Take the Station - A Four Player Scenario

By Viperous, in Star Wars: Armada

That still throws 6 Dice out its front arc for relatively cheap.

True, but as the waves progress the VSD will be even more hard up.

God forbid the empire gets a dedicated carrier...

Under the assumption that some of its other capabilities are not buffed in some way.

The point I guess I have, is this is hardly the place for Wishlisting. Identify what is good and bad, for sure - but there's been a bunch of wishlisting threads already for the Victory...

Things in its place, is all.

From what (Limited) Experience I've seen in it so far, the idea of pair of Victory-Is isn't immediately a dismissal - its lack of maneuver is somewhat mitigated by the fact that its probably not going to maneuver. Most other ships are going to be going for where they are going too, and are going to get their faster - net result, Enemy ships stay in its half-decent front-arc for Longer, and if you've got a Pair of them, then you've got a significant amount of Hull to back them up as well.

In this format, I don't think they're an immediately-dismiss...

From what (Limited) Experience I've seen in it so far, the idea of pair of Victory-Is isn't immediately a dismissal - its lack of maneuver is somewhat mitigated by the fact that its probably not going to maneuver. Most other ships are going to be going for where they are going too, and are going to get their faster - net result, Enemy ships stay in its half-decent front-arc for Longer, and if you've got a Pair of them, then you've got a significant amount of Hull to back them up as well.

In this format, I don't think they're an immediately-dismiss...

Could even give one ordnance experts.

Isd2 with avenger, gunnery teams.. healthy bid, enjoy going last

Edited by SkyCake

I played again with 3 other players while we waited out our Store Championship byes at the Regional match @Gameology in LA. Managed not to lose any pieces this time :) but still came in 3rd b/c I was third to place obj token. I

More Thoughts:

> Big ships are big targets but if there are two and they don't target one another it's difficult to beat them. Whichever drops Obj Token first and speeds 3 (or speed 2 + EngTech) out of dodge will likely win.

> Defense, Defense, DEFENSE. MC80 was repairing 4 shields per round and it shared a short side with the other rebel. The rebels pummeled each other then the ISDII smoked the damaged rebel pair of player 4 using Gunnery and initiative (being 2nd player after myself there having 2nd and 6th initiatives) and took off at speed 3.

1st Place - ISDII - Gunnery Team, ECM, SW-7 Ion, XI7, Relentless (Total 148) - Dropped Obj Token 1st + 50 points

2nd Place - MC80 Assault - Raymus, Engine Tech, ECM, Redundant Shields, Defiance (Total 149) - Dropped Obj Token 2nd + 40 points

3rd Place - Glad1 - APT, Ordnance // Raider1 - Expanded Launchers, Ordnance // IG-88 (Total 147) - Dropped Obj Token 3rd + 30 points - THIS WAS ME :(

4th Place - Nebulon B Support - Salvation, XI7 // MC30 Scout - Ordnance, Advanced Projectors, APT, XI7 (Total 148) - Was destroyed.

Though you would lose Engine Techs, imagine:

MC80 Assault - Raymus, Engineering Team, Redundant Shields, ECM, Leading Shots, Defiance (Total 150) - Repair 5 shields PER TURN. Everyone would have to gang up on you.

Assault Frigate Mk 2 B - weapons liason, gunnery team, expanded hanger, enhanced armament, ECM.

4 x A-wing.

It's basically a carrier and a gunship all in one xD

I'd throw out the first round to a random token and save up either a gunnery or squadron command when needed...I'd probably do engineering or navigation for the first two commands tbh.

Has the MC80 finally found its true home?? :)

I love how everyone ignores the fact the the vsd has just as much firepower as most mc80s

looks like fun

Edited by ouzel

Point to Remember:

You only score for what order you put the token on the table, and what you have left Alive at the end.

Two quick games today... First one, Drove the MC80 with ETs onto the Station (I was the first one there!!!!) to drop my command first.

But Died, which made it down to everyone else...

Better Idea is to drive up near the station and circle-strafe anyone who gets close... You can readily do it with 1 MC80 or 2 AFs... AFs are a little more breakable, lending them to lose by halves, whereas the MC80 is either All-or-Nothing to Win.

MC80 Command

4x A-Wings.

Could be a great combination.

Though you would lose Engine Techs, imagine:

MC80 Assault - Raymus, Engineering Team, Redundant Shields, ECM, Leading Shots, Defiance (Total 150) - Repair 5 shields PER TURN. Everyone would have to gang up on you.

That is just as vulnerable to being one-shot off the table by a Demolisher as it is in a standard game. If they can get a hang of the initiative passing system, the imperial can even pull off the triple-tap without having to do a points bid.

Which brings me to a suggestion:

  • Randomly roll to decide which player starts in which corner.

This seems a better idea than letting people cherry-pick which fleet they want to start nearest. I think we all know why :D

Guess what I did today:

Basically two assault frigates built as carriers with a wings, a pimped out demolisher howlrunner a tie and Fett, an ISD 1 with howlrunner and 2 ties.

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13087331_1161819857161437_21113868726011

Essentially Demolisher went in and snatched up the 50 points and took off and hid in the corners. It took a beating from one of the assault frigates, but I felt for what it was it was a waste. Had he stayed close he could have engaged the frigates whilst they were busy with each other. My frigate mauled the other...I used that objective token to my advantage as I used concentrate fire tokens and enhanced armament...it was brutal at close range!

The ISD 1 traded a few salvos...but outside of that didn't really do much.

If anything we learned:

This scenario is amazing for teaching new people the game, it combines small ships and core game play.

The shifting initiative from player to player switched it up, some turns it worked out great...others...yeah not so much.

Fast ships will win the day, at the end we realized the assault frigate just wasn't up to the challenge...too little dice for the sharp engagements.

Demolisher is a waste, it's too expensive when fighting three other players.

Numbers Numbers Numbers...CR90's with TRC would have a field day with this mission. Or two GSD 1's with ord, acm, and intel officer.

Squadrons were...meh..Ties died too quickly...A-wings held on but not by much. Han Solo would have a field day with this mission.

Can't wait to play it again...it was great!

Great battle report.
On a completely unrelated topic, I think I will have to get one of those Bespin mats!

as I look at this more I think it needs one more scoring track like: 5 points for each point of hull damage done to other players and 5 for each fighter stand killed. so there is a chance the dash and run will not win the game.

as I look at this more I think it needs one more scoring track like: 5 points for each point of hull damage done to other players and 5 for each fighter stand killed. so there is a chance the dash and run will not win the game.

Dash and run doesn't win at all from my take on this scenario.

Sure you may take the 50 points, but what happens when the three other players with bigger ships duke it out, drop tokens...or ignores the token for the added red dice and kills more points than your dash on the station?

CR90 TRC fleets for this mission are hilariously good...or so it seems...gonna try it out next weekend.

as I look at this more I think it needs one more scoring track like: 5 points for each point of hull damage done to other players and 5 for each fighter stand killed. so there is a chance the dash and run will not win the game.

Sure you may take the 50 points, but what happens when the three other players with bigger ships duke it out, drop tokens...or ignores the token for the added red dice and kills more points than your dash on the station?

Check the Scoring Rules.

You score as thus:

1) How many Points you get for the Station.

2) How many Points of your Fleet you have Surviving..

What you kill is completely irrelevant to your Score.

It only Reduces your Opponents scores.

LET THEM DUKE IT OUT.

YOU ARE LAUGHING IN THE CORNER>

as I look at this more I think it needs one more scoring track like: 5 points for each point of hull damage done to other players and 5 for each fighter stand killed. so there is a chance the dash and run will not win the game.

Sure you may take the 50 points, but what happens when the three other players with bigger ships duke it out, drop tokens...or ignores the token for the added red dice and kills more points than your dash on the station?

Check the Scoring Rules.

You score as thus:

1) How many Points you get for the Station.

2) How many Points of your Fleet you have Surviving..

What you kill is completely irrelevant to your Score.

It only Reduces your Opponents scores.

LET THEM DUKE IT OUT.

YOU ARE LAUGHING IN THE CORNER>

To be fair we read the rules on a cell phone because no one printed it out and the store was tied up with a Pokemon tournament.

If that was the case, Demo still woulda lost...

The ISD and AF's pimped out still had more points.

Its interesting - because I went into it thinking you get points for kills, and I trashed an enemy Raider with my 7(!) Reds and 2 Blues out the side of my Kitted MC80 Assault on the way :D

Honestly you could play both versions...I think the "add what you kill" version encourages players to actually attack each other versus running to the station, then getting away.

Honestly you could play both versions...I think the "add what you kill" version encourages players to actually attack each other versus running to the station, then getting away.

Its the "Getting Away" part that is difficult... Honestly, you, as a player, just need to set up to spoil that.

Honestly you could play both versions...I think the "add what you kill" version encourages players to actually attack each other versus running to the station, then getting away.

Its the "Getting Away" part that is difficult... Honestly, you, as a player, just need to set up to spoil that.

Hence my desire to run a 3 CR90 build.

2 with TRC, the 3rd.....I dunno maybe something Ion cannon related.

Engine techs for the dash Gott!

Honestly you could play both versions...I think the "add what you kill" version encourages players to actually attack each other versus running to the station, then getting away.

Its the "Getting Away" part that is difficult... Honestly, you, as a player, just need to set up to spoil that.

Hence my desire to run a 3 CR90 build.

2 with TRC, the 3rd.....I dunno maybe something Ion cannon related.

I went MC80 Assault, Engine Techs, Leading Shots, Enhanced Armament, ECMs and APs...

And Banked 4 turns of Nav for ETs, and then Engineering...

Beat everyone else to the Station... Which included an AFMK-II + Han + YT2400, Double Glad, and Double Raider with Double Firesprays...

We played 2 3 player games tonight, and the short side player with nobody next to him has the advantage. That said, on the second gsme my son ran ISD II, Engineering captain, redundant shields, with two TIE squadrons. And had a hell of a chance to win at speed 3. It comes down to how much damage you can infict on all other players after that token is dropped. Not who drops it first. Bid is huge if you go with a CR90, but is irrelevant if they lose ships. 3 player is a completely different animal than 4 player.

Just a thought. Considering how one pair of players are further from the other pair, would this work out better on a 3x3 instead? After all only 600 points of ships or less on the board. Would also encourage more engagement than just being able to deploy token and run. VSD would be usable here too. :)

Edited by Muelmuel