Why does building a fleet to match lore...kinda always suck?

By xanderf, in Star Wars: Armada

On 3/7/2017 at 5:44 PM, xanderf said:

One of the things that really draws me to the game (and I'm sure many folks) is the Star Wars setting - the lore and background provides a LOT of context to the game that enriches it.

However, any time I've tried theory-crafting a list to use that...well, it kinda comes off looking terrible . Starting even with the (EU, -ish, granted) 'standard' fighter wing of an ISD of 4 squadrons TIE Fighters and 1 squadron each of TIE Bombers and TIE Interceptors...

You could make a fleet of that, easy enough - a pair of ISD-I with 'Expanded Hangar Bay's, a Gozer with Bomber Command (let's presume the Star Destroyers hand off TIE Bombers to the Gozer), and then 8x TIE Fighter, 2x TIE Interceptor and 2x TIE Bomber. With Motti as commander, that all fits, and you've even got 11 pts left to play with, but...*blech*. Don't want to try to FLY that list...

Anyone find any extremely-thematic lists that actually work in the game ?

Part of the issue you have is you seem to be operating under the the assumption that the ISD would always launch ALL of its attendant fighter compliment for EVERY battle.

You can save yourself that hassle by keeping reserve forces off the BattleMat (and the game in general). :D

19 minutes ago, Drasnighta said:

Part of the issue you have is you seem to be operating under the the assumption that the ISD would always launch ALL of its attendant fighter compliment for EVERY battle.

You can save yourself that hassle by keeping reserve forces off the BattleMat (and the game in general). :D

Hahahahaha

Aboard the ISD

Officer: "sir, a rebel scout force composing of a CR90 and a Xwing approaches"

commander: "Launch all fighters! We will need them this battle"

Aboard the CR90

Officer: " captain, they do realize we have a fighter escort of one right?...."

Commander:

" prepare to jump to hyperspace, we have done our job here.... And those TIE fighters will take forever to be recalled"

Aboard the ISD

Officer:

"sir the rebels have retreated to hyperspace, no shots were exchanged"

Commander: ....................

Edited by DrakonLord

GR75's with tons of fighters, a few CR90's and a neb-b (that's probably Yavaris) is pretty thematic and quite effective.

What's not is 2-3 ISD's and a poo load of tie/ln's. That's more of the issue. Another way to put it is large ships and activation disadvantage is a tough cookie to play vs. 5 or 6 activations in that you'll find yourself pretty regularly being reacted to, rather than being able to react against, your opponent.

3 hours ago, DrakonLord said:

Hahahahaha

Aboard the ISD

Officer: "sir, a rebel scout force composing of a CR90 and a Xwing approaches"

commander: "Launch all fighters! We will need them this battle"

Aboard the CR90

Officer: " captain, they do realize we have a fighter escort of one right?...."

Commander:

" prepare to jump to hyperspace, we have done our job here.... And those TIE fighters will take forever to be recalled"

Aboard the ISD

Officer:

"sir the rebels have retreated to hyperspace, no shots were exchanged"

Commander: ....................

Only in Armada the X-wings don't have hyperdrive either. None of the squadrons do.

On 3/7/2017 at 8:41 PM, Darth Tam said:

The problem with thematic lists is that to have to build into 400 (or 500) points. Give yourself 1000 and try to build a "thematic" fleet. It will probably work better, and that's because it's a fair approximation, in my opinion, of the size of a fleet in the EU, and some of the movies.

For a thousand points, you can get:

1 flagship: 170 points (loaded ISD, MC80 or whatever)

3-5 serious combat ships: 70-140 points (VSDs, lightly loaded ISDs, MC80s, AFMK2s, Demo, MC30s, etc)

4-8 escorts: 40-70 points (Glads, Raiders, CR90s, etc)

Flotillas and support ships as wanted (Interdictors, whatever else)

A boatload of fighters (anything from 40 squads of TIEs, to every ace in existence and more)

Now the problem is playing a 1000 point game. That would take a while.

How about this totally made-up fleet? Looks epic on paper if nothing else.
Author: ImperialCaptain2017 (that's me)

Faction: Galactic Empire
Points: 1000/1000

Commander: Grand Moff Tarkin

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Intel Sweep

[ flagship ] Imperial II-Class Star Destroyer (120 points)
- Grand Moff Tarkin ( 38 points)
- Relentless ( 3 points)
- Weapons Liaison ( 3 points)
- Veteran Gunners ( 5 points)
- Point-Defense Reroute ( 5 points)
- Reinforced Blast Doors ( 5 points)
- Heavy Turbolaser Turrets ( 6 points)
- NK-7 Ion Cannons ( 10 points)
= 195 total ship cost

Imperial I-Class Star Destroyer (110 points)
- Devastator ( 10 points)
- Tactical Expert ( 6 points)
- Fire-Control Team ( 2 points)
- Expanded Hangar Bay ( 5 points)
- Rapid Launch Bays ( 6 points)
- Spinal Armament ( 9 points)
- Overload Pulse ( 8 points)
= 156 total ship cost

Interdictor-class Combat Refit (93 points)
- Interdictor ( 3 points)
- Engineering Captain ( 6 points)
- Projection Experts ( 6 points)
- Boosted Comms ( 4 points)
- High-Capacity Ion Turbines ( 8 points)
- G7-X Grav Well Projector ( 2 points)
= 122 total ship cost

Victory II-Class Star Destroyer (85 points)
- Dominator ( 12 points)
- Wulff Yularen ( 7 points)
- Gunnery Team ( 7 points)
- Expanded Hangar Bay ( 5 points)
- Enhanced Armament ( 10 points)
- Overload Pulse ( 8 points)
= 134 total ship cost

Gladiator II-Class Star Destroyer (62 points)
- Demolisher ( 10 points)
- Agent Kallus ( 3 points)
- Ordnance Experts ( 4 points)
- Engineering Team ( 5 points)
- Expanded Launchers ( 13 points)
= 97 total ship cost

Gozanti-class Cruisers (23 points)
- Vector ( 2 points)
- Wing Commander ( 6 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 44 total ship cost

4 TIE Bomber Squadrons ( 36 points)
6 TIE Fighter Squadrons ( 48 points)
2 TIE Defender Squadrons ( 32 points)
1 "Mauler" Mithel ( 15 points)
3 TIE Interceptor Squadrons ( 33 points)
4 VT-49 Decimators ( 88 points)

Bonus points to anyone who actually read all of it :)

The ISD-i, double-LC, Gozboat and pile of TIE/ln you see in Rebels a few times strikes me as effective....

I love the super dice-rerouting for Rebels vs. a huge Imp line idea.

57 minutes ago, Marinealver said:

Only in Armada the X-wings don't have hyperdrive either. None of the squadrons do.

Dude, taking that way too seriously. In universe they would hyperspace out because they have a hyperdrive, or they would dock to the CR90 before it hyperspaced out.

Whether or not they have a hyperdrive in Armada is irrelevant

Edited by DrakonLord
4 minutes ago, DrakonLord said:

Dude, taking that way too seriously. In universe they would hyperspace out because they have a hyperdrive, or they would dock to the CR90 before it hyperspaced out.

Whether or not they have a hyperdrive in Armada is irrelevant

Just saying, since we are talking about Star Wars and realism or whatever you call it.

Just now, Marinealver said:

Just saying, since we are talking about Star Wars and realism or whatever you call it.

Yeah....and in universe they have a hyperdrive.

So, just saying, since we are talking about Star Wars and realism or whatever you call it, your initial comment of

1 hour ago, Marinealver said:

Only in Armada the X-wings don't have hyperdrive either. None of the squadrons do.

Seems totally irrelivant when talking about my post, which i assume you point of contention was with (the bolded portion)

4 hours ago, DrakonLord said:

4 hours ago, DrakonLord said:

Aboard the ISD

Officer:

" sir the rebels have retreated to hyperspace, no shots were exchanged"

Commander: ....................

As well as that, i had no intention of talking about this scenario in relation to Armada as my original post was a joke about drasnighta's post

4 hours ago, Drasnighta said:

Part of the issue you have is you seem to be operating under the the assumption that the ISD would always launch ALL of its attendant fighter compliment for EVERY battle.

You can save yourself that hassle by keeping reserve forces off the BattleMat (and the game in general). :D

Which was written in context of the star wars universe, i.e. in the movies and canon, did every engagement involve the ISD'S deploying all squadrons?

13 hours ago, FatherTurin said:

I don't know, pretty sure you could whip up something reasonable out of Rebels. Phoenix Home, some cr-90s, flotillas, A-Wings, Ghost and Sato commanding? May actually do well.

Some where there was a thread about playing a 200 point format in 3x3 and it seems "Rebels" inspired "fluffy" lists would be right at home there. Phoenix, CR-90, Ghost and so on against a couple of Arquitens and some TIEs, maybe a stand of TIE advanced or even Vader. Seems the perfect sort of demo the game setup to bring in new players.

47 minutes ago, Frimmel said:

Some where there was a thread about playing a 200 point format in 3x3 and it seems "Rebels" inspired "fluffy" lists would be right at home there. Phoenix, CR-90, Ghost and so on against a couple of Arquitens and some TIEs, maybe a stand of TIE advanced or even Vader. Seems the perfect sort of demo the game setup to bring in new players.

I really like this. I think I would do 300, but the problem I'm running into is making a fluffy yet kind of effective imperial list to match. Until we get Thrawn, fluff would imply that we are stuck with Konstantine or Vader for commander, and no Needa on an Arq (something I have grown to love for the purpose of making TRC even more fun). It's just so hard to try and make an Imperial list without Jerjerrod now. Even as a rebel player primarily he has become my favorite commander.

On 9 March 2017 at 3:08 AM, Alzer said:

Firesprays and Defenders are cannon though. Firespray (specifically Slave 1) Is featured in both Attack of the Clones, and Clone Wars. The TIE Defender has been cannonized in Rebels.

Slave 1 actually apeared in a proper starwars film as well..........

1 minute ago, FatherTurin said:

I really like this. I think I would do 300, but the problem I'm running into is making a fluffy yet kind of effective imperial list to match. Until we get Thrawn, fluff would imply that we are stuck with Konstantine or Vader for commander, and no Needa on an Arq (something I have grown to love for the purpose of making TRC even more fun). It's just so hard to try and make an Imperial list without Jerjerrod now. Even as a rebel player primarily he has become my favorite commander.

That was the difficulty I had in throwing together some lists for this sort of thing at 200. The commanders (for each side really) don't fit the theme or are too pricey or don't quite provide the gameplay/feel I'd be looking for. You don't want to drop the commander aspect but even the cheap commanders pull a lot of pieces off the board dropping down to 200.

14 hours ago, FatherTurin said:

I really like this. I think I would do 300, but the problem I'm running into is making a fluffy yet kind of effective imperial list to match. Until we get Thrawn, fluff would imply that we are stuck with Konstantine or Vader for commander, and no Needa on an Arq (something I have grown to love for the purpose of making TRC even more fun). It's just so hard to try and make an Imperial list without Jerjerrod now. Even as a rebel player primarily he has become my favorite commander.

Sort of just a matter of picking your time period, there. I mean, we've seen Tarkin since the Clone Wars where he was just a...what, Captain, there? Early enough in the 'putting down the last of the Separatists/early Rebels' period, and he may well have been at home on a group of Arquittens.

PRESUMABLY that's true of the other Imperial commanders, as well - I mean, surely, Motti had a reasonably successful career commanding various cruisers and Star Destroyers before he was (famously) choked by Vader on the Death Star before dying with it. It's not like he was BORN into that Death Star briefing, sans history, and died the same day.

(Not saying I wouldn't love to see Governor Pryce or Admiral Thrawn, just pointing out - people do have a back story beyond the moments we saw them on-screen. Usually just before their deaths, anyway...)

9 hours ago, xanderf said:

Sort of just a matter of picking your time period, there. I mean, we've seen Tarkin since the Clone Wars where he was just a...what, Captain, there? Early enough in the 'putting down the last of the Separatists/early Rebels' period, and he may well have been at home on a group of Arquittens.

PRESUMABLY that's true of the other Imperial commanders, as well - I mean, surely, Motti had a reasonably successful career commanding various cruisers and Star Destroyers before he was (famously) choked by Vader on the Death Star before dying with it. It's not like he was BORN into that Death Star briefing, sans history, and died the same day.

(Not saying I wouldn't love to see Governor Pryce or Admiral Thrawn, just pointing out - people do have a back story beyond the moments we saw them on-screen. Usually just before their deaths, anyway...)

Oh, I get that, I was just thinking in terms of fluff accuracy and fighting Sato. In the period of Rebels I imagine that the New Hope big names have already ascended close to where they were when we see them in New Hope. Although maybe Jerjerrod had a quasi successful engagement with the Rebels that led to his promotion to Moff and overseeing the construction of Death Star 2...

Canon fleets work extremely well! They may lose alot though.

I'll explain.

Armada is one of those rare games that is so incredibly beautiful and satisfying to play - that it doesn't always MATTER who wins and who loses. It is TRULY a joy to play. In that context, a canon fleet can be one of the most enjoyable lists to bring out, because you are playing something straight from the films! If you do that, you are literally living the dream! During setup, during the first few turns.... all the way up until you lose you are having a blast!

Canon fleets are the highlight of this game and they are what makes people stop and notice the game, as they are browsing games in their game store. Nobody wants to see 5 Arquitens in a conga line.... even though that could be highly effective.... But people DO want to see two ISDs and swarms of TIE FIghters going up against a MC-80, Nebulon and CR-90s, with X-Wings etc.

When you play a canon fleet, you are a champion for at least an hour.

43 minutes ago, Crabbok said:

Canon fleets work extremely well! They may lose alot though.

I'll explain.

Armada is one of those rare games that is so incredibly beautiful and satisfying to play - that it doesn't always MATTER who wins and who loses. It is TRULY a joy to play. In that context, a canon fleet can be one of the most enjoyable lists to bring out, because you are playing something straight from the films! If you do that, you are literally living the dream! During setup, during the first few turns.... all the way up until you lose you are having a blast!

Canon fleets are the highlight of this game and they are what makes people stop and notice the game, as they are browsing games in their game store. Nobody wants to see 5 Arquitens in a conga line.... even though that could be highly effective.... But people DO want to see two ISDs and swarms of TIE FIghters going up against a MC-80, Nebulon and CR-90s, with X-Wings etc.

When you play a canon fleet, you are a champion for at least an hour.

I'm not gonna cry, I'm not gonna cry ... OKAY that was too beatifull ofa speech!!

On 3/7/2017 at 7:56 PM, Admiral WigT said:

I posted a thematic inspired Imperial build earlier today under the title of Vader's Death Squadron. and I plan to play it against a thematic Rebel build within the next couple of days. I can post the battle results for you.

I started working with thematic builds recently by accident.

I always use a title card for each ship in whatever build I'm creating. (Every ship has a name.) So, I decided one evening two weeks ago that I wanted to match my commander and unique officer cards to their appropriate ship. I spread all of my Imperial titles out on a table and using the online resources of StarWars.com, Star Wars: Armada Wiki, and Wookieepedia, I started matching ships with commanders and officers. Long story short, I noticed that the Armada wiki identified each title as a specific type of ship (i.e. Devastator as an Imperial I star destroyer), while Wookieepedia offered specific information regarding armaments, defense systems, and other notable specifics. Not surprising, as FFG most likely uses these resources also in their research for this game, many of the upgrade cards that we have for our ships match the weapon systems, etc. found in the "real" Star Wars" universe. The real Devastator is equipped with XX-9 Turbolasers, NK-7 Ion Cannons, and Phylon Q7 Tractor Beams among other types of offensive and defensive systems. Not every title that we have has the same level of information on Wookieepedia that the Devastator has, but there is enough information given that you can construct thematically orientated builds for single ships and/or battle groups within a specific fleet. Freelancing upgrade cards where there is a lack of specific information works to fill in the missing blanks and this is where the build paradigms that have been posted in the fleet build forum prove useful. My Death Squadron build reflects my initial research (I did not reveal the method I used to construct the build in the post, and I tried to respond to the suggestions offered solely on their merits), but I have since modified it to thematically match squadrons to ships/fleets and for use in the CC campaign. I have also done the same for the Rebel battle group ( MC80, Neb B, CR90, GR-75) I put together after I posted my Death Squadron build. The Devastator, Avenger and their squadrons will engage the Home One, Yavaris, Tantive IV, Bright Hope , and their squadrons within the hour.

As for what constitutes a thematic or cannon build/engagement, the Star Wars universe has offered us everything from two ships (New Hope: Devastator vs Tantive IV) to battle group vs battle group (Rebels: Ibaar, "Wings of the Master") to fleet vs fleet (ROTJ: Endor and TFA: Jakku). Certainly everything except fleet versus fleet is possible within 400pt builds, and there is no rule that states you can't have builds of less than 300pts. In fact, fleet builds using the core set only were set at a maximum of 180pts. The structure of the CC campaign allows for the grand battles, and we will certainly see more of these as FFG releases additional campaigns for the game.

What I find also interesting about working with thematic builds is what it suggests about about future ship, squadron and campaign releases. But, I'll save that for another post.

2 hours ago, Admiral WigT said:

The Devastator, Avenger and their squadrons will engage the Home One, Yavaris, Tantive IV, Bright Hope , and their squadrons within the hour.

Sounds cool, how'd it go?

Here was my attempt at building a more or less canon fleet. I think it turned out pretty well. Battlegroup Blacksword

On 3/13/2017 at 0:34 AM, Critias said:

Sounds cool, how'd it go?

I'm finally posting my report. It took me a week and half to play this and two and half to write it up. It just sucks when life gets in the way of playing Armada. :)

The Battle of Thape

The Death Star has been destroyed, and Yavin 4 is being evacuated. Admiral Ackbar leads a small task force consisting of the Home One, Yavaris, Tantive IV, and Bright Hope on a search for a new base of operations. The task force is intercepted in the Thape system by the Devastator and the Avenger under the command of Darth Vader. The Dark Lord opens a communication channel to the Rebel fleet; he orders Admiral Ackbar to surrender. The admiral knows that surrender is not preferable, and he begins to evaluate his options as he watches the Star Destroyers slowly approach.

Most Wanted

Alliance 478 / Empire 465

Lord Vader orders Captain Needa to adjust the course of the Avenger slightly to port (left) while Admiral Montferrat is directed to increase the Devastator ’s forward speed. He intends to use his ships to flank the Rebel fleet, keeping the destroyers’ forward hull zone armaments trained on them at all times. The Rebel fleet is currently in a wedge formation. Admiral Ackbar orders the ships to turn hard to starboard (right), placing the Home One closest to the approaching Avenger, thus shielding the Yavaris, Tantive IV , and Bright Hope from attack. The maneuver also has the effect of placing the Avenger between the Rebel ships and the Devestator , obstructing its ability to fire on them. Both fleets activate their fighter squadrons.

The Avenger opens fire with its H9 turbolasers, but nothing penetrates Home One ’s shields. Admiral Ackbar returns fire with the cruiser’s H9 turbolasers and scores a critical hit. The Devastator begins to execute a turn to port; it is out of range of the Rebel fleet, which is still obstructed by the Avenger . The Yavaris, Tantive IV , and Bright Hope pace the Home One and remain shielded against attack by Needa and his sensor team. The first fighters of the Imperial and Rebel Squadrons close to attack range.

Vader watches the Avenger engage the Home One from the bridge of the Devastator . He knows the next few moments will be crucial. The ship concentrates its fire on the port side of the Rebel cruiser. Half of the shots miss. Avenger ’s second round of fire targets two X-wing squadrons. They miss. Vader is not pleased. Admiral Ackbar is elated, however. His redundant shields have withstood the Avenger ’s pounding, so far. He decides to concentrate his fire and to attack from only the port and starboard sides. The results are spectacular: three accuracies, a critical hit, and nine hits. (Four double hits and a single.) Avenger ’s forward shields go down, and she suffers significant damage. Vader orders the Devastator to make a hard port turn. The remaining ships of the Rebel fleet continue to pace the Home One . The Imperial Black Squadron and the Rebel Z-95 Headhunter Squadron are the first units to suffer minor damage as several of the respective groups engage. Wedge Antilles and Rogue Squadron avoid engagement and set their course to intercept the Avenger . Simultaneously, Major Rhymer and Captain Jonus veer off in the direction of Home One .

The Avenger targets the Home One and the Bright Hope but only manages to score a single hit against the transport’s shields. Captain Needa then begins to move the ship out of the battle zone. Admiral Ackbar orders the crew of the Home One to begin repairs as the ship maneuvers into position to engage the fast approaching Devestator . Vader’s flagship barely misses a collision with the aft section of the Avenger as she closes in on the Rebel ships. The Yavaris fires on Ciena Ree and Saber Squadron, yielding moderate damage to the latter. Tempest Squadron scores a hit on the Headhunter Squadron; Lieutenant Blount appears immune to damage. Howlrunner and Black Squadron tag team Tycho Celchu, but Celchu’s counter ultimately destroys the latter. Meanwhile, Wedge Antilles and Rogue Squadron adjust their course to intercept the Devastator instead of the Avenger. Hera Syndulla and the Ghost move to engage Dengar and Punishing One .

Captain Needa orders a slight turn to port as the Avenger continues to move away from the battle. Admiral Ackbar orders another port/starboard volley targeting the Devastator ’s forward hull zone. The ship suffers two critical hits, (one which limits the ship’s defense), and damage to its shields. Home One then moves out of the Devastator ’s forward targeting zone. Lord Vader’s flagship concentrates its port firepower on Home One , yielding one critical hit. The ship then targets the Bright Hope with a fatal round from its forward batteries. The Rebels have suffered their first significant loss. The Devastator then moves to position itself between Home One and the Yavaris and Tantive IV . The maneuver brings the ship into contact with Wedge Antilles and Rogue Squadron. The Yavaris fires on the Devastator with minimal results. The Tantive IV also fires on the Star Destroyer. The Ghos t and Punishing One exchange fire with no damage suffered by each. Ciena Ree and Saber Squadron engage Corran Horn; Saber Squadron does not survive the encounter. Wedge Antilles and Rogue Squadron engage the Devastator while Tempest Squadron destroys the Headhunter Squadron.

Lord Vader feels a tremor in the dark side. He informs Admiral Montferrat to finish off the Home One ; then he leaves the bridge. The Avenger is now outside the range of the Rebel ships. Admiral Ackbar orders a third port/starboard barrage, but first he activates Antilles and Rogue Squadron. Both squadrons score hits that further weaken the Star Destroyer’s shields . Home One fires on the Devastator ’s port side with impressive results. The ship suffers three accuracies, significant damage, and its port and forward shields are exhausted. The Devastator responds by activating Major Rhymer and Captain Jonus. The squadrons attack the Home One , but they only inflict minor damage to ship’s starboard shields. Monferrat targets the Home One with the ship’s port guns, and the ship suffers a critical hit. He then targets the Yavaris with his forward weapons, but the results only damage the ship’s shields. The Yavaris returns fires on the Devastator ’s forward hull zone, and it scores two hits. The ship also fires on Ciena Ree, completely exhausting her scatter defense. The Tantive IV also targets the Devastator with a salvo from her forward hull zone. With its defense options impaired and its shields gone, the hits from the Rebel corvette prove fatal. Cheers break out across the Rebel fleet. The Imperial and Rebel squadrons continue their engagements, but the Imperial forces know the battle is lost. The Ghost disengages from the Punishing One and moves to engage Howlrunner. Ciena Ree attacks Tycho Celchu with limited success and his counter deals her a point of damage. Celchu and Corran Horn then focus their fire on Ree, fatally wounding her.

The battle is over; the Rebels have prevailed. But Admiral Ackbar fears that Lord Vader has survived to fight another day. The Rebel ships enter hyperspace and leave the damaged Avenger and the remaining Imperial squadrons to lick their wounds.

Imperial Fleet -- 465

Darth Vader

Imperial I Star Destroyer

Devastator

Admiral Montferrat

Ordnance Experts

Boosted Comms

Phylon Q7 Tractor Beam

NK-7 Ion Cannons

XX-9 Turbolasers

Imperial II Star Destroyer

Avenger

Captain Needa

Sensor Team

Advanced Projectors

Phylon Q7 Tractor Beam

Leading Shots

H9 Turbolasers

Howlrunner

Black Squadron

Ciena Ree

Saber Squadron

Major Rhymer

Captain Jonus

Tempest Squadron

Dengar/ Punishing One

Rebel Fleet -- 478

Admiral Ackbar

MC80 Assault Cruiser

Home One

Reinforced Blast Doors

Redundant Shields

SW-7 Ion Batteries

H9 Turbolasers

Nebulon B Escort Frigate

Yavaris

H9 Turbolasers

CR90 Corvette A

Tantive IV

Raymus Antilles

Reinforced Blast Doors

Turbolaser Reroute Circuits

GR75 Combat Retrofits

Bright Hope

Major Derlin

Repair Crews

Wedge Antilles

Rogue Squadron

Tycho Celchu

Corran Horn

Lieutenant Blount

Headhunter Squadron

Hera Syndulla/ Gho st

With all that firepower hitting Devastator, I'm surprised it didn't get a late-game fully powered salvo back at anything.

9 minutes ago, thecactusman17 said:

With all that firepower hitting Devastator, I'm surprised it didn't get a late-game fully powered salvo back at anything.

The Devastator 's best shot was when it destroyed the Bright Hope . Generally, the Rebel side, especially Home One, rolled better dice than the Imperials. I guess you could say that the force was not with the Empire during this battle. I was actually rather surprised by the outcome as I thought the Star Destroyers would cut the Rebel ships to shreds.

Edited by Admiral WigT
1 minute ago, Admiral WigT said:

The Devastator 's best shot was when it destroyed the Bright Hope . Generally, the Rebel side, especially Home One, rolled better dice than the Imperials. I guess you could say that the force was not with the Empire during this battle. I was actually rather surprised by the outcome as I thought the Star Destroyers would cut the Rebel ships to shreds.

Yeah, they tend to do that. I think you probably should have lead with Devastator, soaking up all those attacks lets it get some big salvos early and then you can mop up with Avenger.

4 minutes ago, thecactusman17 said:

Yeah, they tend to do that. I think you probably should have lead with Devastator, soaking up all those attacks lets it get some big salvos early and then you can mop up with Avenger.

The Avenger didn't fare well either. When she exited the battle her hull was down to four points. The Imperial strategy at the beginning of the game was to have both ships approach the fleet with the Avenger flanking left and Devastator flanking right. Admiral Ackbar's hard right slash maneuver, which placed the Avenger between between the Rebel fleet and the Devastator , created a tactical situation that the Imperial ships had trouble dealing with. Regarding your suggestion, I could play these fleets again switching the positions of the Devastator and Avenger . It would be interesting to compare the results. I'm also curious what would happen if the Rebel fleet moved continuously forward and didn't execute the hard right turn.