BatRep - Contested Attic!

By RazelKorr, in Star Wars: Armada

This week's Armada at the Attic went rather well for me, with two 8-2 victories under opposite circumstances of the same objective. I managed to remember pictures of deployment, so without ado, here ya go!

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Game 1 Was against the same Snackbar fleet that taught me never to trust Fleet Ambush. This time I managed to neuter his Admiral with Objective Placement and then counter-deployed his aggressors. HOW DOES IT FEEL NOW, GIAL?

There's another CR90 off to the left but it did a lot of nothing. The AFMKII swooped in, only to get Fireball'd before the Raiders cut it off and popped it. As he fled into the blue dice, the Fireball bounced into the fields to take out a CR90. The ISD trundled by at SPD 1 the whole time, and in the end I had a 160~ MOV. I didn't note it.

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Second game was much more harrying. I managed to Soften his ISD enough that even though Neith went up in flames, DENGAR of all squads got the final damage off. Statler died while Waldorf cruised the edge, banking around the left Victory and plinking away its shields. The Fireball wasted the other Victory with Statler's help, Motti ensuring he got a (UUUBB) roll into it. Both Victories went down, dropping a full 400 pts which cut back to a 136 MOV.

Firesprays continue to rule the day. Dengar is a great choice to join Rhymer, since a single Black Die is a solid attack. I do not lament losing the ACMs for the SW7s on the raiders, as that guarantee hit much more over these two games than the ACMs ever did. I also realized that sometimes I simply cannot brawl, so I need to mitigate the enemy where possible.

Cool report, well done!

Sounds like the firesprays were pretty terrifying - it looked like both your opponents had decent fighter cover though - it didn't do anything to stop them?

Cool report, well done!

Sounds like the firesprays were pretty terrifying - it looked like both your opponents had decent fighter cover though - it didn't do anything to stop them?

The trick was using their priorities against them. I don't recall much of the squad combat in the first round, but the second also suffered from the slower TIES taking time to get there. They always went after Rhymer first and foremost - sensible, except that you can sneak him closer and keep the Firesprays further away to screen themselves. Best case you still have the Rhymer Buff, worst case he dies and the time it takes to do so makes them move in range of the Firesprays anyway.

Also, you can abuse overlapping rules to break engagement if you keep the fight in the main flight path. I did that a couple times.