@Jammers and I had a couple of games at the weekend and I tried out my triple Cymoon list...
400/400, Blockade Run, Contested Outpost, Solar Corona
ISD Cymoon, Konstantine, Gunnery Team, Strategic Adviser, Intensify Firepower. 152
ISD Cymoon, Gunnery Team, QBTs. 124
ISD Cymoon, Gunnery Team, QBTs. 124
Game 1 V Madine
MC75-Ord, MC30S-Admonition, TRC90 Jiana's Light, 2 flotillas, 4xZ95s
I was second player against his large initiative bid and we played Contested Outpost. We placed rocks on the right of the table then I put the base distance 1 from the maximum left most position in the left hand corner, completely in the open. I deployed my usual speed 2 with ISD-A in the left corner, ISD-B (flagship) distance 1 to the right of it and inner ship in the mid-left position, again distance 1 along. ISD-A faced Noon, ISD-B&C faced 1 O'clock. He deployed Admonition on my left side facing 6 o'clock toward the base and the gap between ISD-A&B. MC75 in front of the gap between ISD-B&C facing 5 o'clock and the flotillas out in the table centre facing 8 O'clock to fall in behind them. Finally Jiana's Light was about mid table facing 5 o'clock speed 4 on a wide flanking path to come around the left of ISD-C's flank.
I set command dials of 3 navs for ISD-A as it would need to manoeuvre a lot. CF+NAV+CF for ISD-B to power the Intensify fire card and NAV+REPAIR+RPAIR for ISD-C as the enemy seemed certain to come around my right and this ship would take the most fire. I was still uncertain that Admonition would go to my right as Madine could have let him cut across the other way so ISD-A would have to wait a while before starting the navigate left too strongly.
Turn 1: he did move Admonition to my right so ISD-A turned left now at speed 3. ISD-B Banked CF token and turned 2 single yaw left at speed 2. ISD-C slowed to 1 and double yawed left. MC75 approached and I took a pot shot at range (with out IF this turn) so it loost a shield or two. Rebels didn't have a Strat adviser so mine paid dividends all game but still he could Last/First me.
Turn 2: Flagship slowed and Naved right as did ISD-A who shot admonition with double accuracy on his evades so it blew a redirect to cancel a double hit taking 2 more round the back. Admonition was speed 2 now to avoid ramming his MC75 and its red dice landed some hits at long range. ISD-C hurt the MC75 but it had ECM to brace and lost it's rear shield. MC75 fired at range then Naved to a glorious double arc on ISD-C. Konstantine had slowed these ships but he had Navs plotted anyway. Fighters were staying back and TRC90 was still burning in.
Turn 3: ISD-C got clobbered by the MC75 and extra damage hit the flagship from Wide area barrage. ISD-A shot Admonition (now at speed 1 from Konstantine) I then navigated down to speed 2 to cut behind my flagship to engage the MC75 on its flanking run. Admonition sped up to 2 but got hammered again by my flagship and more damage went on the MC75 from flank fire. It then shot ISD-C with poor rolling but by the end of the turn ISD-C was in tatters from Jiana's Light and the Z95s.
Turn 4: MC75 shoots the flagship but isn't in close range for the black dice to hurt. It moves clear but flank fire from my flagship and front fire from ISD-A that had cut behind killed the MC75. Addmonition or was it Jiana's light polished off ISD-C as it repaired and ran for open space but Admonition died as Konstantine had slowed it again and it wasn't too healthy despite Walex bringing a token back.
We called the game there with Jiana's light unable to get a second ISD kill on its own (flagship was on 9 hull and ISD-A was almost unscratched. A 7-4 was increased to an 8-3 with the outpost tokens.
Game 2 v Dodonna.
MC75 Ord with APTs this time and Rapid launch bays. 2xTRC90s (one Jiana's light with Dodonna on board), BCC Flotilla. 2 B-Wings & Gold (in the RLBs), 3 X-Wings 2 Z95 & Shara.
His 3 point bid decided to make me first player and I chose Planetary Ion Cannon as opposed to MW or Solar Corona. I deployed in the Right hand corner in my usual way and he deployed mid table facing 7 o'clock to pass in front of me. If you scroll up 10 posts you will see I wrote a chapter on this eventuality and how to handle it. Did I follow this advice?....... Did I Bolingbrokes
. Bail was set for turn 4 on the BC75.
Turn 1: I right wheeled and the PIC hammered the flagship over the turn break. I kept my inner ship ISD-A at speed 2 as I would have to chase him down. Being 1st player threw me as I couldn't rely on a 6-5 win if nothing happened. He travelled across my front with the MC75 near me and both TRC90s a little to far out further to my right. Flotilla in the backfield.
Turn 2: I decided to go for it with ISD-A and went first, at speed, 3 landing in the MC75s front area blocking it for the others to come in and finish it off next turn. It then got bombed and front arced by the MC75 and the RLB squadrons and one TRC90 (other was too far out). My other ships moved up but the MC75 managed to get over my blocker going speed 3 and now facing the table edge. He had to do this final yaw to its left to fling the rear of his base out to avoid an overlap.
Turn 3: Before it died ISD-A shot the MC75 from the flank & rear damaging it. It was then bombed to death from the MC75's activation. My other ships were line astern now coming in speed 2 to engage but still no shots on the MC75. TRC90s hard turned left. I was now looking at muscling him up against my own table edge around mid table as he tried to squeeze out and get away into my own bottom right corner.
Turn 4: Bail got the MC75 out of both my death arcs and slowing to 2 (table edge coming up) used up the Nav token. ISD-B (flagship) gunnery teamed both TRC90s hurting them and strangely ignoring the MC75 completely - I had a plan. I then had to get clear, not being in too good health, and with a large cloud of bombers to fly through. ISD-B survived the turn - just.
Turn 5: Konstantine speed up the MC75 to speed 3 and I cross my fingers he has no Nav plotted. My flagship dies and the MC75 has a squadron command so flies off table. I kill a B-wing and a TRC90 (not his flagship) and we fly away.
Turn 6: I loose a few shields and fail to roll an accuracy at his flotilla which didn't turn left with the rest but instead went right into my bottom right table corner. Overall a 4-7 loss as I lost 2 ISDs including the commander.
Thoughts.
Just IF isn't that great for dice quality. I actually found myself either rolling appallingly when IF doesn't really make you feel much better or you roll well when it isn't need. But, unless you have Vader, I think it is all we have. DTTs may be better than QBTs particularly if you don't have Konstantine.
Normally in Armada I will always take first player if it is offered though I don't often include bids of more than 5. So I play second player quite a bit. With triple Cymoon I really think going second is the thing to do but with so few upgrades in such a list you can't really afford more than a token bid to do something about it. So when I win the toss against another 400 point player I will choose second and I will sneakily act mildly disappointed if my opponent picks first player for himself.
Konstantine. He is surprisingly useful for this type of list. He got me an expensive MC75 kill in game 2 and stopped Admonition escaping in game 1. Against a constantly navigating Madine list you sort of loose the sparkle but as soon as a list appears that needs to squadron or repair to fight well he really shines. Motti would have been useful against bombers but I don't think he would make the difference between survival or death over the length of the game that often. He could however keep a ship alive for an extra turn to get another shot in. Moff JJ would have been good - plotting repairs and just taking damage on a rear shield rather than navigating a lot. Vader is the real master of dice quality and not having to take IF and plot CF commands to fuel it also means his high cost is mitigated. 3xISD-Cs with 3xGTs, Vader and a Strat Adviser could be fun with the odd SFO or chart officer mixed in.
Edited by Mad Cat


