So as I mentioned in the other Adepticon thread(...well, there's a lot of them now I guess, many of them April Fool's joke threads), I won the Adepticon Armada tournament (26 tournament points, second and third were 24), much to my own surprise. My intention was to play some fun games, ideally end in the top 25%, but feel happy so long as I got top 50% and didn't play against any jerks. Primary objective: get alt art stuff and push my plastic spaceships around while making pew pew noises, haha.
Background: It was a 27-person tournament. The event was 33 slots, all of which were filled (to keep the event limited to 3 rounds you need 32 active players (+1 bye) or less, and it started at noon so a 4-round event would've been torture), but some people did not show. Hence, 27.
Anyways, here's what I brought:
Faction: Galactic Empire
Points: 383/400 points
Commander: Admiral Screed
Assault Objective: Precision Strike
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions
[ flagship ] Gladiator I-Class Star Destroyer (56 points)
- Admiral Screed ( 26 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
Gladiator I-Class StarDestroyer (56 points)
- Demolisher ( 10 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
Gladiator I-Class Star Destroyer (56 points)
- Ordnance Experts ( 4 points)
- Engine Techs ( 8 points)
- Assault Proton Torpedoes ( 5 points)
Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
Raider-I Class Corvette (44 points)
- Ordnance Experts ( 4 points)
4 TIE Fighter Squadrons ( 32 points)
Basic list theory:
I've been experimenting with all-small Imperial lists since wave two came out. I shelved them after about two months in, but then clontroper5 did well in the Vassal tournament, reignited my interest, and I utilized some of the theory behind his list to refine/strengthen mine until it reached the stage you see it in above. It's similar, but different in utilization in a few ways. It does very well locally (I think it's currently going on something like... 7-1, or so?) so I was pretty confident in running it. Basically if you want to black ships well you want first player and last activation. This isn't all about the Demolisher - the follow-up Gladiators get in some haymakers as well, but Demolisher is usually a solid ship in the early game and late game for wrapping things up. The list usually gets some questions, like:
Why a 17 point bid?
I was concerned about running into clontroper5 netlists and wanted to have a leg up on them. I considered putting Insidious on the flagship Gladiator (for a 14 point bid, 1 point better bid than clontroper5's list) but I rarely get much use from Insidious and really wanted to go first, so I kept it at 17.
Why Assault Proton Torpedoes
They helped me keep the bid high (as opposed to ACMs/Expanded Launchers) and they make Precision Strike an easy choice from enemy objectives. A lot of bomber-heavy players bring Precision Strike and I enjoy having the easy out, as their other objectives will usually be Superior Positions (a big ol' nope) and Fire Lanes/Contested Outpost (similarly nope).
Assault Proton Torpedoes also have a lot of synergy with the Engine Techs on Gladiators. Against Ackbar fleets and the like I'm regularly double-arcing + ramming Assault Frigates to death. I expected to see a lot of Ackbar (more on that later) at the tournament and in general I'm seeing less large ships lately than I did when wave 2 dropped.
I originally had Assault Proton Torpedoes on the Raiders as well but found the points less well-spent there, as Raiders double-arc much less frequently than Gladiators and I wanted those points to go towards a bigger bid.
Why 4 TIEs?
For a few reasons:
- I wanted an additional deployment to delay tipping my hand with the Gladiators during setup. A lot of fleets nowadays can't hit 7 deployments like I can and waiting to deploy the Gladiators pays off handsomely.
- 4 TIEs is far better than 2. They're not premier anti-squadron attackers but they're able to survive to get some Swarm attacks in and pin down squadrons for the Raiders to pound on, should that be necessary.
- I can activate all 4 with two Gladiators on turn 2, provided they both bank Navigate tokens the turn before so they can still pull off Engine Techs shenanigans on the (usually) crucial turn. It's rare I have to do this, but it's occasionally necessary.
Aren't Raiders just empty activations?
No. Emphatically no. Perhaps even rudely no. Raiders are awesome. They're the most difficult Imperial ship to learn how to use well but once you've figured them out they're great. I like to think of it this way: both Gladiators and Raiders are lowlifes with handguns and switchblades. Gladiators are the beefy thugs who break into your house to steal your stuff at gunpoint. Raiders are the sneaky thugs who wait in dark alleys for people foolish enough to be in the wrong part of town space at the wrong time.
Plus Raiders provide some serious flak in combination with the TIEs, which can make squadron-heavier fleets more manageable. The goal there isn't to destroy all the enemy squadrons, as that's unrealistic. The goal is to destroy enough of them to limit the damage they can do, while inconveniencing the surviving squadrons by flying away from them as fast as you realistically can while still threatening enemy ships.
How do you actually use black dice ships in general? I've never seen this kind of fleet used before.
In my opinion, learning how to use black dice ships and squadrons well are two of Armada's more difficult skills to master, but both give hearty payouts once you finally get there. Don't give up! I wrote a Boardgamegeek post in the Armada section about this very subject to give new players the tips they need.
ROUND ONE, FIGHT!... or don't, you know, whatever
Bye, womp. Hey, I guess I'll take a freebie 8-2 win, sure. I was just... you know, kind of hoping to play some Armada today. I used this time to cruise the convention hall, watch a few other games just to see what everyone was bringing (fleet builds fascinate me, and games themselves are always enjoyable to watch), and provide rules/red laser line support as necessary (quick side note: the Broken Egg Games laser pen is the most amazing laser line tool on the market and should be back in stock in about 1-2 weeks if the BEG guy I spoke to has his timing right).
I still have mixed feelings about winning with a bye. It's good to be the king winner, of course, but there are a lot of could've-would've-might've questions that go running through one's head when you win with a bye. Would I have still won the first round? If so, would the margin of victory resulted in a different point spread? Less? More (haha, one can always hope)? I can't say.
ROUND TWO vs. Dan
Dan brought a fleet somewhat similar to mine with a 7 point bid. As I recall, he had:
Gladiator-I
+Screed
+Expanded Launchers
+Ordnance Experts
Gladiator-I
+Demolisher
+Montferrat
+Expanded Launchers
+Ordnance Experts
Raider-I
+Expanded Launchers
+Ordnance Experts
Raider-I
+Expanded Launchers
+Ordnance Experts
4 Firesprays
He had... I believe it was Opening Salvo, Superior Positions, and Fleet Ambush. I chose Fleet Ambush because... I don't have a nice way of saying this, I'm sorry... if you include Fleet Ambush as an objective I am 99% sure you are doing it wrong. Fleets like mine will use it against you. Carrier fleets will use it to bomb you on the first turn. It's terrible. You have to be 110% sure nobody will be able to bring it to you worse than you can bring it to them with that objective and that kind of certainty is nearly impossible. The point of objectives is to give you a leg up as second player because going first is great so you need some element of going second to be great for you. An objective that can be an active detriment is you just making a disadvantageous position worse for yourself. /rant, sorry, I have strong opinions on Fleet Ambush
Anyways, the basics in some semblance of game order:
- Obstacles were mostly set up in the middle of the table. He began with the station in the middle, I concentrated asteroids and one debris field towards his end. I wanted to make his early game maneuvering less easy.
- Our fleets both deployed in the central 50% of the table. My "ambushed" (let's be honest, ambushing) ships were my two Raiders (which were deployed for 1 and 3) and my Demolisher, which was deployed at deployment 5. All of them were touching the 5-line and at speed 2. I deployed my Demolisher to be within reach of his.
- All my ships were speed 2. All of this were set to maximum speed (so 3 on Gladiators, 4 on Raiders).
- His fleet jetted forward on turn 1. I slowed down my Fleet Ambush Raiders to speed 1 to stay out of black dice range for one more turn on anything but his Demolisher. I moved forward a Raider as bait to be within Demolisher range. He activated his Demolisher and took the bait, doing a sizeable 8 damage to the Raider, which was braced down to 4. So 2 to the front hull and no shields left there. My Demolisher then activated and made its primary goal destroying its evil clone - I threw 1 red dice at him for neglible effect and then moved in to open up with a 3 black dice broadside and the Comm Noise crit. I chose to lower his speed to 2 to turn off Montferrat. At the end of turn 1, my TIEs moved to engage the Firesprays, which destroyed 2 of the TIEs.
- Turn 2 I started off with my Demolisher destroying his Demolisher with some room to spare. Dan... went on tilt from this point on but the game was mostly sealed by that point as I was able to out-activate him strongly throughout the rest of the game until I tabled him turn 5. I always prioritize destroying enemy Demolishers with my fleet because my ships live by not getting attacked at serious range, and Demolisher can get around that.
- Other events of note:
- The Raider that took a hit from Demolisher was spectacularly destroyed in turn 2 by a Raider that jetted up to him later in turn 1.
- My surviving Raider-I did a grand total of 12+ damage to Firesprays throughout the course of the game, killing 2 of them (with the help of the 2 temporarily-surviving TIE Fighters).
- The 2 surviving Firesprays destroyed my generic Gladiator (neither Demolisher nor Screed's cadillac) after it took a broadside from his flagship.
- Game takeaways:
- Dan made a few mistakes that cost him. He was in a rough spot from the beginning due to relying on similar tricks to my fleet but with less activations and a lower bid. I out-activated him consistently, which frustrated him (sorry, Dan, if you're reading this, please know my intention is never to give my opponents a bad game).
- Setting your fleet to maximum speed from the get-go makes your moves very easy to predict, which can cause problems when your opponent out-activates you.
- Fleet Ambush is bad! (sorry, I came back to Fleet Ambush)
- I'm not sure Expanded Launchers is an ideal upgrade at such high speeds. I was able to avoid front arcs for most of the game. I believe they came into play... twice, I believe. I was getting consistent use from APTs, though.
- I continue to love TIEs + Raiders for pulling a lot more weight than you think they should for dealing with squadrons.
ROUND THREE vs Lee
Lee and I found ourselves across from one another at table #1 (no pressure!) and he brought a HEAVY Imperial fleet which was...
Imperial-I Star Destroyer
+Grand Moff Tarkin
+Heavy Turbolaser Turrets
+Relentless
+Gunnery Team
Imperial-I Star Destroyer
+Gunnery Team
Imperial-I Star Destroyer
+Gunnery Team
No squadrons(!)
I went first and he had... Dangerous Territory, Most Wanted, and Contested Outpost (I might be wrong about Contested Outpost). I chose Most Wanted.
In some rough semblance of order, more bullet points about the game!
- Terrain setup was very similar to my game vs. Dan. Lee put the station in the middle, I cluttered up the central back part of the board (so the area nearest the center of his deployment zone) with rocks and garbage. I didn't want the ISDs to be able to march down the middle of the table, I wanted them to commit to a side so I could use my deployment advantage to avoid taking them on head-on by deploying on the other size of the board and using my superior maneuverability to sweep around Garbageland and get to the ISD rears/sides late game.
- Deployment basically went according to plan. I waited him out with a centrally-deployed Raider with 4 TIEs around it. Lee deployed an intimidating line of 3 ISDs on the left (his right), with Tarkin in the rightmost ISD. I deployed everything but the Demolisher on the right side of the central garbage pile, with the Demolisher on the far left, pointed to sweep out on the empty left flank to go after the furthest-left ISD.
- Lee was delighted with the "saucy" Demolisher deployment. Lee, you're a good guy, you know that? I enjoyed our game.
- Lee chose the Demolisher as the Most Wanted Ship (good choice) and the leftmost ISD (...probably not a good choice, as it turned out).
- Turn 1, Lee's ISDs advanced in a solid line of "seriously don't go here in the front you will EXPLODE." I took note, as someone who is not fond of exploding. Demolisher cautiously advanced 2, just outside of long range. The remainder of the fleet began to navigate around Garbageland. The TIE Fighters began an awesome party on the space station.
- Turn 2 was basically more of the same. The rightmost ISDs began to turn a little towards Garbageland, anticipating new friends in the future. The leftmost ISD cautiously advanced towards Demolisher. The remainder of the fleet continued to get around Garbageland, with most of them (barring the generic Gladiator) poking their noses out, ready to get into attack positions on turn 3 for attacks on turn 4.
- Demolisher's turn 2 activation was to zoom in on the lefthand side of the board on the Most Wanted ISD's right arc. I lobbed in some dice, took out some shields, got a meaningless crit.
- Turn 3 was the big turn. Demolisher activated first and Concentrated Fire. Due to Most Wanted this was a salvo of 2 red + 3 black dice first, which got a Comms Noise crit (I love you, Comms Noise) which allowed me to reduce the ISD to speed 0. The ISD had taken about 4 hull damage by this point. It was followed up by an EPIC attack of 6 black dice (4 broadside + 1 Most Wanted + 1 Concentrate Fire), which due to Screed and rerolls became 5 hit+crits for 10 total damage plus an APT crit with no defense token spending allowed. Guh. I don't think I've ever done that much damage before with anything. Suffice it to say the poor ISD exploded.
- The remainder of the game saw a few other events:
- Garbageland detachment made a run on the flagship ISD but couldn't quite seal the deal. Had a bad reroll on one Gladiator that resulted in only 2 damage from a broadside with no crits. Demolisher had a chance to go for a Hail Mary on the flagship on turn 5, but a possible plus lots of points didn't seem worth risking Demolisher getting popped for a possible minus lots of points (from the other ISD).
- Raiders existed solely for activations this time around. It's rare that happens, but I did not want them in front arcs of ISDs at all and Gladiators are for making attack runs. There were no squadrons to attack either.
- 4 TIEs should have booked it, but I tried to get some damage through on the flagship. Over the course of... I believe it was at least 6 total attacks, the TIEs got a single damage in. We joked that the space station had been full of pillows, and the TIE pilots were simply delivering them to the ISD. Tarkin did not find this funny and promptly blew up all 4 TIE squadrons, as Lee generally didn't have more than one decent anti-ship shot per turn, always at medium or long range.
- My fleet booked it after the attack run, so the game ended 227 (Most Wanted ISD) to 32 (TIEs).
- Game takeaways
- I should've just run away with those TIE Fighters. Not a big deal, but they were trying.
- I'm not sure what Lee could've done to save the Most Wanted ISD. Even had I not destroyed it with Demolisher due to some craziness (even without the Comms Noise, it was in a bad spot), Demolisher would've had it next turn anyways.
- Lee probably should've slowed down and fanned out the ISDs to cover his approach better. If he wanted to make Demolisher sweat, he could've staggered an ISD behind the Most Wanted ISD to piece trade.
- No squadrons is tough, even if it's only for deployment delaying purposes. I gained A LOT from delaying my deployment with those TIEs.
So anyways, that's it so far as my games are concerned. I have a few thoughts on what I saw at the tournament, but I'll save those for post #2.
Edit: included a link to the BGG article I mentioned.
Edited by Snipafist