Hey chaps, it's been a while since I've written a report for a game. I tend to go into a lot of depth so let me know if you guys like my writing style and I'll do some more! I hope you like it!
Hey all,
So I've been playing Armada for about 4 months now and played something like 15 games in that time. Figured it was time to try an event. I'm not claiming to be great, I still have a tonne to learn about this game but I know how to play to my strengths. I am actually a professional tabletop game designer by trade, I am privileged to be able to work on Guild Ball with the SFG design team. This role makes me very good at soaking up large amounts of detailed information on model/upgrade specifics and core rules. What I am still very much a newby at is actual ship movements and planning movements for future turns. This, combined with a strong desire to want to play with an MC80 because I think they look awesome, led me to play the following list:
Most Wanted
Contested Outpost
Superior Positions
MC80 Command Cruiser
General Dodonna
Raymus Antillies
Boosted Comms
Electronic Countermeasures
Fighter Coordination Team
Neb B Escort Frigate
Yavaris
Flight Commander
Fighter Coordination Team
GR-75 Transports
Bright Hope
Toryn Farr
Comms Net
GR-75 Transports
Leia Organa
Bomber Command Centre
Wedge Antillies
Dutch Vander
Jan Ors
3x X-Wing
2x Scurrg H6 Bomber
Total 398
Not original at all, but I'm fine with that. It's tough to create something truly original with the current amount of available models. 4 ship activations and 4 squadrons seems to be something of a benchmark in the current 'meta'. This fleet is very simple to manoeuvre and just revolves around the idea of the hammer and anvil. The MC80 is my anvil that I will actively put in harms way to create an engagement and Yavaris & my squadrons form the hammer that will do most of the work along with the MC80s own firepower.
The Squadron load out is something I tweaked a lot and I considered running all unnamed squadrons but I also like the threat that Dutch & Wedge pose as well as their on table impact. People are scared of them and they draw attention away from other elements of the list. I was running 4x B wings until recently but even with 2 sets of Fighter Coordination Teams I just found them too slow to react to the changing situation on the table. Additionally, I needed better anti squadron capabilities which led me to my current load out of X Wings and Scurrgs. Intel (Jan Ors) just seems like something you don't leave home without if you're running with a list this focussed on squadrons.
THE EVENT
I think I quite literally joined this game at the worst time because just as I felt ready to play an event we hit the 'Regional' season, so most other standard Armada events seemed to cease. Not a complaint at all, but I was really only looking to dip my toes in to see how deep the pool was. My best option for an event was the Midlands Regional at the Sanctuary Gaming Centre in Mansfield. Literally inside a converted church, a very picturesque gaming space but a lack of heating left you seeing your breath while playing. Next time I'll take fingerless gloves! 22 players turned up to the event meaning we would play 3 games, sweet!
GAME ONE - Neil Killett - Superior Positions
Neil was a very gracious opponent who helped me out when I occasionally forgot things. I mentioned that this was my first ever event and he kept that in mind throughout our game which I am very grateful for.
Neil was running double ISD IIs tooled up to the nines a gun platforms with Xi7s and gunnery teams etc. With Vader as the Admiral these ships damage potential scared me. He had 6 normal Ties, Howlrunner and Mauler Mithel as his squadron load out. His list came to bang on 400 so I got to choose. Seeing that I had more ship activations it made sense for me to go first, we played Superior Positions.
Neil set up in the opposite corner to me (both of us to the far left from our points of view) with the terrain quite scattered around so it should be simply to move around to engage. I had my MC80 furthest to the right with Yavaris to its left and the Flotillas behind that.
EARLY TURNS
Turns one and two were mostly spent on us moving toward each other and collecting tokens. I know that I need to be patient with my squadrons and not let them get too far ahead of their support so they sit just ahead of my fleet.
TURN THREE
Turn three I see that Mauler is just within range of Dutch so I activated my MC80 to send him in, unfortunately he didn't roll an accuracy so Mauler scattered it. I spread some X Wings out to generally engage Neil's Ties and I actually kill two of them with my X Wings, good shooting lads!
Neil responds with his own squadron command which causes some damage to my X Wings and Dutch. Our ships are not yet within shooting range of each other so Neil does anti squadron instead. At this point I regretted engaging this turn because being engaged closer to Neil's ships than mine means that he will benefit from anti squadron fire and I won't. Plus my squadrons are out of range of both bomber command and Toryn Farr. Mistake.
Dutch is dead by the end of the turn and I take out another Tie with Wedge. Scurrgs are preparing to jump on the left hand ISD which is advancing directly toward the front of my MC80.
TURN FOUR
As much as I want to push on with the squadron fight now that I am engaged, if I activate either Yavaris or the MC80 before those ISDs then I'm going to take some big shots this turn. This game is going to hinge on how much damage those ISDs inflict. I elect to activate my transports first to eat up the ISD activations while they are out of range. This results in the death of Wedge but I think this is worth it for the overall plan and recovering from my first mistake.
My second mistake was more subtle. I had knowingly pointed my MC80 directly at the left hand ISD when I should have pointed it just to its left so that I could turn to get around it should I need to. Because I hadn't done this I needed to kill that ISD in order to not get my MC80 stuck in the front arcs of both ISDs where it was sure to be destroyed. This meant I couldn't even look at the right hand ISD as a target even though it was the more expensive flagship.
I sent my Scurrgs in and started double tapping the side of the left hand ISD using Yavaris. Thankfully this brought them just into range of my bomber command centre. Yavaris also fired on this ISD and I stripped off most of its shields in this turn. The MC80 also used a squadron command and cleaned up some enemy Tie fighters. I even put my single red die out of the front into the ISD because I knew how important every damage point was. This resulted in the ISDs first damage card.
TURN FIVE
Now my MC80 was in range of both ISDs and Yavaris was in range of one of them. I needed to bring one down this turn. Yavaris went first and another shot out the front and the Scurrgs double tapping brought it down to something like 4 boxes. That ISD then activated, put 5 damage into the front of my MC80 (only at red range) which wiped out my front shields and I redirected one to the left (**** you Xi7s!). I used my flotillas next to bring Toryn Farr and the Bomber Command Centre closer to the action. The second ISD then put 9 damage into my right side which I Braced with Electronic Countermeasures and redirected one to the back. Right side was also shieldless at this point. My MC80 used a repair command to put 3 shields back on the right side and activated one squadron with a token to bomb the ISD. My X Wing rolled blanks... but I was saved by the MC80 rolling 3 damage out of its front and I then rammed it to death.
TURN SIX
This is where having the initiative saved my bacon as I used the MC80 first, repaired more shields and then was able to turn right at speed 2 to get out of the remaining ISD's front arc. The squadrons shot each other a few more times and this was effectively the end of the game.
7-4 to me and given my mistakes I was lucky to claw out a win. Had I failed to kill the ISD when I did, my MC80 would almost certainly have bit the dust himself.
Edited by Jamie P