Front page battle report: SSD

By Darth Sanguis, in Star Wars: Armada

Play tested the SSD!

Before anyone tells me this belongs in the sub forum, I figured that play testing the newly announced ship would hold enough interest to merit front page.

-we made a ruling before the match that the SSD would execute maneuvers from the base at the rear.

-we made a ruling before the match that the SSD deploys by touching the rear hull to the owning players edge. (Similar to how huge ships deploy in X-wing).

While we may not know if that is how this expansion functions, we estimate this may be right.

I ran:

SSD (220)
-Moff JJ (23)
-tua (2)
-Brunson (5)
-Damage control officers (5)
-Gunnery teams (7)
-ECMs (7)
-Boosted comms (4)
-leading shots (4)
-Xi7s (6)
Total: 283

Gozanti (23)
-bomber command center (8)
-suppressor (4)
Total: 35

-Jendon (20)
-steel (21)
-4x tie bomber (36)
Total: 77

Grand total: 395
-precision strike
-fleet ambush
-superior positions

He took Precision Strike, I was second player. Mistakes in navigation and a solid slicer tool on my carrier made this match way too close. Ended in my favor with a table and only 2 HP left on the SSD.


Beginning of Round one:
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As second player I had to use my gozzer and bombers to wait out deployment. I got a good line on his mc80, and I figured I may be able to lock it up to prevent Akbar from dealing his worst, and take out salvation while my bombers shredded the shields of the mc80. I set up Nav, Squadron, Con fire, Engineering. Round one went as you would expect, Ships tokening up. There was an exchange between the SSD and the mc80 at long range for 1 or 2 damage. The real blow was a well landed slicer tools on my SSD changing my intended round 2 dial from squadron to engineering.


Beginning of Round Two:
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Without my squadron command the SSD had to rely on it's arcs and multiple shots to try to end the fight as soon as possible. I had Moffy JJ, so I figured as long as I can set up a solid double arc for round 3 the bombers could do their thing by the end of round 4 or 5 in the squadron phase on their own. I gambled that the defense suite, the hull and shields of the SSD should last long enough to do what was needed. I delayed with the SSD as long as I could. The SSD got shots off on the Nebulon, the mc80, and the Gr75 on it's starboard flank. I made a mistake activating my squads with the gozzer, I activated two that were in range of the gr75 already instead of pulling in two from out of range. most of my squads were useless this round. When I navigated the SSD I mad a severe misjudgment on where it would land. I had a nav token, and should have spent it to slow down and JJ, instead, I just used JJ. The results not only DIDN'T line up a double for me, it put my SSD in both the broadside arcs for the mc80.

Beginning of Round Three:
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I was in a bad place, worst yet, his slicer tools had changed my con-fire to a navigate, a command that, with JJ, really didn't help much. The SSD activated, the front had clear LoS on the neb's side, at medium, and the nebulon was destroyed. The front right arc had shots on the mc80, which did a little bit of damage, but not much, and I peeled off just enough at the gr75 in my rear arc to kill it. I made a major mistake here. Again, confused about how the SSD maneuvered I had the opportunity to save my ship a ton of damage. I had JJ and a nav command so I figured I may just be able to swing right around the far side of the mc80, but there just wasn't enough to make that turn, instead, I decided to ram his mc80 to remain where I was, gambling that the 22 hull and his mc80 being forced to ram would ultimately melt the measly 8 hull it had. It was a mistake. At speed 2 a straight movement would have placed my SSD's double on his ship and barely gotten the rest of my ship out of his double broadsides, I should have done that. I was able to use my Jendon and steel combo to put some damage on the mc80's shields, and move the rest of the bombers up. The mc80 hit me HARD. Both sides, Akbar, Defiance, intel officer, Xi7s, it was not a pleasant time for me.

Beginning of Round Four:
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He had first activation, and after last round, I was hurting on both defenses and shields. After both shots and the ram, my ship had only a handful of shields and 3 hull to it's name. I activated, using my engineering command to remove a damage card, and move 3 shields from my left auxiliary hull to my right and right auxiliary hulls. I took shots on his Mc80, dealing just minor damage... at this point I was even beginning to tilt, I thought for-sure I was going to lose because of the obvious mistakes I had made. My opponent was in good humor that helped keep the tone light enough for me to cool off. I sank the GR75, and made my speed 2 forward. The bombers, finally in position to do work, landed hits and shredded his shields, but the EWS defenses did not make it easy.

Beginning of Round Five:
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Again, he had first activation, except this time my SSD had moved up enough that the only hull zones in range and LoS had full shields. I was able to survive the mc80's attack and ram with only 1 hull left. The I healed a card and some shields with my next engineering, my double arc into the mc80 was just enough to seal the deal. It sank and my SSD made a JJ swing right to avoid the edge of the mat. His pelta made a long range shot and hit some shields but then flew into my swarm of bombers. They ate up a bunch of shields and a token.

Beginning of Round Six:
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His pelta activated, threw some reds at my SSD, but failed to deal damage cards. My SSD fired back and moved up, dealing more shield damage. I used the gozzer to push my only out of range squads in range for a bombing run dealing damage to his ship. The game ended with a table when the jendon/steel combo finished off his last ship.

End of Game:
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Altogether the conclusions I've drawn from the SSD are that with a nav command and or JJ, it actually doesn't move too different from other ships, you just have to picture the movement a little differently. The side arcs take some getting used to, and are a major weakness for this ship. Getting close doesn't have enough negative effect to not attempt to land both broadsides as a rebel player. I definitely feel like this version needs a bomber compliment.

Anyways, I do enjoy it. More playtesting stories to come!

(If you're looking for the ship token, I hosted it here .)


Edited by Darth Sanguis

Good battle. It's strong but not invincible. How was ECM's? Needed or would Advanced Projectors do better?

Just now, Lyraeus said:

Good battle. It's strong but not invincible. How was ECM's? Needed or would Advanced Projectors do better?

Well, honestly neither were or would have been particularly helpful... Anything that hunts whales is gonna love this ship. Xi7s make advanced projectors useless and with Xi7s and itel officers there's no point in worrying about ECMS...

I'm not really sure what could have made it better. I only used the ECMs once.

Blast dooooors!!!

This is what he should get.

Nice report. Thx for sharing.

Have to gather 200$

Thank you.

How long and wide is supposed to be the base?

Just now, Chalaceador said:

Thank you.

How long and wide is supposed to be the base?

73mm x 356mm

Hmmmm yea Xi7's might be a deal breaker here... Hmmmm support Interdictor tossing shields then?

It's me: the Rebel player!

I played another game against another squad-heavy SSD list the day after, but I don't think the battle reports (in which both players are flailing around trying to reconcile a new ship, new base size, new suite of rules half of which are imaginary, and biased pre-conceptions of an SSD all at once) are as interesting as the actual takeaways. (Also, the list I was running in that first game above was a dumpster fire so I'm happier blocking it from my memory.) Just for context, though, the second game was @BrobaFett 's SSD list from the listbuilding subforum, versus (my take on) @Truthiness / @shmitty 's Sato MC75 + Hammerheads fleet.

The first thing - forget that it's an SSD. I think that's important, and is going to trip people up when it drops. Yeah, there's the picture and name of an SSD on the card, but ignore that. It's a collection of dice, hull, and shields, like any other ship, just in a particular configuration. It is *not* Baby's First Blunt Instrument, and if you act like "well, it's an SSD ", you're going to assign it a bunch of traits in your head that it doesn't actually posses, and have a bad time, I suspect.

Second: caveats. We're making like half the rules up. We don't know what must-have officers or game-changing title cards are gonna come in the box - imagine playtesting the Nebulon-B without knowing Yavaris is going to exist. It's useful (and also fun, whatever that is), but only useful to a certain extent. Change the deployment or movement rules from our made-up version to whatever the real thing is and maybe it changes everything .

So... what IS it, then?

It's an ISD-II with three officer chairs, double the hull, and side arcs that go on for way too long, like, what, where even is your side going, have you even met the people that work back there it's like a three hour commute to the hangar bay no ship should be this long much stronger range/area control. Basically. More or less. Not really, but kinda.

The front and upgrade suite, bonus officers aside, are an ISD-II. If you've been facing those for [checks notes] three years, then you can face this - don't park small ships at medium/close range (unless you really need to), clump in one arc (unless it has gunnery teams), try to flank it, take ECMs, whatever. Except, know how a Motti ISD always seems to just never die - even though it's only got 3 extra hull, that last 3 damage always feels like the 3 hardest to put on? Alright, well it's that, but those last 3 hull go on for like 18 more hull and it still has its brace and contain for like two turns longer than usual. So it's sturdy.

It swings wide. This is true (but of different arcs) depending on whether it moves at the front or rear base (but maybe not so true if FFG wips out some new arcane maneuver template on us), but with the rules as best as we can figure, it's an important bit of its kit. You can go into, out of, and back into different range bands just by wiggling with JJ, because your footprint is so large and your front/rear so far from your pivot point. A CR90 can slip your front arc, but it takes it about 15, maybe 20 minutes another 2 turns to slip your side arcs because your base is so long.

It's side arcs - on the Command version, without titles - are pretty mediocre. You're not getting both side arcs on one target often, and plenty of ships can out-punch them 1v1. And being so large, you can't really disengage, so stuff is just gonna keep shooting you unless you can get some squadrons to jump over and light them up. This is mitigated a bit by front-wheel steering, since you can aim your nose more directly and swing your sides away from things, as opposed to the rear-wheel steering we tried. But you're not getting many deployments when 220+ points of your list are one ship, so you need to be prepared to be flanked.

1 hour ago, Darth Sanguis said:

Altogether the conclusions I've drawn from the SSD are that with a nav command and or JJ, it actually doesn't move too different from other ships, you just have to picture the movement a little differently. The side arcs take some getting used to, and are a major weakness for this ship. Getting close doesn't have enough negative effect to not attempt to land both broadsides as a rebel player. I definitely feel like this version needs a bomber compliment.

I agree with this, more or less. I have a few ideas about alternate deployment strategies and the ramifications of different possible rules implementations, and I'd like to see the matchup against 2x ISD and Rieekan/Sloane, but until the rules and new upgrades come into more clarity I think we've seen that's "just another ship", which is a good thing.

3 minutes ago, Lyraeus said:

Hmmmm yea Xi7's might be a deal breaker here... Hmmmm support Interdictor tossing shields then?

I was thinking having kitten(s) do that while taking shields to max and redundant shields as well... Also have the kitten be hand of justice.... 'cause losing a brace early sucks.

18 minutes ago, Darth Sanguis said:

I was thinking having kitten(s) do that while taking shields to max and redundant shields as well... Also have the kitten be hand of justice.... 'cause losing a brace early sucks.

They move too much and while this is a big ship I worry that they will end up in weird placements or ramming on accident

3 minutes ago, Lyraeus said:

They move too much and while this is a big ship I worry that they will end up in weird placements or ramming on accident

I mean, you're not wrong. lol I made like 5 or 6 lists and all I know is anything over 70-something points (base) leaves the SSD a little bare.

1 hour ago, Darth Sanguis said:

I mean, you're not wrong. lol I made like 5 or 6 lists and all I know is anything over 70-something points (base) leaves the SSD a little bare.

True. It's not easy and an Interdictor is a HUGE point sink

My list though it will likely never work

SSD Time
Author: Lyraeus

Faction: Galactic Empire
Points: 392/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run

[ flagship ] Star Dreadnought Command Prototype (220 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Wulff Yularen ( 7 points)
- Commandant Aresko ( 7 points)
- Gunnery Team ( 7 points)
- Quad Turbolaser Cannons ( 10 points)
- Shields to Maximum! ( 6 points)
- Intensify Firepower! ( 6 points)
= 288 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Projection Experts ( 6 points)
- Targeting Scrambler ( 5 points)
= 104 total ship cost

SSD Time
Author: Lyraeus

Faction: Galactic Empire
Points: 399/400

Commander: Moff Jerjerrod

Assault Objective: Advanced Gunnery
Defense Objective: Capture the VIP
Navigation Objective: Salvage Run

[ flagship ] Star Dreadnought Command Prototype (220 points)
- Moff Jerjerrod ( 23 points)
- Minister Tua ( 2 points)
- Wulff Yularen ( 7 points)
- Commandant Aresko ( 7 points)
- Gunnery Team ( 7 points)
- Early Warning System ( 7 points)
- Quad Turbolaser Cannons ( 10 points)
- Shields to Maximum! ( 6 points)
- Intensify Firepower! ( 6 points)
= 295 total ship cost

Interdictor-class Suppression Refit (90 points)
- Interdictor ( 3 points)
- Projection Experts ( 6 points)
- Targeting Scrambler ( 5 points)
= 104 total ship cost

Edited by Lyraeus
Just now, Lyraeus said:

- Minister Tua ( 2 points) 

Where's the defensive upgrade?

2 minutes ago, Darth Sanguis said:

Where's the defensive upgrade?

I thought I put that on. It supposed to be the Early Warning

Fixed. It's an OK list with some Bloat but some testing can work around that and trim it. Wulff is likely not needed when you have Aresko but who knows. The ability to steal a token and always have it or Wulff a token spent by the fleet commands is pretty good I think

Captain Brunson will stop far more damage for his points than any def refit- with three officer slots, you'd be mad not to take him.

[ flagship ] Arquitens-class Command Cruiser (59 points)
- Hand of Justice ( 4 points)
- Taskmaster Grint ( 5 points)
- Projection Experts ( 6 points)
= 74 total ship cost

I feel an Arq with this sort of setup (plus whatever Turbolaser you want) provides much more utility than the bare minimum Interdictor. It can stay at long range, with JJ it can turn excellently without nav'ing, and the SSD doesn't need ECM to ensure Hand of Justice gets value.

You've then still got room for a Slicer Gozanti to help disrupt enemy carriers.

4 minutes ago, TheCallum said:

Captain Brunson will stop far more damage for his points than any def refit-

The sad part is I forgot to use her for the 3 separate times I had a chance... there was so much going on I forgot a lot of stuff when I played. lol

The Interdictor with the Projectors is a Lando. Lando is risky but good.

So my MC30 swarm may have a chance against the SSD. Good to know...

@Norell it was expected as much. It's dangerous though on all sides which is an issue but it can be swarmed decently

11 minutes ago, Norell said:

So my MC30 swarm may have a chance against the SSD. Good to know...

If it takes DCO you might find that not the case - or at least that you never realized JUST how reliant mc30's and GSD's are on their crit effects to achieve that big burst damage they are capable of.

6 damage and 4 damage on the double arc from an MC30 just isn't that bad without acm or apt adding their 2-4 damage to the top.

Edited by BrobaFett
11 minutes ago, Norell said:

So my MC30 swarm may have a chance against the SSD. Good to know...

this:

1 minute ago, BrobaFett said:

If it takes DCO you might find that not the case - or at least that you never realized JUST how reliant mc30's and GSD's are on their crit effects to achieve that big burst damage they are capable of.

6 damage and 4 damage on the double arc from an MC30 just isn't that bad without acm or apt adding their 2-4 damage to the top.


Also, one of the things about the SSD being SO big is it's difficult to get away from, especially if they have JJ. A speed 1 turn with 2 clicks can really close some space as the ends swing. I would be cautious bringing any one small based ship too close, just because it's so hard to skirt back to safety after dealing a blow.

That said, as I said before, those side arcs are a joke, they really lack the punch necessary to be a real threat. A skilled player could easier take advantage of this weakness and exploit it turn after turn.

5 minutes ago, Darth Sanguis said:

this:


Also, one of the things about the SSD being SO big is it's difficult to get away from, especially if they have JJ. A speed 1 turn with 2 clicks can really close some space as the ends swing. I would be cautious bringing any one small based ship too close, just because it's so hard to skirt back to safety after dealing a blow.

That said, as I said before, those side arcs are a joke, they really lack the punch necessary to be a real threat. A skilled player could easier take advantage of this weakness and exploit it turn after turn.

I have said it before, and will continue to say it, but currently we only know the details of what we can assume to be the carrier SSD.

This is literally the Nebulon-B off the SSD worlds. It has to have SOME weakeness because the assumption is that when you are flying this ship you are also utilizing large amounts of fighters. And it can boss 6 around in a turn - that can be a 134 point ball and a 220 point ship all activating together, with no support what so ever, every turn. The side arcs may be measly, but they ARE inescapable. And there is no such thing as "removing them before they can shoot back." It's the combination of squadron damage and staying power combined with a large *field of fire* (even if it's not OMGHOLYSMOKES potent) that makes it strong.

Just now, BrobaFett said:

I have said it before, and will continue to say it, but currently we only know the details of what we can assume to be the carrier SSD.

This is literally the Nebulon-B off the SSD worlds. It has to have SOME weakeness because the assumption is that when you are flying this ship you are also utilizing large amounts of fighters. And it can boss 6 around in a turn - that can be a 134 point ball and a 220 point ship all activating together, with no support what so ever, every turn. The side arcs may be measly, but they ARE inescapable. And there is no such thing as "removing them before they can shoot back." It's the combination of squadron damage and staying power combined with a large *field of fire* (even if it's not OMGHOLYSMOKES potent) that makes it strong.

You don't have to sell me on this point. lol Like I said in the OP, this version definitely needs it's fighters... preferably bombers. I wouldn't have won my match without 'em.