1L Armada: Motti vs Sato

By ShoutingMan, in Star Wars: Armada Battle Reports

1L Star Wars Armada Feb 17, 2019

My fleet:

Name: 3Cy Motti IF DTT HTT
Faction: Imperial
Commander: Admiral Motti

Assault: Blockade Run
Defense: Planetary Ion Cannon
Navigation: Solar Corona

ISD Cymoon 1 Refit (112)
• Admiral Motti (24)
• Intensify Firepower! (6)
• Dual Turbolaser Turrets (5)
• Heavy Turbolaser Turrets (6)
= 153 Points

ISD Cymoon 1 Refit (112)
• Dual Turbolaser Turrets (5)
• Heavy Turbolaser Turrets (6)
= 123 Points

ISD Cymoon 1 Refit (112)
• Heavy Turbolaser Turrets (6)
• Dual Turbolaser Turrets (5)
= 123 Points

Squadrons:
= 0 Points

Total Points: 399

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@racknut 's fleet: (reserved)

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Edited by ShoutingMan

Motti won bid, chose second player. Sato chose Solar Corona as Objective.

Solar Corona is right side of board.

Deployment:

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Edited by ShoutingMan

Round 1

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Activations 1-2

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Activation 3

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Activation 4

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Activation 5

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Activation 6

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Activation 7

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Squadrons

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Commands and Fleet Status

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Edited by ShoutingMan

Round 2

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1

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2

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(Front attack by Cymoon rolls four blanks and a critical onto a GR75. Sigh.)

3

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4

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5

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6

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7

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Squads

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Fleets

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Round 3

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1

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2

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3

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4

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5

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6

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7

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Fleets

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Round 4

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1

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2

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3

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Fleets

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Round 5

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1

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2

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Round 6 / Game Conclusion

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Edited by ShoutingMan

Commentary:

My goal was a simple, symmetric Tri-Cy fleet. The fleet was "self consistent", in that the few upgrades went together. Gunnery Teams, first time to use them for me, was successful in that I was getting multiple targets from front hulls. However, the lack of dice control was my downfall. The best example was the early roll of five red at long distance resulting in four blanks and a critical. Had that roll had an accuracy and even one more hit, the game might have changed. I had similarly swingy rolls throughout; another roll with Con Fire at Medium resulting in eight dice producing about four damage. Slightly better dice could taken out both the Hammerhead and GR75 earlier and changed the game for me.

Contra-that, the black dice control on the Rebel allowed for tremendous surge damage, making Motti irrelevant. Sato's ability to toss a few black dice from long range coupled with Ordnance Experts also allowed for the plinking of a few extra damage more consistently than my larger pool of red dice allowed.

What I would do differently:

Solar Corona is a bad Objective for this fleet. It's basically moot, even working against me, reducing my second player benefits. Dangerous Territory would be a better choice for big-ship combat.

I've been flying the ISD slow: the idea that I need to keep at long range to maximize Red dice and Front Arc. Plus flying an ISD fast is an easy way to unintentionally exit the combat or even the game board. But flying slow is what a black-dice fleet wants. And despite Motti's hull, uncontrolled red dice can't slug it out with black dice big ships.

In all, it was a fun game. In the context of what I was trying to do, i was happy with my fleet, deployment, and flying. But strategically, I would make a few changes to composition and flying style if I try the Tri-Cy again.