Here we go. Me and my Thursday night Nemesis, let's call him the "Beach bum".
Here we go. Me and my Thursday night Nemesis, let's call him the "Beach bum".
Turn 1 (no photo, I figured it wasn't worth it). He picks up 2 tokens and I pick up 1 from the Station. Being rebel first player on this mission really sucks; you just can't afford to take the hits from the asteroids.
Turn 2. I had deployed the CR90B far out, hoping he might take the bait with some bombers, thus putting them out of the game. Alas, my opponent was too crafty for my clever ruse. My formation on my right flank was very nice, but in hindsight, packed a little too tight. Also, I need to remember to stop putting my **** squadrons right in front of my ships!!!!
Turn 3:
This was the round everything started to come apart. I activated Yavaris first. on this turn (mistake), as I didn't want my fighters to get pinned down by his likely 2nd turn Corruptor activation. That was a mistake. Putting Yavaris out first blocked Salvation's shooting. And of course Yavaris whiffed too. Since I hadn't positioned my squadrons right in the previous turn, I didn't get double taps. Additionally, I was hoping to get my X wings in to pin down some bombers, but they were just out of range. I dropped them back hoping to create a "web" in which to catch them but he just doubled back.
Covettetts 1 and 2 got some nice shooting in, but Corv 2 took a pounding in return, suffering 3 damage.
Edited by RocmistroTurn 4:
On turn 4 i was able to take down the naked Vic, but at great cost. I accidentally had several bumps, and the Vic was able to take out Corv 2 before he had a chance to act.
Turn 5:
A massive Imperial squadron activation decimates both Yavaris and Salvation. That's pretty much game over. Now it was just about mitigating points.
Turn 6.
I was able to get my Corvette B out, and pick up another token. I disengaged and saved an X and a Y wing, and was able to take down Mauler Mithel and another Tie. I think I may have taken out a Bomber at some point too, but I can't remember exactly. Also, the diagram is wrong, I did not lose Luke in the final squadron skirmish.
Corvette 1 forgot how close he was to the "gutter" and I hadn't reduced speed, so accidentally flew him off the table.
Final score:
I had the CR90B, Luke, 1 X Wing and 1 Y wing squadron left, so gave up 299 pts + 2 tokens (30) = 329
I destroyed a naked Vic 1 (73) + Mithel (15) + Tie (8) + Bomber (9)+ 2 tokens (30) = 131
So, the MOV was 198 to Imperial, a 9-1 victory.
Edited by Rocmistrogood write up enjoy the vassal shots
Thanks but it's actually not vassal. I do all my diagram work in powerpoint.
Excellent Batrep, very easy to read and understand.
I had the pleasure of piloting the Imperial Fleet for this game against the venerable Rocmistro. This was a very enjoyable game to say the least. Thanks for posting the batrep! One small correction on my list, the flight controllers were on the ISD with Motti.
Super easy to read! Love it!
Can you all talk about what you would do different, what worked great, what didn't work great?
I feel like those Neb Bs caught in that frontal arc of like all 3 ships didn't sound like a good idea. Range too far?
Cool batrep, the diagrams and photos make everything super clear. Better luck next time!
Super easy to read! Love it!
Can you all talk about what you would do different, what worked great, what didn't work great?
I feel like those Neb Bs caught in that frontal arc of like all 3 ships didn't sound like a good idea. Range too far?
I can try to answer that from the Rebel side. Hopefully Archeonolet would chime in with his perspective.
1. The CR90 b that went on my left flank was wasted. My hope in placing him there was to:
- falsely telecast my deployment intentions.
- be bomber bait
- hook up with the rest of the fleet in the middle toward end game and shoot first, burning defense tokens.
I accomplished none of these tasks. I'm now firmly of the opinion that trying to do anything "solo" with a CR90 is just wasting them. They need to attack in accord with other ships, and as such, they need to deployed in (at least) pairs.
2. Be more ship-agressive with squadrons. Squadrons need to be activated in such a way to put early pressure on ships (the ones that are made for taking out ships). Rebel squadrons do not have the speed nor the numbers to screw around with attrition or a responsive based game of cat and mouse with enemy fighters. Send them in to attack your target, and draw the enemy squadrons out to you.
3. Fly in support of one another, but don't get too bunched up. I did a lot of damage to myself in rounds 3 or 4 because I was packed in so close together. Rebel ships cannot afford to lose hull points on overlap.
4. Stop putting my sqadrons in front of my ships.
5. Rebels are hard. I think the learning curve on Rebels is harder than on Imperials. Yeah. I said it. I think if you learn to play rebels, and specifically, squadron supported rebels, you will develop your skill in this game faster.
That's all I got for now.
Super easy to read! Love it!
Can you all talk about what you would do different, what worked great, what didn't work great?
I feel like those Neb Bs caught in that frontal arc of like all 3 ships didn't sound like a good idea. Range too far?
From the Imperial side, my plan was to pick up a few objective tokens but focus most of my efforts into squadron development and board control.
At list build, I wanted to squeeze as many active threats on the board while maintaining an effective fleet. I kept upgrades to a minimum so that my carriers would have enough squadrons to present a very real problem. The VSD with no upgrades was intended to be a sacrifice from the beginning (my condolences to the families of all those aboard). The ISD and the Corrupter were obviously specced out as carriers but I wanted to try to keep them in range of as many squadrons as possible to maintain flexibility for activation order. Even if I could not take advantage of the Corrupter's increased bomber speed or the ISD's flight controllers, I wanted to ensure my squadrons could jump in when they were needed most.
What worked well
- Admiral Chiraneau and Major Rhymer are a winning team. These two fellas were key to the success of my squadrons.
- A VSD spamming engineering commands makes a wonderful decoy. It is a very attractive target with impressive unassisted resilience.
- Do not stubbornly cling to upgrade abilities. Remaining flexible and using my ISD to activate my bombers and the Corrupter to activate my fighters when the need arose was key.
What didn't work great
- My reliance on my squadrons was overzealous. For the final three rounds of the game, I just spammed squadron commands. After spending the first three rounds ensuring my VSD was in the lead to cluster the opposing force, I had no plan in place to close the gap in later rounds which meant my ISD and the Corrupter saw no effective firing solutions with their main batteries
Super easy to read! Love it!
Can you all talk about what you would do different, what worked great, what didn't work great?
I feel like those Neb Bs caught in that frontal arc of like all 3 ships didn't sound like a good idea. Range too far?
Blail, a couple other things I meant to add:
1. The Neb B's never were engaged by any ships except for his naked Vic 1 on (my) right flank. Despite what the photos or diagrams might appear to show, the ISD and the Corruptor were never close enough for their guns. The ISD got a couple flank/rear battery shots at my CR90B and the CR90A-1 as they came near in late game, but other than that, it also never got any substantial shots off. All the Imperial work was done by the Vic 1 and squadrons, with a little help from me running into myself.
2. I remarked to my opponent at the end of the game how much Armada felt (to me at least) like the old 6th edition of WHFB. I remember we had some good games back then, when the entire game was about setting up your positions for late game charges. I find that Armada reminds me a lot of that (and that's a good thing).
Edited by RocmistroVery nice AAR and very brave effort to go with nothing more than Nebs and CCs vs. an ISD!
Very nice AAR and very brave effort to go with nothing more than Nebs and CCs vs. an ISD!
oh it's not that brave, actually, when you realize how awesome they are ![]()
activation advantage alone is amazing, and that's before you get to the "super" Nebs and Cr-90s
which are Yavaris, Salvation, and Turbo-laser-re-route-circuits, none of which have any business doing that much damage for how small they are
really, the only mistake in the OP's list is not putting Raymus on Salvation. Yavaris does not need a 7 point hangar and Salvation also benefits incredibly for the addition navigation maneuverability.
Actually, was reading this and finding it amusing how nearly identical it was to the game I played yesterday. Well, mine went a little better for the plucky rebels

FGD:
I still haven't gotten the hang of Rebs in general, especially the Neb-B's. I'm getting better with the CR90s, though (I think).
Imperials, I think, suit my playstyle more. At least that's what I hope it is and not that they are "easier". :-) In any event, I'll keep telling myself that they suit my playtstyle more :-)
Idk about "easy"
I've flown imps and thought the "always forward!" Playstyle to be easy until I had to start chasing assault frigates
Then I played assault frigates and thought the "run and gun" playstyle to be easy until I started getting chased...
I it's IMO a testament to how much player input skews armada (rather than dice ) and small rebs are perhaps the most affected out of all the ships. For example, I was giddy with just how stupid flexible and maneuverable the cr-90s were; not so much with how quickly they shattered
Mon Mothma DEFINETLY helped, though (basically turned one-shots into two-shots by leaving the little buggers alive on one hull; enough to flee like crazy)
Edited by ficklegreendice