Hey all,
NOTE: I apologize if this writing seems scatter-brained... I'll edit to fix where needed if wanted.
Just drove back to DC (6 hrs) from Columbus, OH... took a short nap, so here goes...
ORIGINS - Columbus is a nice town; Origins is about 1/3 size of GenCon (more chill and elbow space; less background white noise from crowds in the gaming hall so I found myself being able to hear my stress during my matches). I made the decision to go to Origins and a potential trip to Worlds over going to GenCon (costwise).
My post will probably make comparisons to X-Wing and Imperial Assault so I'll give dap to players of both these games because I don't know how you guys battle through numerous one-hour rounds where I'm assuming one small mistake will lead to a loss! Seems uber-stressful to me!
This is gonna be a stream of consciousness thread so I'll break into parts so you can skip pieces that you aren't interested in...
----------------- Of the FFG SW Trilogy, ARMADA is the People's Game ------------------------------------
Armada is the People's Game because any list can win; moreso, than my previous GenCon thoughts...
https://community.fantasyflightgames.com/topic/183984-gencon-2015-thoughts-from-the-top-table/
I'm confident the list below can beaten by you so let's not go into a flame war! Heck, during the Massing of Sullust, the GenCon Special got crushed by Rhymer + 9 Bombers (who plays that?) and then I got crushed a 2nd time trying out the list that crushed me!
Jonathan R. (2015 Worlds Champion) talked about running the anti-meta and I agree with him.
Clone took Vassal by storm by proving that Raiders don't suck.
There's a thread on a 50-pt initiative bid! Inconceivable!
However, I'll state that, much like poker or MtG, good cards make it easier to win but having bad cards doesn't necessarily mean you will lose... in either case, you can still have FUN...
Specifically, Armada is the People's Game because...
1. Scoring is akin to college football before the BCS, you gotta score to impress the polls! You may have scored big but someone just scored bigger! Matchups matters!
2. If you have a loss in Week/Round 1, you can still comeback... at Nationals, Stephen was 1-9, then he went 10-0 and 10-0 and finished 3rd!
3. I don't think I've ever played against the same exact list in the competitive scene.
4. Any list can win on any given day... that's why I treat every match like a playoff elimination game. By trying to win big, you may lose big... it's the nature of the beast.
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Here was my winning list (I think the why is cooler than read than the how)...
Move Like a Butterfly.... Sting Like a Bee...
Corvette A - TRC, Jaina's Light + Mon Mothma
(GenCon Special 23 Hull, Motti ISD 14; my fleet 16!)
Corvette A - TRC
Corvette A - TRC
(TRC is glass cannon DPS).
Mc30 Torpedo - APT, Ordnance Experts, Lando, Admonition
(Haha... I like the phrase Mothmation... gotta make them pay for letting you go first. Also, designed to help tank Demo hits.)
8x YT-2400
(Gotta win the GAME WITHIN THE GAME).
RED - Most Wanted
YELLOW - Contested Outpost
BLUE - Intel Sweep
I cut down to 4 ships because 5 seemed hard to avoid all the fire.
No blog or forum post has mentioned this before but I want to bring up the concept of TEMPO. In Armada, you need to average 7 to be in the prize pool and likely around 8 to be in contention to win it all. Toilet Bowl matches and 5-5s will really knock you out... I was teching to fight Rhymerballs, Demos, and Rieekan Aces. TEMPO is doing things to force action.
Most Wanted - Since I was playing SMALL BALL, I wanted to maximize WHALING! Designed to trade up to
ISDs and MC80s.
- Advanced Gunnery (NO) - it would have to go on my Shrimp and the Shrimp was my damage dealer so this would be too risky given how fragile it is. Also, why would I want an MC80 to get this?
- Opening Salvo (NO) - this is dangerous and can backfire since i have a swarm. Learned this from the GGGGGR list.
- Precision Strike (NO) - Rieekan Aces and Rhymerballs probably have this... if they make me go 2nd, gotta make pick something they aren't ready for!
Contested Outpost - Gotta put pressure on carrier builds to move somewhere! Forces TEMPO.
- Hyperspace Assault (NO) - doesn't pressure carrier builds. They go first so they can bomb your
hyperspaced stuff.
- Fire Lanes (NO) - risky... you gotta know you can win this. However, even if you lose, MOV will be high
(hopefully)
- Fleet Ambush (NO) - they go first... what if they are using Ackbar with Gunnery Team... they shoot and
scoot.
Intel Sweep - hey, that's 75 points (7-3) tempo... forces carrier build to move to you. Force TEMPO.
- Superior Positions (NO) - why help carrier builds?
- Dangerous Territory (NO) - why go small tempo when you can get bigger with Intel Sweep?
- Minefields (NO) - kills TEMPO and will likely lead to a draw.
----------------------------- Nationals AAR ---------------------------------------------------
(#1 Swiss; 23/30; 7.7 Avg)
Met Biggs in real life in WV Regional. Hung out with him and his crew at Origins afterwards - they are super funny! We didn't know how many peeps were in the tourney. Since Biggs wasn't sure if he could make GenCon, he used his Bye. I agreed with the reasoning. Additionally, I used my Bye so no one would get a free ride in Round 1.
Met McCann in real life... from the forums, I knew he is a strong player... he's really cool too!
After Round 1 (8)... but there was 10, 10, 9, 9... Biggs and I had to hope that the Top 4 destroyed each other.
Round 2 vs Biggs (10)
Ugh... was hoping to meet in Round 3... Biggs played Aggro Rieekan... I think I surprised him by going 2nd. There were 3 times where I felt his dice rolled below average.
Looks like there was one or two Intentional Draws? Not sure... after two, it was me at 18, Jeff 15 and a slew at 14 and 13.
MVP was the Mothmition... it tanked so many hits before dying!
Round 3 vs Jeff (5)
Jeff chose to go 2nd. I looked at his (super tanky 2x MC80, Han, Dash) build. I think he had Gunnery and Fire Lanes so I had no choice to pick Minefields (he clustered the center). He had X17s. My YTs chased and killed Han. If he let me go 2nd, it would have been worse for him... was hoping that 23 would be enough to make top two for the cut.
Finals vs Troy
Troy's Rhymerball had a lot of AS tech! Bigg's play-by-play is just a fun read.
Mothmition tanked 3 APT Demo hits... well, dodged them... it was insane!
----------------------- DEMO & RHYMER --------------------------------------------------
Why they are good for the game. I agree that the Imps don't have better tools yet.
Demolisher - if it doesn't exist, let's imagine how games would go. Imps rush Ackbar Gunlines and take massive damage. The Demolisher lets the Imperials break the siege, catch running Corvettes, and disrupts formations. In the current meta, the Imps can't win a long-range firefight with the Rebels. Demolisher helps close the distance. Demolisher adds TEMPO!
- block with Rieekan ship
- bombers
- bait with another ship
- Tractor beams
- out-activate
- go first
Rhymer - if he doesn't exist, Imp squadrons will take more AS flak, you won't be able to break an Ackbar Gunline, you can't reach fleeing Corvettes...
- Cluster bombs?
- perhaps, forget about Rhymer and add a FireSpray or Aggressor?
It's hard for the Imps to include both and do well with both of these in them. Rebels just have more flexibility in builds right now.
------------------------- STORE CHAMPIONSHIPS ---------------------------------------
1. Ackbar with Home One w/Engine Techs, 2x Guppy, 3x YT-2400 (8th Place)
a) Paul Heaver's Rebel Ackbar... toilet bowl match. He had a YT-swarm.
At this time Ackbar Gunlines were OP'd and I wanted to see for myself the big fuss...
ACKBAR IS BAD FOR THE GAME! Ackbar is a forgiving commander... new players will be competitive with a low learning curve (this is good to get peeps into the game); however, traditional Ackbar Gunlines are board control/counter-attack lists. If you walk into the kill zone, you will get thrashed. However, Ackbar has difficulty advancing the gunline to apply pressure (TEMPO)... I tried to use Engine Techs to bisect the toilet bowl to force action but I faltered when wanting to put a 150pt+ ship on the frontlines... so "toilet bowls" will happen (a valid tactic due to matchups)... but I think people will agree that's it not very interesting! Given mistake-free play on both sides, it's hard to win big with Ackbar Gunlines but it's hard to lose big.
b) WWPDSteven's TRC Swarm...
TRC Swarm... wow... they can box a Motti ISD in 2 turns!
"WHALING" - since everyone was playing the big MC80s and ISDs, could you win by trading up in the exchange of small ships for big ships? This was the beginning of my "Small Ball" concept (in NBA terms)...
c) Tyler S. Imp Air Superiority build.
Losing my 3 YT-2400, I was already down 48 pts...
"GAME WITHIN THE GAME" - Can you win big enough by just destroying squadrons?
2. TRC with Jaina's Light, Mon Mothma (1st)
3 x TRC
MC30 Torpedo, APT, Ordnance Experts
5 x YT
a) Treb C's Ackbar Carrier Build... with Minefields
It was very difficult to breakthru's Treb's Defenses with Minefields, it's hard to generate TEMPO.
b) Matt's Clonisher
Yay, 5 Activations with TRCs with the YTs seem like a favorable matchup!
c) Ron's Mini-RhymerBall (Rhymer, 3 Firesprays, 5 Tie Bombers)
Yay, seems like a favorable matchup!
3. Rhymer + 10 Tie Bombers + Dengar and Flight Controllers (1st)
I wanted to see if a RhymerBall could bomb and do air-to-air. With Flight Controllers a Tie Bomber has 38% chance of doing 2 damage to a squadron. I against a hodge-podge of lists but I remember beating 4x Tie/Int and 4x A-Wings...
4. GGGGRR + Ozzel (3rd)
I wanted to see if Small Ball would work. Didn't face any squadron heavy lists but I took a lot of damage but eeked out wins 6-6-7? In a one-off match, I liked my odds but I couldn't win big enough.
-------------------------------- REGIONALS -----------------------------------------------------
Michael McWilliams (he's awesome) - Your Hobby Place - Martinsburg, WV
TRC with Jaina's Light, Mon Mothma (5th; 28/40; 7.0 avg)
3 x TRC
MC30 Torpedo, APT, Ordnance Experts
5 x YT
a) Bye (8)
b) fought non-Rieekan Rebel Aces (9)... gained experience fighting Luke, Wedge and Dutch (no Yavaris)
c) Heaver - intense toilet bowl (5)
It was YT on YT but Paul had Dash + 2 more YT... I actually had to use squadron commands on Corvettes to attack first!
d) Jonathan K's.... 2x ISD-2 with Advanced Gunnery, 3x Firespray, 3x Aggressor (6)
I went first... I took out the ISD but the squadron battle was pretty even. Maybe 5 ships was too many and Advanced Gunnery would knock out 2 TRCs? Need better squadron help.
Game Theory - Raleigh, NC (2nd; 23/30; 7.7 Avg)
TRC with Jaina's Light, Dodonna
MC30 Scout, APT, Ordnance Experts
6x YT
Nym, H-6
Yavaris
a) battled Gallant Haven, Jan Ors, a mix of Rebel Squadrons (9)
b) Darryl's 7Ys, Hwk, 3A's, Dutch (5)
c) Rieekan, 3x Shrimp, Guppy (9)
In this match, I was really worried about getting tabled!
I'd never used Yavaris (a squadron multiplier + 2 blue AS). Yavaris always died. I wondered if bombers were good for board control.
I met PT106... good guy... he won 2 Regionals WITHOUT Demo or Rhymer.
Edited by IceQube