (Objective ship) outta of danger, passing up a two arc shot with his Guppy on my damaged Glad that swooped in the wing to block his other Corvette and Guppy. He was in a rock and a hard place. I think this was the turning point. He moved the Corvette and I got the block with my Glad ensuring that I could hem in the one Corvette and Guppy.
His A-Wing failed on two shots to kill a Glad with 1 hull left, no shields. :-(
EDIT: THEORY: I wonder if defensive upgrades are worth it. In Warmahordes and X-Wing (at least red vs green dice), aggression always seems to be favored. Of course, I expect someone to come up with a Fat Han + C3PO build.
(3-0, 29-1, +???)
So, under the 10 Point Must System… James dropped from #2 to #13.
I can relate to him… at GenCon 2014 Dropzone Commander… I went 3-0 in the tourney (16 players) and barely won my 3rd match against the other unbeaten. However, someone who was 2-1 (he lost to the guy I was playing in the 3rd round) got more Victory Points and beat me by one Victory Point for the title.
Honestly, I don’t know how to fix this. I James fought hard.
Round 4 was the next day and I couldn’t sleep because my matches with Brad and James were really tough and the scores did not reflect how close the games were until the turning points. I was worried that I would lose both my remaining matches 0-10 and not wind up with anything…
Top Table - Round 4 - vs Francois (#2 after 3 Rounds, 3-0, 28-2)
This was my toughest match.
Vic 1 wScreed
Vic 1
2x Glad 2
He went first and he picked Advanced Gunnery (his non Screed Vic, my Vic). This list along with (3xVic + Glad) scared me the most. My thought was to run away try to box one Glad (he put them on the flanks with Vics in the center) and eek out the win to ensure myself a finish to get some kind of prize support.
As Fast N Furious says, “Ride or Die.” So I decided to just keep being aggressive and try to destroy the objective Vic… the Demolishers kept each other at distance, but I decided to send my Demolisher in for a suicide run (a warjack attrition move from Warmahordes)… I did massive damage to his Screed Vic and finished him with my Vic. He got my Glad + Demolisher… I got his other Vic.
(4-0, 37-3 Victory, ??? Margin)
Francois finished #3 Overall… losing second by 8 Margin of Victory.
Top Table - Round 5 vs Dan (#3 after 3 Rounds, 3-0, 27-3)
Dan was very knowledgeable about the game. He had beaten my buddy Sean who was running my exact list.
Vic2 wScreed
Glad + Engine Techs
Glad + Demolisher + Engine Techs
Some Ties
He had initiative so he let me go first. He had Advanced Gunnery, Fleet Ambush, Superior Positions?
I prefer to go second but if I have to go first, I pick the objective that doesn’t give my opponent points. Fleet Ambush was the most neutral.
Dan started at real slow speeds and my Vic + Glad were speed 1 to start in the ambush zone and the other 2 Glads were at Speed 3 to catch up.
Afterwards, Dan and I chatted and he agreed about making the mistake of leaving his Demolisher in range of my Glad (two arcs). I activated it, shot two arcs and rammed him to take out his Demolisher. His other Glad flew away to mitigate damage. With a Vic and 3 Glads, I easily took down his Vic.
(5-0, 46-4).
Dan finished #4 Overall and he was telling me he couldn’t sleep as well after the first night as well. We both wanted to end up with something.
I apologize if my battle reports don’t make any sense... again, I enjoyed playing against everyone.
http://imgur.com/gallery/Tm2np
UPDATE: Oops! Another thought experiment...
What would you take for more damage?
Tie Bomber at 9 pts.
ACMs at 7 pts.
Edited by IceQube