400 pt Batrep, aka, Grand Moff Tarkin crushed the rebellion with 1 swift stroke.

By Rocmistro, in Star Wars: Armada

Hi. Here's my battle report for 400 pt game that me and a buddy played last night.

Rebels: (me)

Flag Ship: (142)

AFM2-b with

-Mon Motha

-Adar Tallon

-Gallant Haven

-Enhanced Armaments

-Gunnery Team

-Expanded Hangar Bay

Ships: (180)

CR90-b x4, all with advanced projectors

Squadrons: (74)

-Wedge

-Dutch

-3x X Wings

Total: 396

Imperials:

Gladiator 1 with Demolisher, Engine Techs, Intel Officer, Expanded Launchers (94)

Gladiator 2 with Flight Controllers, Intel Officer (75)

Vic 2 with (145) GMT (38), Dominator (12) Enh Arms (10)

Squadrons: (86)

Howlrunner

-Mauler Mithel

-Darth Vader

-2x Tie Int-

-Tie-A

At least, I'm pretty sure that's how he had it kitted out.

Total: 400

I won initiative bid, so assumed player 1. I chose the "Space Station" mission out of the ones he gave me (in large part because I wanted to purposefully play as Rebel Underdogs, and I felt this was a mission that favored Imperials. So we got to it. Here's what deployment looked like:

Setup_zps4lrhkv1e.jpg

Turn 1 was mostly movement, of course, and so end of turn 1 looked like this:

end%201_zpsjgpnqggh.jpg

(The blue oval with the crosshairs on it indicates the space station. Green diagonals with numbers on them indicated the order of activation of ships.)

At end of Turn 1 he had his Vic within range 1 of the space station, so got his first Objective token.

Turn 2 and 3 coming up!

Edited by Rocmistro

Turn 2

So on turn 2, realizing how bad defeat was going to be by letting him sit on the Space Station, I realized I was going to have to move up and engage him, and either start killing stuff, or at least put him in a bad position to the extent that he had to get out of that area. As you will see, I accomplished neither.

I moved C1 far left to buy some time and make him commit to some activations. Vic sat on the space station. C3 moved up to get out of the way of Glad2 coming down (and his fighters), and to let Space Whale open up with broadsides when the time was right.

On the right flank, Glad1 did a Demolisher double move up and was able to get some shields down at long range on C5. C5 and C7 continued to roll into thank flank.

In the middle, Glad 2 came straight in and brought his little buddies with him. On Space Whales activation, i sent my fighters in to intercept, bad move. Unfortunately, the final position of C3 left my Whale no place to maneuver on his turn, so I ended up with colliding Whale to C3.

Here is end of turn 2 and Empire gains another victory token for sitting on the space station:

end%202_zpsu2ovpkak.jpg

Turn 3

On turn 3, things started to really fall apart on me. I activated C7 first to get some blue shots on Glad1 (Demolisher). Did some minor shield damage and he went far down right flank into back field. Time for him to start hammering on the Vic. Glad1 (Demolisher) activated in response and zapped the hell out of C5 with a flank barrage and some reds, then moved up and hit me again in the flank with some rear dice. Adv Projectors saved my life, an d C5 ended with no shields on any hull, but I believe no damage. I returned fire from my flank, and then C5 moved up alongside C7 on the right flank.

Vic2 reduced speed to 0 and sat on the space station. On the left flank, C5 moved further downfield and prepared to turn in to hit the Victory late game with some blue guns and ramming.

Glad2 contined down the left/center. My Whale was out of range, but he activated some squadrons and hammered away with ships anti-squadron dice. I lost 2 x wings at this point. C7 was out of range with blue guns, I think, to Glad2, or at least the dice were ineffective, so he move to the right flank out of the way, so that Whale would have someplace to go on my final activation.

Whale activates my squadrons again. My 3 remaining squadrons manage to kill 1 Tie Interceptor and put some damage on Vader. Whale opens up with 4 red dice broadsides to Glad2 and does....NOT A THING! 3 blanks and 1 accuracy result. He then rolls into midfield. My plan was to have a late game coordinated assault of 3 CR90s and the Guppy to hit the Vic2 and take it out.

Here is what end of turn 3 looks like, and Imperials pick up a 3rd victory token for being on top of the Space Station:

end%203_zpsrtaifk4k.jpg

Edited by Rocmistro

Turn 4

By the end of turn 4, my back was broken.

I decided to activate the Whale first, as it was in a good position for dual broadsides to each of the Gladiators. I also wanted the Vic to fire at the Whale instead of the CR90's coming in behind, thinking it could tank the hits better. Oh Lord how wrong I was....Whale whiffs again on both broadside attacks agains the Glads. With a total of 8 red dice, I think I managed to get 2 shields down. Disgusted, I punished him by flying him right into the large asteroid in middle of the field. This yielded a crit, which, of course, was a direct damage. So, without having lost a shield yet on the Whale, I had taken 3 hull damage. (1 collission with CR90 and 2 from the Rock).

Then GMT orders the Dominator to blow the crap out of the Whale, and the Empire followed orders with Imperial precision, doing just that. A perfect combination of damage and accuracy results, as well as a perfect orientation to line up both his front AND his flank on my Whales flank overwhelmed me. Dominator drew on his shield power to throw a bunch of blues at me, and enough accuracy tokens came up that I could stop nothing with defense tokens. Whale exploded in a cascade of red and orange lights. The good side of this, if there is one to be found, is that he didn't do any damage to my CR90 behind him. Vic then moves up 1 (nav token) and...you guessed it, is still at range 1 of the Space Station.

In the backfield, CR90's 1, 5 and 7 all continue to roll in behind the Vic 2.

Glad1 and C3 exchange some shots, but the Adv. Projectors save my butt again and C3 lives through it relatively ok. With no Space Whale left, Glad2 and his fights are largely retired from the battle. The squadrons exchange some more shots. I manage to take down Vader with Wedge, and he takes down my other vanilla X wing.

End of turn 4, Imperials pick up another victory token:

end%204_zpsrzfopdcx.jpg

Turn 5.

The rest of the game was basically just practice for me. I was hoping that I might be able to take down the Vic2 with some luck, and some ramming, but it was not to be.

In backfield, C5 was able to take some blue shots which did some shield damage against the Vic. I then rammed him and we each took some damage. He returned fire with the Victory and did some significant damage, if i remember correctly, at least to shields. With Mon Mothma dead I could no longer use Evades at close range, and Dominators bonus blue dice were putting out enough accuracy to pin the rest of my defense tokens. Vic2 finished shooting and moved up 1. I believe he resolved an engineering command that turn, along with healed some shields/damage. C1 and C7 both execute ramming maneuvers, as the Vic2 is out of range of blue guns at this point.

On the right flank, C3 disengaged after trying some blue shots. Nothing exciting. Glad1 took an engineering action that round and repaired some shield damage.

Glad 2 continued retiring the field of battle and kept the squadrons close to avoid giving away any points.

The kick in the nuts of this turn (and the below graphic might not represent it well), is that the Vic2 was still about a millimeter inside the range he needed to contest the Space Station victory condition, AND MY C5 corvette was about a millimeter OUTSIDE the radius. Which means he got ANOTHER victory token for turn 5 (command 3>command 2). It was all because of a stupid little "bump" in the Space Station cardboard footprint which favored him.

end%205_zps2ffrhkyk.jpg

Edited by Rocmistro

Turn 6.

Turn 6 came down to me trying to maximize shooting the Vic2 in the rear with blue guns and ramming him. The only noteworthy part of all this was that I managed to take 2 damage from ramming on a couple of my CR90's because of how they activated and bumped into each other as well as the Vic2. Vic2 did another engineering command in the final round and healed some damage.

The gladiators and C3 were all well out of the fight by now.

Finally, on turn 6, I had enough CR90s to take control of the Space Station. 1 victory token for Rebels.

At game's end, I had at least 1 and in a couple cases 3 damage on my CR90s, but they all made it through alive.

The Vic2 ended with, I think 3 damage on him. Glad1 (Demolisher) had 2 or 3 damage (but he might have repaired some in later rounds), and Glad 2 might have had 1 damage on him.

end%206_zpshfugdv6h.jpg

Scoring:

Imperials

5 tokens = 100 pts.

AFMk2 = 142 pts

Squadrons =74 pts.

Total: 316

Rebels:

1 token = 20 pts

Vader=21

Tie Int=11 pts

Total: 52

A major imperial victory, which prompted the following Haiku:

Grand Moff Tarkin's stroke

so swift and hard it crushed us;

the Rebellion? Paste.

Edited by Rocmistro

Very nice battle report. I was Rocmistro's opponent for this game. The list he posted is close but not quite 100% accurate.

Imperials

Victory 2 Star Destroyer

- Grand Moff Tarkin

- Dominator

- Enhanced Armaments

- Intel Officer

- Overload Pulse

Gladiator 1

- Demolisher

- Engine Techs

- Expanded Launchers

Gladiator 2

- Flight Controllers

Darth Vader

TIE Advanced

Howlrunner

Mauler Mithel

TIE Interceptors x2

The scenario definitely gave the Imperials an advantage. I also had uncharacteristically hot dice, particularly with my VIctory 2 and my squadrons. Overall a fun and exciting game.

Interesting game. I am surprised the Vic tried the speed 0 thing. I take it that you had nothing in range during that time? Would have been great to concentrate fire on the Vic when it could not use the defense tokens.

Glad to see advanced projectors worked so well. I have not heard of too many people that are super fond of them.

Corvettes just seem to have trouble damaging ships. Not sure why this is, but it seems like a lot of CR90s can't gather enough fire power to cause serious damage.

Thanks for the report!

Duncan

Hey thanks for responding to the report, Vadersson. I was becoming very sad because no one responded and putting these batreps together take a long time!

Yes, the Vic played the 0 speed thing perfectly. He picked up speed again the turn he was planning to move off the station and that coincided when I was finally able to attack with the CR90's, so it was a good gamble for him. I used CR90 b's so I could spam so I had no red dice to hit him with when he was at speed 0.

Maybe it was just me but I found that Advanced Projectors and Mon Mothma give CR90's a lot of staying power. It allows them to survive against Gladiators, as Glads generally won't have enough (or any) dice to generate accuracy results. And yes, Corvettes have trouble damaging stuff. It seems to me that the best path for consistant damage on a CR90 is to ram your target...which seems...dumb.

The only thing I'd add to the summary of this batrep is that I think I'm getting worse at Armada. :-/

Neat, thanks Rock. I'm more typically into narrative bat-reps but that's me. Reading stuff like this always does teach something, even if it's how to react after disastrous rolls. Naturally, it does seem like you committed the very obvious tactical failing of 'not rolling dice gooder than your opponent' :P I kid, and I sympathize: Frankly I'd have done just about the same thing with the Mk.II in particular. Is there anything you see in general that you'd have done differently?



The CR90B feels like a very harsh craft compared to the A, because of that range variation. It's just harder having to swarm a single target, and in the case of the Vic the 0 defence tokens might have been a thing if it could have reached out and prodded it with a longer stick. Jumping in with fighters tends to be a gamble any way you play it, I've just been getting used to the dual wave assaults, trying to go for a lock down, then a follow up in the squadron phase when the more vulnerable ships won't get chewed to pieces. This one sounds like it was more of a mauling as there wasn't much opportunity to pour in any support fire compared to the more pricy stuff.



Lets see, presentation wise it's not bad in the least, I really like the numbering of turn activation. Did you use any program for it? I can't quite tell if that's Battlechronicler with a few settings minimized or not.



Rule wise: as for asteroid, isn't that just 1 face down damage card, while debris is 2 damage to any hull facing? Could have saved you a hull point. It's mines that are gross for that. Aye, it's a game of milimeters at times.



Thanks for that mate. Trust me, as someone who's written 20 page long battle reports on pdf, I know the time it takes to do this stuff. Best of luck, and I do hope you keep it up!



I do like haiku, though I'm not good at the mid-poem switch. Still in honour of it, one good turn deserves another:



The astral steed turns,


led to the Emperor's grill


Space Potato fries!


Neat, thanks Rock. I'm more typically into narrative bat-reps but that's me. Reading stuff like this always does teach something, even if it's how to react after disastrous rolls. Naturally, it does seem like you committed the very obvious tactical failing of 'not rolling dice gooder than your opponent' :P I kid, and I sympathize: Frankly I'd have done just about the same thing with the Mk.II in particular. Is there anything you see in general that you'd have done differently?

The CR90B feels like a very harsh craft compared to the A, because of that range variation. It's just harder having to swarm a single target, and in the case of the Vic the 0 defence tokens might have been a thing if it could have reached out and prodded it with a longer stick. Jumping in with fighters tends to be a gamble any way you play it, I've just been getting used to the dual wave assaults, trying to go for a lock down, then a follow up in the squadron phase when the more vulnerable ships won't get chewed to pieces. This one sounds like it was more of a mauling as there wasn't much opportunity to pour in any support fire compared to the more pricy stuff.

Lets see, presentation wise it's not bad in the least, I really like the numbering of turn activation. Did you use any program for it? I can't quite tell if that's Battlechronicler with a few settings minimized or not.

Rule wise: as for asteroid, isn't that just 1 face down damage card, while debris is 2 damage to any hull facing? Could have saved you a hull point. It's mines that are gross for that. Aye, it's a game of milimeters at times.

Thanks for that mate. Trust me, as someone who's written 20 page long battle reports on pdf, I know the time it takes to do this stuff. Best of luck, and I do hope you keep it up!

I do like haiku, though I'm not good at the mid-poem switch. Still in honour of it, one good turn deserves another:

The astral steed turns,

led to the Emperor's grill

Space Potato fries!

Do differently? yes. Never....ever...park any ship in front of an VSD that you don't expect or intend to have die immediately. You might think you'll live. You will not. What pew-pew you think you'll get by activating first it's not worth the return pew-pew you'll get.

Also, slow it down with the AFMK2, if you're running it as an escort to squadrons. I couldn't, for the life of me, stay at Range 1 of squadrons while I was running at speed 3 (which was pretty much the whole game).

The CR90 with MM and Adv Proj can tank Gladiators pretty impressively. Still, not sure what you're supposed to do with that ship I suppose you can line them up and do a bunch of drive by shootings.

I also think that squadrons might work better with a hammer and anvil approach. wave 1 for lockdown, wave 2 for punchers.

Presentation was done in Powerpoint.