High Explosives

By JKShulenburg, in Star Wars: Armada Battle Reports

The Build:

Faction: Galactic Empire
Points: 397/400

Commander: Admiral Konstantine

Assault Objective: Surprise Attack (other options fleet ambush, minefields)

Victory I-Class Star Destroyer (73 points)
- Harrow ( 3 points) , Ordnance Experts ( 4 points) , Engine Techs ( 8 points) , Proximity Mines ( 4 points) , Spinal Armament ( 9 points) , Assault Proton Torpedoes ( 5 points)
= 109 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
- Admiral Konstantine ( 23 points)
- Interdictor ( 3 points) , Wulff Yularen ( 7 points) , Projection Experts ( 6 points) , Proximity Mines ( 4 points) , Leading Shots ( 4 points) , Targeting Scrambler ( 5 points) , G7-X Grav Well Projector ( 2 points)
= 144 total ship cost

Interdictor-class Suppression Refit (90 points)
- Projection Experts ( 6 points) , Proximity Mines ( 4 points) , Leading Shots ( 4 points) , Targeting Scrambler ( 5 points) , G-8 Experimental Projector ( 8 points)
= 117 total ship cost

2 Lambda-class Shuttles ( 30 points)
= 30 total squadron cost

The opponent:

Akbar

MC80 - Fully loaded, but irrelevant

2 MC30s - Ordinance experts, APTs

Rogue squadron, A wings

The Plan(based on objective taken):

Grav well the station, trapping his flagship at speed 0 with 3 navigate raid tokens stacked from the objective to keep it at speed 0. Use 6 proximity mines to force him to decide between backing up the flagship and taking damage or breaking out to attack and leaving the flagship to die. Use Lambda shuttles to slam mines into enemy ships

The outcome:

Almost exactly this. The MC80 was a complete non factor. It managed just 2 attacks the entire game before dying to 2 shots from the Victory. The placement of Mines forced the MC30s to abandon the MC80 or risk taking prox mine damage. The obstacle placement slowed down my ships and forced my fleet to split around them, but this had minimal effect. It allowed the MC30s pick off the lesser interdictor as it was forced out of scrambler range. But by the time they had done so, the victory had killed off the flagship and used harrow to come about. The victory wiped one of the MC30s as it made a last minute attempt to hit the victory. Squadrons ended up as a non factor for both sides. They locked each other down. The lambdas died but they held the fort long enough for some lucky rolls from the flagship interdictor to wipe them as well. 8-3 win for the empire

What would I change:

The interdictors need range. They struggled to help take down not only the MC80 but to retaliate in any meaningful way against the MC30s until they strayed too close to use their black dice. The entire fleet is built around using large numbers of prox mines to dictate the engagement, so dropping them for disposable caps isnt a real option. However, I think the better solution would be to drop the G8 projector(redundant with konstantine, but allows a rise or drop of speed 2 on any turn) This would have allowed one of the interdictors to bump up to combat refit for extra red dice, adding slightly better anti squad as a bonus. Id also consider using the 5 saved points and the 3 extra to add Palpatine, Kallus or both for the burning of defense tokens and enhanced anti squad respectively. I might also trade one of the lambdas for a few ties to help lock down squads and free up the shuttle to use its powers. Id also consider a switch from konstantine to Motti. Maybe it was this matchup, but konstantine was a non factor while Motti would have kept the lesser interdictor alive for one more shot

In all honesty, this strategy is up and down. As run, against this fleet, it was crippling. The MC80 was unable to get a single side arc shot off except on the already crippled interdictor that wandered in to form up with the fleet. The MC30s were forced wide and were in a harassment only role until they closed in on turn 3, but by then it was too late. Akbar was dead and their firepower was taken down by 30%. My opponent took suprise attack without checking that I had grav well. But minefields would have also been crippling with near guaranteed mine hits on my opponents early activations with 12 of them on the board. I could literally steer the enemy fleet where I wanted them. I think fleet ambush would have been their best option, but again he would have been splitting his fleet and the mines and grav well could again be used to either separate his fleet or force unfavorable engagements, limiting Akbar. I think the best counter to this is raddus, sacrificing one ship to get the larger ships in your force over the dangers. A squad heavy list would also have a high potential for a breakthrough, but at the risk of a weaker flagship. We both agreed it was fun and it was brutal. And thats what counts.

IMG_20191022_190146.jpg

You can’t move Proximity Mines with lambdas.

Though, if you give the Interdictors Engineering Teams, would that let you get one more Proximity Mine out of each one?

41 minutes ago, Tayloraj100 said:

You can’t move Proximity Mines with lambdas.

Though, if you give the Interdictors Engineering Teams, would that let you get one more Proximity Mine out of each one?

Engineering Team doesn't effect Proximity Mines, since they only take effect when an Engineering Command is used - they dont modify the intrinsic Engineering value for the ship

Great read! Thanks posting, and yes, some mistakes were made and thats ok. Now you learn and play the next one!

For proximity mines.

The proximity mine tokens cannot be moved by lambdas.

Lambdas can only move objective tokens.

Now the objective "minefields", the mines that objectice hands out are objective tokens. Which the Lambdas can move, but again they cannot move proximity mine tokens.

And yes, as pointed out, engineering teams only give out an extra repair point when the engineering command resolves.

10 hours ago, Cap116 said:

Engineering Team doesn't effect Proximity Mines, since they only take effect when an Engineering Command is used - they dont modify the intrinsic Engineering value for the ship

Aw, that’s too bad.