Brief Tournament AAR

By WWPDSteven, in Star Wars: Armada

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Played in a small tournament Sunday. I ran Rebels with 3 Assault Frigates. One had Garm. Two had Enhanced Armaments. All 3 had Gunnery Teams and Advanced Projectors.

I took Intel Sweep, Opening Salvo, and Fire Lanes.

Game one was against 2 VSDs (a I and a II) with Tarkin, some fighters, and lots of upgrades. He elected to go first, and chose "Opening Salvo". I took down his VSD I, a few fighters, and got damage on his II. He wasn't able to sink any Guppies, but got damage on one. Wound up a 9-1.

Game two was against Rebels w/ 2 mostly naked Assault Frigates, Garm, and a Yavaris Neb B. 3 Ys and 3 As. He also chose Opening Salvo from my objectives. In this one, I was able to take down all 3 of his ships. I had one Assault Frigate in a very bad way (4 damage and little shields remaining) but it managed to escape on the last turn. Wound up scoring a 10-0 here.

My third game was against 2 VSD IIs w/ Motti. He had a Rhymer Ball w/ Rhymer and 3 TIE Bombers plus 2 Advanceds. Gunnery Teams on both VSDs and various other upgrades. This one was a really good game. He elected to go second, and I chose "Fleet Ambush" from his objectives. In the end, I was able to take down both VSDs but one of my Space Whales had zero shields and 5 damage cards on it! 10-0 on this one.

In the end, I managed to win the day without losing any Guppies! Those things can tank like a fool.

I'll have a full write up on wwpd.net soon!

Huh, no all ship lists. The people in your area must be trying to steer clear of the Meta. Well other than your list.

Yeah, though they are certainly aware of it. Jeremy is a great local player and took 7th at Gencon.

I like that you added color to your ships. What do you think we're your most invaluable upgrades over the course of the tournament?

Bit of a toss up between Advanced Projectors and Gunnery Teams. Those things are just so nice on an AF!

I've actually not had much use at all with Gunnery Teams, you're purposely broadsiding with the side guns and shooting two different targets and spreading fire??

I had a friend run ECM to allow him to use tokens i had locked out. Do you think advProjectors are better? I've heard they are useful for allowing the guppies to tank to full capacity.

How did you avoid the fighter balls? Really actually, only the last list had a bomber group that looked particularly menacing.

Would you ever consider using the 81pt Guppy with 2anti squadrons? as an upgrade of 9 points. Also adds 1 die to the front and back for better normal corner shots.

Yes, because with the reds, you have quite a bit of range. Almost always have 2 enemy ships in range. If you don't, putting some extra AA out there starts to add up!

I prefer Advanced Projectors, but I do think a case can be made. I find that the Advanced Projectors work when you need them. Sure he may knock out your Redirect with an accuracy.. but eventually he won't, and then all of that damage is getting absorbed. I didn't lose a single frog the whole tournament, but I had two with zero shields left at various times!

For the fighters, I mostly made sure I was keeping at speed 3. They can hound you for a turn or two, but then he's stretching to stay focused. And if he's spreading his fire around, your Guppies can take it. I gave mostly engineering orders when up against Fighters.

I don't like the A. Using the front/back arcs are situational at best, and 2 AA is only of marginal use on such an expensive ship!

I've actually not had much use at all with Gunnery Teams, you're purposely broadsiding with the side guns and shooting two different targets and spreading fire??

I had a friend run ECM to allow him to use tokens i had locked out. Do you think advProjectors are better? I've heard they are useful for allowing the guppies to tank to full capacity.

How did you avoid the fighter balls? Really actually, only the last list had a bomber group that looked particularly menacing.

Would you ever consider using the 81pt Guppy with 2anti squadrons? as an upgrade of 9 points. Also adds 1 die to the front and back for better normal corner shots.

With 3 whales you will always be spreading fire - no way you can double-arc a single enemy with 3 whales. Enter gunnery teams - you can now effectively strafe-fire 2 enemy targets per turn and still stay mobile.

Cool. This is such a movement thought-out list. What a nice share! I'm going to try something close to this.

Well done Steven! I eagerly await the full AAR!

After reading this I think I made a great decision to bravely run away from you during that tournament.

@Boardy haha your Brave Sir Robin move will not soon be forgotten! Hope we can roll some dice together soon!

Which variant did you use? I personally love rocking those 2 blue anti squadron dice.

Huh, no Gladiators in the Imperial fleets? Interesting.