Starion Assault, Jamming Barrier, Salvage Run - Tactics.

By Mad Cat, in Star Wars: Armada

I thought I would start a thread for discussions, tactics and fleet builds for the three previewed scenarios from the Corellian Conflict campaign pack.

https://www.fantasyflightgames.com/en/news/2016/7/22/the-corellian-conflict/

Here are a few of my thoughts.

Station Assault

swm25-station-assault.png

Main Points

  • First player must kill one station to break even, both for an 80 point bonus or neither for an 80 point penalty.
  • Second player places both stations which can be quite close to their board edge.

Unknowns

  • Hull value of the stations. 13 has been previewed on the back of the box but that was for an armed station. My guess is 6-8 hull and no defence tokens.

Depending on how many hull these stations have this scenario could be too difficult for any first player to decide to take. In a similar way to choosing to play advanced gunnery if the enemy have an ISD or MC80A, you hardly ever see it selected.

Denying player 1 the station repairs is a marginal benefit but forcing the enemy to pump 6 or 8 (or maybe even 13) damage into an unarmed station to break even is nasty. Admittedly the stations are static and probably have no defence tokens (I hope).

An Interdictor in the defending force with Gravity Shift can pile up the obstacles in front of the stations or move the stations themselves even further from the enemy. The defenders could also abuse G8 Experimental projectors, tractor beams and Konstantine to simply keep enemies from breaking through to get to the stations in the allotted 6 turns. Defenders could instead hang back on/near the stations allowing them to be attacked but punishing the attackers as they do so and taking little damage in return and conducting the odd repair.

For the attacker massed bombers, slugger ships like VSD-Is or drive by fleets containing Ackbar and/or TRC spamming corvettes could be useful. However you still have to deal with the defenders and may not be able to spare lots of firepower on the bases if the defenders are aggressively pressing your fleet. If the bases are split up just keep you fleet together and knock off one base and its defending units at a time.

Jamming Barrier

swm25-jamming-barrier.png

Main Points

  • Up to 12" long energy barrier halving number of attack dice.
  • Second player places the barrier after fleet deployment.
  • No extra VPs

Unknowns

  • The effects of dust field obstacles

I can't really see a great advantage for this scenario. The second player gets to place the barrier after deployment but it is only 12" long and effects both sides equally.

I suppose Rebels could place it in front of Imperial ships cutting down their front firepower while they work their way around a flank.

Imperials could place it in the direction of their line of advance, off to one side, so if the Rebels outflank them on that side they gain protection and can just hit the accelerators to fly past.

If you can arrange the fight around the barrier it can hamper TRC90s or Rhymer balls with Tie-Bombers. It can also allow close range ships to approach the enemy and suffer less from large red dice volleys as they advance, then simply punch through the barrier into knife fighting distance.

As first player I may be tempted to simply plot 2-3 initial Nav commands and relocate the battle to some place away from the barrier and start the fighting around turn 4.

Salvage Run

swm25-salvage-run.png

Main Points

  • Station in the centre.
  • Lots of obstacles nearby.
  • 4 objectives very close to the station.
  • Free Nav tokens for second player

Unknowns

  • The effects of dust field obstacles

This scenario can generate a big scrap in the middle or encourage fast ships to dart in, grab a token and then zoom off. The second player could position the 4 tokens east, west, south-east and south-west of the station giving a slightly shorter distance to travel.

Speed changing upgrades such as Q7 Tractors, G8-Exp and Konstantine could hamper enemies trying to grab tokens. Deployment effectors like G7 Gravity Wells or Admiral Titus can help disrupt the enemy from reaching the objective tokens in time.

A large bomber force can discourage ships getting too close to the station, Independence and or Fighter Co-ord Teams could help get them there quickly and the Vector is always good for Firesprays.

Slugger fleets of VSDs, ISDs, and the double brace Liberty will relish the concentration of combat around the station.

Interdictors using Grav Shifts can reposition a wall of obstacles for the enemy to negotiate while clearing out your own approach lines to the station.

Jamming Barrier is absolutely fantastic. I've played it with some friends up here since it was spoiled (we us objective tokens instead of the clouds cuz they aren't out yet). This ruins rhymerballs if you think about it beforehand. And if you are the imperials, it forces the rebels out of position. It doesn't hamper the imperials too much (except rhymer) in our games. They just drive through it.

Jamming Field would be perfect for a Gladiator, Rogue/Rhymerball list. Gladiators stay behind the jamming field ready to deliver black dice hell if any ship crosses over, whilst the squadrons go and bomb the ships to pieces.

It effectively protects carrier ships. Best for the light carrier ships.

We also used the interdictor to mess with the deployment of the clouds after they were placed. Made for a really long obstruction line.

Ah, I bet dust fields obstruct shots but dont damage ships.

Ah, I bet dust fields obstruct shots but dont damage ships.

I wonder if they do damage to squadrons? Fighters are nippy enough to avoid asteroids or debris but dust is everywhere and cannot be mitigated by manoeuvrability.

I can see a Demolisher lurking on the other side of the jamming field just waiting to pounce

I will not be surprised to see a 3 VSD Rymerball list just deploy in a corner and have the jamming field deployed to protect it and have it sit there at speed 0 while the ball sits on the other side.
Have the VSDs fan out there fronts to cover the sides. will be a pain play against.

No, that's easy enough for me these days... And I don't have to worry about the "retaliation" of Speed 0 to Speed 2 Jump with Dial and Token sa much.

Keep in mind station assault requires the first player may have to munch through as much as 26 hull points to come out ahead. That's a lot of firepower diverted from your ships which may give you a lot of free shots.

The viability of Station assault seems highly dependent on how stations take damage. Do they take damage from APTs, do they have defense tokens, can they repair etc.

There are some fleets that can probably take a station out with a decent degree of reliability in one parting shot. TRC90s that successfully evade incoming attacks will get free shots and can do over half the damage with a well placed concentrate fire. If ACMs go off, that can be up to 15 damage from a Raider 1 with CF and a perfect roll.

Devastator, of course, will probably remove one outright with a fully powered mid-range shot as long as everything hits. But even without those dice increasing shenanigans, an ISD will likely erase both stations if it can get two turns of gunnery teams on target.

Really cool. I'm looking forward to seeing the other objectives as well. We'll probably see it become possible for second player to pick three absolutely nasty objectives.

Ginkapo, I think you got your wish. :)

Thought: if you land your ship in the middle of a station....can you fire out of all your arcs at it while obstructed from each....hahahaha

I can see a Demolisher lurking on the other side of the jamming field just waiting to pounce

rawr

With salvage run I believe second player gets a obstacle placement advantage aswell. If the order is correct based on how the obj. disrupts placement order then second player gets to place 4 obstacles while first player only gets to place two.

Thought: if you land your ship in the middle of a station....can you fire out of all your arcs at it while obstructed from each....hahahaha

That would be obnoxiously cool. I now have a mental image of a gladiator landing on the station then firing torpedoes in all directions at point blank range. Instant Death.

Soooo...

I'm going to be the guy who decides to quibble with the wording on the cards. Which I usually don't do, so please go easy.

I agree with what people are saying here, I just know that sooner or later someone is going to bring this up (if it hasn't already), so we might as well have it out now. "the attacker must choose and remove half of the dice from the attack pool, rounded down, before rolling"

So​, the argument that will inevitably come up (no doubt from someone using Rhymer) at some point is that the number of dice ​​removed is half rounded down, instead of the number of dice left in the attack pool being half rounded down​.

Also, my memory fails me at the moment, is there anything to prevent obstacles being placed overlapping one another in the Salvage Run objective?

Soooo...

So​, the argument that will inevitably come up (no doubt from someone using Rhymer) at some point is that the number of dice ​​removed is half rounded down, instead of the number of dice left in the attack pool being half rounded down​.

That's exactly what the card says, so you're right in pointing it out.

That makes it good against opponents who are throwing out large numbers of dice. If they are just throwing in clumps of three, then half rounded down is just a single die, so they'll still throw 2. Likewise, if they have one die, they remove .5 rounded down to 0.

This is right at the beginning where we're just learning about these cards for the first time, and we don't always read them carefully or think through the implications on the first glance. So we do need everyone to point out and ask questions without fear of being the guy who quibbles with the wording on the cards and without fear of being wrong, since this is how we learn and grow.

Soooo...

Also, my memory fails me at the moment, is there anything to prevent obstacles being placed overlapping one another in the Salvage Run objective?

Obstacles must be placed distance 1 apart. Obstacles moved by grav shift reroute cannot be moved to overlapping positions.

Now the way I read it, grav shift reroute has no effect on the obstacle tokens.

Soooo...

Also, my memory fails me at the moment, is there anything to prevent obstacles being placed overlapping one another in the Salvage Run objective?

Obstacles must be placed distance 1 apart. Obstacles moved by grav shift reroute cannot be moved to overlapping positions.

Now the way I read it, grav shift reroute has no effect on the obstacle tokens.

Yes the tokens will stay put. Even moving the base away from the centre of the board won't move the tokens.