=THE NEXT ARMADA EVENT ON VASSAL= ROUND TWO... FIGHT!!!

By doobleg, in Star Wars: Armada

Beefcake4000 Vs Caribbean Ninja happening now

Get in quick because I don't know how long it will go for... I excpect until Ninja gets to short range, then I'll be done :)

Edited by beefcake4000

Hate to say it, but I'm going to have to drop out of the tournament. I hate when real life interferes with my gaming. Sorry for the disruption my leaving causes.

Hate to say it, but I'm going to have to drop out of the tournament. I hate when real life interferes with my gaming. Sorry for the disruption my leaving causes.

No need to apologise, man - real life should really be more considerate.

Thanks for being involved, and hopefully we'll see you in future tournaments. :)

Pffft, IRL is so rude. Always walking all over everything like it Owns them or something. Despicable

:P

Beefcake4000 Vs Caribbean Ninja happening now

Get in quick because I don't know how long it will go for... I excpect until Ninja gets to short range, then I'll be done :)

This ended much different than that! CaribbeanNinja 316 - Beefcake4000 206 (7-3 110 MOV). A fantastic game!

I was first and chose Fire Lanes. Beefcake spread the tokens and his fleet in a great strategy. His fleet was definitely hard-countered by mine, and he played tremendously to make me really work for anything. He set two TRC90s on the left, Yavaris on the right and the Flotillas in the center.

I placed Demo to eat the CR90s. I lucked out by getting two Structural damages on each CR90 with APT when Demo pounced. That was really the game. Beefcake got all the early tokens (snagging 7 early in the game) but I came back to grab ten total by the end.

Beefcake was able to bomb a Raider and all my hard-working TIEs to death while I also popped his Bright Hope (My second most hated ship behind Yavaris now!) and a few squads.

Again, Beefcake4000 was a great opponent and I can't wait for the rematch!

I'll post the log as soon as I can.

Edited by CaribbeanNinja

Ok have a marathon game the results are in:

WhatsArmadaWithYou defeats tgall 318 to 219 (7 - 3 MoV 99).

WAWY - Screed 384 - Demo GSD1 (OE, ET, APT), GSD1 (OE, ET, APT), RDR1 (ST, OE), Gozer1 (Vector), Gozer1 (Screed); Vader, Howl, Dengar, T/INT x2, IG88

tgall - Ozzel 391 - Demo GSD1 (IO, OE, ET, APT), GSD1 (Ozzel, IO, OE, ET, APT), RDR1 (OE), Gozer1 (BCC, Suppressor); Aggressor x4, Firespray x3

Objective: Contested Outpost (WAWY-4, tgall-2)

1st player: WAWY

Deployments: WAWY-8, tgall-7

Activations: WAWY-5, tgall-4

Deployment - We both clustered our squadrons in the center directly across from one another, with T's almost on the station. As I had one more deployment I was able to wait out T and place my Demo across from his. His was angled in, and my was facing straight up. His GSDs were on the flanks, my Demo was deployed on my left most flank but my reserve GSD was placed in the center at speed 1. My 2 Gozantis were placed on my right flank.

Other than my foolhardy Raider, no ship's speed was higher than 2. That changed quickly as T Ozzeled his GSDs to speed 3 on the first turn. His ships crashed the center while I brought my left and slow-walked the GSD in the center and Gozantis on my right. I brought in my Raider too fast and left it open to damage from T's Demo after-move attack, taking 2 damage. However my mistake was too my gain as tgall advanced his Demo too far on its first activation and this proved to be lethal. WAWY's Demo was able to advance to from speed 2 to 3 and ET to double arc T's Demo. It was not able to escape the last-first activation and was reduced to a cloud of space ash on the first activation of Turn 2.

My foolish Raider didn't get to correct his mistakes as he had no choice but to fly right up to the Suppressor which also carried Bomber Command Center. I was counting my lucky stars that the 1st firespray rolled only 1 hit until I realized tgall had already re-roll the missed blue into a second hit. This was my first battle versus BCC and I really see it's utility now. Two firespray re-rolled misses into hits and my Raider1 (Sensor Team + OE) was broken apart. But I planned to make T pay for that victory when I brought up my trailing GSD1 and parked it in front of tgall's raider at the end of turn 2. Looking forward to vaporizing the raider (which had already lost its front shields to my raider before its early demise) I dropped Vader clumsily too far forward. T made me pay for that mistake as he brought in a cloud of Aggressors to reduce him to 1 hull point.

Turn 3 began with the summary execution of tgall's Raider. It took both arcs of my 2nd GSD however and I missed an opportunity to damage the Suppressor as well. Lucky for me, tgall and I forgot about the ability of 'Sup! to flip a defense token. He missed an opportunities to mess with Demolisher but in the end, with his Demo gone and Ozzel's GSD on the other side of the map, my Demo was never in serious jeopardy. The fighter battle became intense as tgall's fighters destroyed Vader and began chip away at my other squadrons. With his Gozanti in the middle of the battlefield amongst other choice targets, tgall was able to activate his rogues early and cut into my squads. It was looking nasty for awhile but my fighters battled back. Without Vader to escort them, Howl and Dengar flew into the teeth of the Aggressors, sacrificing themselves to even the losses.

Turn 4 & 5 were basically a squadron battle to the death. IG88 earned an MVP by flying right into the middle of 3 aggressors to back up Howl and Dengar and then into 3 Firesprays to prevent their imminent attack on my Demolisher. IG88's scatter was put to good use and a lone activation of Scythe squadron (T/Int) followed by a hot roll further cut tgall's numbers. Many blue dice were thrown and counters were fired and ships fired flack into the fray until only 1 firespray emerged with only 1 hull point remaining. The Squadron battle was a statistical tie with WAWY losing Vader (23), Howl (16), Dengar (20), IG88 (21), T/Int x2 (22) and tgall losing Aggressor x4 (64) and Firespray x2 (36). The losses for both sides was 100 points.

The big ships jousted with each other looking for positioning to bring the pain. I occupied the center, holding the station, but Ozzel circled around from east to west, staying out of my black range of my 2 lurking GSD, and I used my further activation advantage (at this point 4 vs 2) hold the GSDs in place and move the gozantis first. Finally, on Turn 6 Ozzel had enough of the Gozanti's scatter defense tokens and just rammed Vector into pieces. Suppressor just barely escaped the same fate, but some wise maneuvering by T saved the crew of that vessel.

Takeaways:

1) Tgall is a very patient player as I can be a slow player (so many possibilities!!!)

2) It's easy to forget the properties of the new cards with which we have limited experience. Look at your cards all the time!

3) Gozantis are good to ram yourself into. On turn 4 I rammed one of my gozantis (granted, the wrong one) in order to keep my speed 3 GSD (which took no damage but I issued an engineering command to anyway...why??!) from moving away from the station. That allowed me to collect a sweet 20 Obj points.

4) Position is everything. From deployment to planning ahead, you have to be able to be or move to the right space at the right time.

5) Be patient with one another. We (especially I) made some mistakes but tgall was always patient and helpful and never expressed attitude. Thank you for being a good sport!

6) That was probably the best squadron battle I've ever been in. Thanks, tgall!

Ok, thanks for reading! Thanks Doobleg, great tournament so far. I'm looking forward to the new possibilities. Its going to be all new next round in a BIG way. Thank you!

Thanks to WhatsArmadaWithYou for the fun game last night! We ended up finishing up around 1am and I'm glad we did as both our schedules get crazy busy so it was about the only time we could have played it out.

It was a remarkable game in that our fleets were very similar. I especially enjoyed the Firesprays/Aggressor vs Vader/Dengar/IG/Howlrunning etc fighter ball. WhatsArmada's squadron play was about as perfect as it gets so if ever there was a test case for "which is better" I think this was it. As you can read about they basically cancelled each other out, with a little help from AA. Neither of us were able to make use of double black AA, so it was more squadron play that determined the victor of the squadron part of the play. Simply, they cancelled each other out, with a 100 point trade. Rogue, counters, howl/dengar stacking, all great tricks, but again, they cancelled each other out.

Thanks to Doobleg for giving me reasons to stay up late on a Sunday night and feel very good about it on a Monday morning.

Thecactusman17 beats Pilot no55389 400 to 52 for a 9-1 victory, a mere 2 points out of a perfect victory.

Once again, Devastator proceeds to utterly wreck a Rebel admiral other than Riekaan, eliminating 3 ships in two turns without letting any shields go to zero. Smart flying let the two Gozantis not take significant fire and Demolisher stripped the scatter of Bright hope on turn 3, then turned it into wreckage on turn 6 when it finally turned back around. Thanks to smart use of comms Net, Demo never failed to have a Navigate command available to ensure Comms Net was in place, which was fortunate as it allowed him to get turned back around and finally come barely into range on turn 6.

Edited by thecactusman17

PT106 vs Dorrin ended up in my victory 475-0 (10-0).

We played Intel sweep and I was a first player (which decided things I think, as well as some lucky/unlucky rolls - one of my ISDs was 1 hull away from dying)

Rekkon and I played tonight. I (Mala) scored 351 and Rekkon scored 140.

We played my Most Wanted and both killed the objective ships: his Needa ISD and my untitled GR-95. I also got his Demolisher and he got my Assault Frigate.

Bright Hope really should have died several times but the dice were really unlucky.

Thanks again to Rekkon for the game!

Guess we'll need a ruling on when to use the new tournament rules...

Tune in tomorrow for the thrilling conclusion of Ard vs Capt! Tomorrow at 4:30pm CST.

Also, thanks to the good captain for accommodating my weird schedule this week. I keep having stuff come up and he's been super flexible.

The current state of the game going into turn 4:


oalOR5n.jpg

Guess we'll need a ruling on when to use the new tournament rules...

Indeed, thanks dude. :)

In the interest of fairness to all players, the new tournament regulations will be implemented from the start of round three (July 20th).

Disregard the struck-through statement and see below for my official call on the new regulations.

Edited by doobleg

Man, Implementing rules early, even before FFG says so... That's some ballsy move, Doobs :D

Hehe, I actually misread the article - I thought they went live on July 18th. :P

And in all honesty, I made that announcement without having read the new regulations. Having now read them, I believe we will actually run the *old* regulations for the remainder of this tournament. This is due to the following changes that most affect us:

- A bye (or forfeit in this tournament) would score at 8-2 with an mov of 140.

- A winning mov cannot exceed 400.

- The scoring brackets change (significantly!).

Implementing any of these changes would create a disparity between the opening and closing swiss rounds of the tournament.

In the previous post I said "in the interest of fairness to all players". It is in this same interest that I am unabashedly flip-flopping: the previous tournament regulations will remain in place for the remainder of this tournament.

I will update the sign-up post to reflect this.

Happy to field any discussion on the subject. :)

Edited by doobleg

Hehe, I actually misread the article - I thought they went live on July 18th. :P

And in all honesty, I made that announcement without having read the new regulations. Having now read them, I believe we will actually run the *old* regulations for the remainder of this tournament. This is due to the following changes that most affect us:

- A bye (or forfeit in this tournament) would score at 8-2 with an mov of 140.

- A winning mov cannot exceed 400.

- The scoring brackets change (significantly!).

Implementing any of these changes would create a disparity between the opening and closing swiss rounds of the tournament.

In the previous post I said "in the interest of fairness to all players". It is in this same interest that I am unabashedly flip-flopping: the previous tournament regulations will remain in place for the remainder of this tournament.

I will update the sign-up post to reflect this.

Happy to field any discussion on the subject. :)

Strict, but fair...You sir, are the man....or...woman...honestly, I don't know...(There's no picture up there.....<.<).

Thanks for the ruling. Ninja, Miferr, and I were discussing that last night.

Reporting for Kovu vs Daht.

Kovu Wins with a 6-4, 30 points different exactly.

Salvation, Luke, Dutch, Wedge and 2 Y-wings survive vs the None Motti ISD.

Kovu went 2nd and Objective was Minefields.

Edited by KovuTalli

Looks like there was a mistake when I reported the cactus vs pilot match. I got a400 point win for destroying his ships, he got 52 for killing my squadrons. For an MOV of 348.

Apologies for the confusion.

Reporting for Kovu vs Daht.

Kovu Wins with a 6-4, 30 points different exactly.

Salvation, Luke, Dutch, Wedge and 2 Y-wings survive vs the None Motti ISD.

Kovu went 2nd and Objective was Minefields.

Thanks guys. What were the scores for each player that determined the mov? :)

Looks like there was a mistake when I reported the cactus vs pilot match. I got a400 point win for destroying his ships, he got 52 for killing my squadrons. For an MOV of 348.

Apologies for the confusion.

Fixed. ;)

Six days to complete your games, gentlemen - the round ends on Wednesday 20th July 0001 GMT. :D

Reporting Ard vs Captain ICT: Ardaedhel 400 - Captain ICT 106 for a score of Ard (9)/Capt (1) with a 294 MoV.

Ard was first player, we played Capt's Hyperspace Assault. He cleaned up my entire fighter wing; I tabled him with a turn 6 Yavaris kill.

The turning point of the game: Capt dropped Rieekan into an extremely close double arc of Admonition late turn 2, giving Admon a crucial kill on Rieekan that he might well have escaped otherwise. That move gave me a double arc into Rieekan's front arc on turn 2, followed by a side-to-front on Rieekan and a side arc on his flotilla--basically, the precise situation my MC30's were built for.

The game went downhill for Captain after that, with Slicer Tools aboard Bright Hope pulling far more than their weight by locking out Yavaris' squadron commands during the critical third and fourth turns while my fighter-bombers dispatched Salvation just in the nick of time, as both MC30's fled for their lives.

After this point my squadron dice started rolling preposterously hot, at one point throwing something like 7 blue anti-squadron hits in a row to throat-punch a 4-hp B-wing into space-dust, followed by a 2-hit/2-acc to knock Luke down. Coupled with a timely red crit out of a vanilla X-wing to put Salv in a bad situation, my few remaining squadrons did their job before they died.

Captain's Dutch took care of some serious business too, though--I think he took down 3-4 squadrons just on his own. If Yavaris' builders had been able to so much as spell cybersecurity, Dutch probably would've single-handedly mowed through most of my fleet.

Also want to give props to the captain for his great play of Hyperspace Assault. Yavaris + B-wings is the obvious choice to drop in there, but he wisely chose his GR-75 instead. I had a plan to deal with a Yavaris hyperspace (park my Slicer Tools boat on top of him and watch him weep), but because I really had to defend all three nodes at once, two of my GR-75's and about half of my squadrons were waaay out of position for the first couple of turns. It also forced me to overextend my Slicer Tools in order to chase down Yavaris, which, had it not been for the aforementioned early Rieekan kill, would almost definitely have been the doom of Bright Hope.

Anyway, great game to Capt, I had a lot of fun and he was a great sport even at the end when my hot dice were adding insult to injury. Log files posted here.

Edited by Ardaedhel

Reporting for Kovu vs Daht.

Kovu Wins with a 6-4, 30 points different exactly.

Salvation, Luke, Dutch, Wedge and 2 Y-wings survive vs the None Motti ISD.

Kovu went 2nd and Objective was Minefields.

Thanks guys. What were the scores for each player that determined the mov? :)

Looks like there was a mistake when I reported the cactus vs pilot match. I got a400 point win for destroying his ships, he got 52 for killing my squadrons. For an MOV of 348.

Apologies for the confusion.

Fixed. ;)

Score was 281-251

Heartbreaking :)

Miedo vs Deadshane had to be interrupted and will be resumed next wednesday. We're playing precision strike and Deadshane is first player.

So far we played 2 turns involving a lot of manouvering around, but the real fight is about to begin.

Gink vs Skycake is on now.

Six days to complete your games, gentlemen - the round ends on Wednesday 20th July 0001 GMT. :D

Me and Deadshane started our game, but we planned to finish it on my wednesday night, again neglecting the deadline.

We're trying to find a time to finish the game earlier, but RL keeps getting in the way and it doesn't look we're gonna have an easy time anticipating it: I'm here to ask if the deadline, just for us, just for the remainder of our game, can be postponed to wednesday night to avoid second 5-5 in a row.