Vassal CC Campaign

By Green Knight, in Star Wars: Armada Organized Play

2 minutes ago, Green Knight said:

How goes the war?

@GhostofNobodyInParticular and @Darth Veggie did start a game, but did you finish?

I've been a little busy with the WC and everything, but the last game there is tomorrow.

Not yet. We paused before my second activation on turn 3, I believe. Veggie is supposed to contact me when he is available.

Veggie and I are set to recommence in about an hour.

Alex and I are going to try and continue this evening as well, but nothing in stone yet. We are also paused on turn 3.

Mon Mothma’s fleet arrived in system, destroyed the interrogation chambers installed on one station but only damaged the chambers on the other. She and her fleet then fled to hyperspace having only destroyed a phantom squadron who attempted to stop this humanitarian bombing run. A perfect humanitarian strike and victory for the rebellion and hope.

in other news there is a lot of new debris in the area and the local governor is claiming victory against a terrorist attack on a mining facility. Something about having shot down an MC30, CR90, flotilla of rebel transports, two squads of fighters and a smuggler’s freighter. He’s probably lying.

broba won, I got one station but due to rubbish dice and slightly wonky target prioritisation only got one station then fled to hyperspace. I killed a phantom with flak but lost both scarred Z-95’s, the unscarred VCX, foresight, a CR90 and my flotilla. The raider, soontir, Denver and marek are now vets. If my scarred VCX counts as dead when everything hyperspaces out it is dead too.

urgh that sloane swarm is nasty

Edited by Dr alex

Yeah I am unclear on it. It was engaged at the end of the turn, which I seem to remember meaning that it was destroyed, but since it was scarred I want to be certain. I know unengaged squads can hyperspace out, but since it was tied down and there were no ships left on the field....

Hopefully someone else knows better :D

Q: What happens to a player’s squadrons if all of their ships are destroyed or all of his ships retreat to hyperspace?

A: The game immediately ends when a player has no ships remaining in the play area. The player with ships remaining in the play area wins that battle. Any of the losing player’s squadrons remaining in the play area are treated as not destroyed and do not become scarred.

BTW, I just realized what Thrawn's special power is in CC ...

Nasty. Just nasty.

9 minutes ago, elbmc1969 said:

BTW, I just realized what Thrawn's special power is in CC ...

Nasty. Just nasty.

Running away at full efficiency? :ph34r:

2 hours ago, elbmc1969 said:

BTW, I just realized what Thrawn's special power is in CC ...

Nasty. Just nasty.

Please, tell me. I need to know. . .

"Welcome to our second radio episode of Uncle Palp's most Favorite Darling ! Again our three contenders will fight for the pink 'Uncle Palp loves you!' heart shaped pillow with purple ribbons. The jury is - as always - the Emperor himself. The three contenders are: Darth Maul, Darth Vader, and Darth..."

"Wait! Breaking news is reaching us! Grand Admiral Blue Face has destroyed two rebel sympathizer stations at...well...somewhere boring enough not to remember the name. Oh, and I hear the Emperor decrees that as a reward (and considering the nature of the prize also as a punishment for losing 4 squadrons of Tie Interceptors, one Gladiator Star destroyer, one flotilla of Gozanti cruisers, and his ****ing flagship - an ISD!) the unbeloved Mr. Blue Face gets the pink heart shaped pillow instead of our three contenders. What a surprise! Long lives the Emperor!"

[Vader voice from the off:] "NOOOOOOOOOOOOOOOOOOO!"

############

############

Imperial show of force of @GhostofNobodyInParticular vs. me ended in a rebel victory.

Bonus resources Imps: 80

Bonus resources Rebels: 40

Scarred imperial units:

  • 1 ISD
  • 1 Galdiator
  • 1 Gozanti
  • 4 Interceptors

Scarred rebel units:

  • 1 HH
  • 1 NebB

New imp veterans

  • none

New rebel veterans:

  • Ketsu
  • The HH from now on known as ISD Buster :ph34r:

...get me a Hammerhead corvette...

2 hours ago, GhostofNobodyInParticular said:

Please, tell me. I need to know. . .

You can discard the ship dial to retreat, yet gain full benefit of Thrawn dial.

8 minutes ago, Green Knight said:

You can discard the ship dial to retreat, yet gain full benefit of Thrawn dial.

Hey, yeah, that is good. Shame he died before it mattered. . .

9 minutes ago, GhostofNobodyInParticular said:

Hey, yeah, that is good. Shame he died before it mattered. . .

In light of the fact that squads DON'T get scarred if left behind... it seems Thrawn could hyper, but also get full effect of all ships and all squads during the round he flees. Could be useful.

1 minute ago, Green Knight said:

In light of the fact that squads DON'T get scarred if left behind... it seems Thrawn could hyper, but also get full effect of all ships and all squads during the round he flees. Could be useful.

Shame they died before it mattered. . .

Just now, Darth Veggie said:

Shame they died before it mattered. . .

Who brings 3 hull squadrons to a fight anyways... ;)

5 hours ago, Green Knight said:

In light of the fact that squads DON'T get scarred if left behind... it seems Thrawn could hyper, but also get full effect of all ships and all squads during the round he flees. Could be useful.

Garm Bel Iblis can do a version of this. He could assign 3 tokens to an assault frigate or an MC80, which could discard its dial to escape into hyperspace, and then spend all 3 tokens for different effects; for example nav to increase its speed, engineering to shuffle Shields around, and Squadron to activate a single Squadron. Might be more useful than the full dial from Admiral Thrawn in some situations, or far less useful in others.

Trying to think who else can manipulate this situation. Hondo, I guess. Ahsoka Tano just has her usual effect but it might be particularly nice here. Comms Net is obvious, but has its usual activation order limitations. Others?

Can't remember where this came up, but someone was complaining that fleets became stagnant when they hit 500 points because you couldn't get rid of cards, and any cards that you unequipped and set aside still counted towards your Fleet cap. Note that the FAQ explicitly says that you can set fire to any of your upgrade cards, squadrons, or ships, permanently removing them from your Fleet, so that they no longer count towards for Fleet cap. The only problem is that any uniques that you burn are gone from the campaign forever.
This has the very nice effect that if you find yourself poorly designed against at least one enemy sweet, you can make significant changes, even to the point of removing and replacing entire ships. You're probably not going to drop that ISD, though. You will still be stuck with the same objectives, which may not fit your Fleet particularly well anymore. That gives skilled spacers more of a use, since you can sub in different objectives at will, even different objectives in each game, as you face different Fleet builds.

Your opponent's then have an incentive to burn cards from their own fleets in order to keep ahead of your design changes. It's certainly a better dynamic that even fleets pushed up against the 500 point cap, which are normally able to Simply repair anything and everything that that's scarred now have some different options, and different incentives. Not to mention actually making skilled spacers have a use!

Obviously, if you're going to repair scarred ships and completely replace cards, squadrons, or even in your Fleet the highest economic value systems and the shipyards continue to be extremely valuable, which probably blocks out any possible use of skilled spacers, since you're giving up so much. This is particularly limiting for the Imperials, since they have far fewer control markers that they can place.

Wondering if a house rule that anything set aside counts at 50% value against your Fleet cap would be useful and/or interesting.

Edited by elbmc1969

Over Aurea: Ackbar vs Vader at 5 pm GMT today.

On 5.3.2018 at 9:06 AM, Green Knight said:

Over Aurea: Ackbar vs Vader at 5 pm GMT today.

Lord Vader chases Admiral Ackbar from Aurean space!

Ackbar came out of hyperspace and picked Vader's Dangerous Territory :D

With 5 vs 5 activations and 2nd player, Vader had to quickly position his ships, 3 of them fairly short-ranged (Raider-1, Rader-2, Demolisher), and the 4th a flotilla of supporting fleet tenders.

Ackbar approached cautiously, probing the asteroid and debris fields of Aurea, looking for traps - and finding Darth Vader waiting for him :ph34r:

The rebel admiral went for a two-pronged assault, with the Imps frantically scurrying to try to meet both prongs!

Choosing to sacrifice one raider, Vader shifted most of his forces to the right flank, keeping up the pressure on the fast and agile rebel corvettes.

There was much pew pew, and when the dust settled all the Imperial ships (but lost Valen and a scarred Lambda) emerged unscathed by some miracle of the Dark Side!

The Rebels withdrew in good order, but both corvettes were badly damage (scarred).

We called it start of r1 ROUND FOUR, as it was pointless to continue. Ackbar withdrew into hyper.

There were some really skewed dice rolling in this game! Look for yourselves...

Logfile: https://www.dropbox.com/s/zt21pvz90e0s8ui/VCC r2 Vader vs Acky.vlog?dl=0

Permadeath: Lambda

Scarred: Both CR90s, Valen

Vets: Raider-1, Corran Horn

Edited by Green Knight
On 2.3.2018 at 6:50 PM, elbmc1969 said:

[...] Note that the FAQ explicitly says that you can set fire to any of your upgrade cards , squadrons, or ships, permanently removing them from your Fleet, so that they no longer count towards for Fleet cap. [...]

I cannot find the point where they mention that you can remove upgrade cards from your fleet. Could you please tell where this is mentioned?

46 minutes ago, Darth Veggie said:

I cannot find the point where they mention that you can remove upgrade cards from your fleet. Could you please tell where this is mentioned?

Technically you can't.

Except if it's equipped to a ship you get rid of.

Rather wonky IMO.

7 hours ago, Green Knight said:

Technically you can't.

Except if it's equipped to a ship you get rid of.

Rather wonky IMO.

Sorry, you're right. I read too much into the bit about eliminating cards with unique names!

40 minutes ago, elbmc1969 said:

Sorry, you're right. I read too much into the bit about eliminating cards with unique names!

I did that too...

I can see reasons for not allowing players to burn individual cards--it makes you think harder about fleet building, etc. But it doesn't make much sense when it's OK to burn entire ships, except that ships are so wildly expensive.

Would it work if you could expand a fleet beyond 500 points, but you could only field 500 points at a time (and you had to decide before any fleets were assigned for the turn)? I suppose that could make a fleet "too flexible," but it's more about adaptation than anything. It does allow you to continue adapting fleets even as you maintain the 500 point cap.