Worst game ever...

By Gottmituns205, in Star Wars: Armada

I honestly just got back from playing the worst game ever. It was a 400 point battle with my force bringing 2 Neb's (one salvation, one yarv) a Mk 2 B as a carrier, and a CR90 TRC...wedge, van, and 2 y-wings and 3 x-wings. Fought an ISD 1, Glad 2 Demolisher, a Vic 1 and Ozzel...and we chose minefields.

Me thinking "Oh gee lemme set this up so he has to move into them...." so I set them up outside of his deployment blocking off the middle. Yeah no he set up his demolisher in the middle, and then set up the other two to toilet bowl...and me being a front arc fleet had to follow the assault frigate around. We basically toilet bowled until I blew up most of the mines and then turn 6 happened...we went on for 3 more turns before I called it "right, this is dumb."

I see why people roll their eyes at an ackbar conga line...I mean sure I could have set up the mines and blocked off a whole side but the toilet bowling..reeeeeeeeeeaaaaaaalllllly sucks.

It also point out to me that the Rebels really need to be an all or nothing force. You either carrier build or your TRC build the multi-role nonsense really doesn't work.

No, you can multi-role appropriately... But everything - EVERYTHING - has to be designed for it... Same as TRC Spam. Same as Carrier Force...

EVERYTHING has to designed and implimented to support it.

In this case, the Minefields objective wasn't so much so.

I'm slightly confused. You had two ships that don't want to circle, Salvation especially so, and he had two ships that don't want to circle, being the ISD and VSD.

Yet you both circled one another and (I assume) did so ineffectually.

I mean, what sort of game were you expecting at that point?

He mirrored my deployment...he was so afraid,of the mines he did everything he could to avoid them.

Both of you are demoted to tie pilot.

It also point out to me that the Rebels really need to be an all or nothing force. You either carrier build or your TRC build the multi-role nonsense really doesn't work.

This is a really good observation, and can easily be applied to Imperials (and, in fact, many other miniatures gaming systems).

A list that tries to do everything usually does everything poorly (or at least not well enough to be competitive). Ideally you want to specialize in one area/for one overall strategy and leave yourself with some flexibility for the things your list is weak against. :)

Both of you are demoted to tie pilot.

I can get on board with that...my PT standards have slipped.

Both of you are demoted to tie pilot.

I can get on board with that...my PT standards have slipped.

HALF-RIGHT....FACE. FRONTLEANINGRESTPOSITION.....MOVE!

DEMOTIONS FOR 'ERRYBODY!!

LEARN TO KILL SOMETHING AND COME BACK. or don't come back.

- Academy

Minefields...my personal least favorite objective for so many reasons.

Minefields...my personal least favorite objective for so many reasons.

Agreed, as second player it offers less utility than one would imagine and as first player it's an annoyance but not much more.

Minefields...my personal least favorite objective for so many reasons.

Agreed, as second player it offers less utility than one would imagine and as first player it's an annoyance but not much more.

I've seen plenty of cases where the minefield does more damage to the second player than the first. I think people sometimes throw it into their list without a clear plan, then just play a straight up fight. In that case first player has the advantage as they can control the engagement easier forcing the second player to worry about the mines.

That is exactly what happened....and in that case I'll only EVER throw it into my slow roll Victory list. I'll use the mines to lock down a side of the board and force the enemy to come to me.

In hindsight I shoulda done that with my rebel list...

Minefields...my personal least favorite objective for so many reasons.

I sometimes pick it when I am feeling really lazy and don't want to set up obstacles.

That is exactly what happened....and in that case I'll only EVER throw it into my slow roll Victory list. I'll use the mines to lock down a side of the board and force the enemy to come to me.

In hindsight I shoulda done that with my rebel list...

But why will they? The problem with minefield setup in the way you describe is they are essentially a mirror. They have no incentive to come to you and they will use your minefield in the exact same way you will. Why will they play into what you want them to do? Depending on the prior rounds many players will opt for a draw.

Edited by Trizzo2

My take away form this is simple: DO NOT PICK MINEFIELDS OR PUT IT IN YOUR MISSION LIST. Gotcha. Otherwise, beer.

Minefields can work well in some lists. A B-wing/Indepn/Boosted comms list or a Rhymer-ball/boosted comms for example. I sent my main force around, but sent my fighters through (squadron do not set off mines, only ships) Either they come though the mines and my fighters, or go around into where I am wanting them.

Both of you are demoted to tie pilot.

I can get on board with that...my PT standards have slipped.

HALF-RIGHT....FACE. FRONTLEANINGRESTPOSITION.....MOVE!

Yikes, that brings back some memories!

You don't set up the minefield in the center of the map, you use them to contract the playing field. Place them all (or mostly) on one flank. That said it's not a great objective even when using star destroyers.