On 9 February I attended the Beanie Games Armada Prime event in Stockton-on-Tees. A great venue with friendly atmosphere for 18 Armada players.
I noticed as players were getting their fleets together that anyone with a Scottish accent mysteriously was piloting an SSD. There were five SSD lists from team Scotland with a variety of SSD-AP and SSD-CP designs with different commanders. Apparently they had had a bit of a discussion before attending. I wasn’t too confident in taking on some SSD lists but as the matchups turned out I wouldn’t have to try. So on to my list….
393/400.
Most Wanted
,
Planetary Ion Cannon
,
Solar Corona
Cymoon,
Jerjerrod
, GTs, Intensify Fire, SADviser LTTs.
GSD-I, Demolisher, ACMs, OE, Brunson.
Arquitens CL, Needa, TRCs.
Arquitens CL, Titus, TRCs.
Gozanti, Comms Net, Asphyxa-Vader.
It was originally intended to be a Romodi list with the red die Gozanti and a few mission tweaks to include Purgils but I checked with the organisers and as the Onager hadn’t been out long enough it wasn’t allowed at this event. Starhawk still isn’t out yet in the UK. So I had a backup with Jerjerrod and it turned out he was used many times in my games; sometimes for slight advantages but sometimes for game winning blocks, escapes or Demolisher ACM slams.
Six activations using the SADviser is usually more than the enemy and a 7 point bid I thought would be great to get last/first on the enemy with Demolisher while the other ships kept up decent reliable fire with LTT, IF and TRCs. In most games the Gozanti fuelled the IF for at least three turns but had the option of an emergency nav/repair token to lend out. Needa, Titus and (after turn two) the SADviser can easily be force choked by Asphyx-a-Vader to get rerolls. I even did it to Brunson on occasion.
Below is a battle report of my three games. Enemy lists are from memory and may have a few omissions.
Game 1
Doddonna
MC80B, Mon Karren, XX9, Ciatken, SADviser, ETs
Hammerhead-T APT, Garrels Honour, Lando
CR90-B Doddona’s Pride, LS
GR75, BCC, Bright Hope
GR75, Leia, Coms Net
Nym, Gold, Hera, Luke
I was first player doing Hyperspace Assault (Hammerhead, Nym, Hera & Luke in reserve). The whole game took place in a narrow corridor with the base in front of the liberty and a debris to its left and one on the other side that Demolisher would use to advance with Brunson. My Cymoon lined up opposing the Rebel flagship with the Needa-Arquitens close on its right facing the BCC flotilla. Demolisher was close on the ISD’s left, facing the CR90 and BCC flotilla. A littlefurther out to my right were Titus-Arquitens and my Gozanti. In my mind I had thought the Liberty had Gunnery Teams so didn’t want to offer too many targets…
-
T1: Cymoon Speed 2, others speed 3 and we advance banking navigates and the flotilla gives a CF token to the ISD for Intensify Fire next turn. Rebels are speed 1 with one of the flotillas a little faster. About now I realised I forgot to use Titus.
-
T2: In jumps the hammerhead in the flank/rear of the Cymoon double arcing it on the port bow and and Needa’s Arquitens on the starboard. Nym, Hera & Luke join it between the Imperial ships. I activate the Cymoon shooting flank & rear into Garrel’s Honour but it still had 2 hull. Cymoon stayed speed 2 to keep out of blue range of Mon Karren and was still in Garrel’s black range but now only from its front arc. The hammerhead activates and its flank arc APT = hit/crit on Needa giving a structural damage. Doing well he goes for it again using the front arc with no crit but shields are dropping drastically, he then rams the Cymoon slowing it down to one with another crit. I couldn’t use the SADviser now so we polish off the Hammerhead and close in on the Liberty. Demolisher slows to speed 2 to not commit too early and prevent the Speed 1 Liberty from accelerating to 3 or even 3+1 with ETs and squeeze out between it and the Cymoon. Demolisher's 2 red and Needa’s TRCs do about 5 shield damage to the Liberty. Rebel ships still move slow with the liberty moving 4 shields and repairing one using repair and a token. Rebel fighters are made rouge by Hera and bomb Needa’s ship stripping all shields and it is now on 1 hull.
-
T3: Cymoon activates first repairing 2 shields and shooting the Liberty at medium range for 4 damage after brace, then doing 3 damage to the CR90B at long range with GTs. The ISD then uses a nav token and Jerjerrod to turn 2 yaw left and then 1 yaw right to pin the Liberty in place nose-to-nose. Rebels use a flotilla to polish off Needa before he activates with bombers. I use Demolisher to shoot the CR90B with 2 red (IF has been great for this). Then I move into the Liberty flank arc and kill the CR90B with ACMs from Demo’s left broadside. Liberty repairs and savages the Cymoon and flank shoots Demolisher. Titus Arquitens shoots the Liberty forcing it to discard a red brace when I accuracy the green one. Bombers strike the Cymoon and one reaches Demolisher.
-
T4: Demolisher is looking ragged so activates first double arcing the Liberty but only one ACM crit. It then runs for open space. Liberty doesn’t accuracy the brace when shooting the Cymoon and my flagship had repairs plotted so his bombers switch and kill Demolisher. I kill Mon Karren by the end of the turn and the game ends. 9-2.
Game 2 v @Touston
CR90A,
Mon Mothma
, TRCs, Jiana’s light
MC30T, ACMs, OE, Admonition, RBDs, H9
MC30T, ACMs, OE, Foresight, RBDs, H9
CR90A, TRCs
GR75, Slicer Tools, QS
Shara, Tycho
I was second player doing Solar Corona . He deployed tightly in the middle with a CR90 each side. I deploy in my left corner, up sun of him, with the obstacles widely spread out. The Gozanti to the rear going wide, an Arquitens on each side of the Cymoon with Demolisher taking the inside path. Titus slows down Foresight to speed 2 who was slightly further away from me.
-
T1: The Rebels turn sharp to their right towards me and may be attempting to potentially get up sun of me. I delay with SADviser and flotillas then get the jump with 2 ships at the end. We stick together and load up on tokens going speed 2 or 3 to keep from the enemy crossing in front of us without being shot.
-
T2: With my activation advantage I delay with SADviser, the Gozanti and Titus-Arquitens on the left flank. Then the MC30s approach and we fire some long range and a few medium range shots. Foresight looks more ragged after one ACM from Demolisher but it uses RBDs to get some hull back over the turn break. Admonition has the Cymoon double arced at black range but Demolisher does this to Foresight in return. Which will he activate first?
-
T3: Admonition goes first savaging the Cymoon with ACM crits. It then can’t get past due to the flotilla in the place it wants to land and rams. Demolisher finished off Foresight with Vader choking Brunson to get the ACM crit. Admonition dies from Titus, the Cymoon and a ram and one CR90 is softened up. The reminder of the turn the TRC90s and fighters hit the Cymoon who also gets a squadron command from the slicer.
-
T4: We kill a CR90 but sadly the Cymoon runs out of hull.
-
T5&6: The rebels dive into a corner behind my original deployment position and I can’t catch them. 7-4 and I move to table 2 for the final round.
Game 3
MC75-Armoured, Fire Control Teams, HIEs, ACMs, Damage Control Officer, EWS.
Hammerhead,
Sato
, Lando
GR75, BCC, Bright Hope
GR75, Comms Net, Bridger
5 Y-Wings, Jan, 2 HWK, Gold, Hurra
I was first player doing the Precision Strike mission. I placed the Gozanti just off centre at the back of the board then I see a GR75 in the middle followed by a huge squadron blob. I deploy in the middle at speed 3 with no idea where I will to have to go. Cymoon is flanked by an Arquitens on each side with Demolisher behind the right hand Needa-Arquitens and the flotilla behind the left hand Titus-Arquitens. Enemy BCC GR75 deploys to the right of the squadron blob (from my point of view) and the MC75 a little further out and finally the lifeboat hammerhead near the corner but not as far out as he could have gone. I use Titus to speed the MC75 up to 3 and hopefully get to it without having to wade through a flock of Y-wings.
-
T1: We all use Jerjerrod to turn sharply to our right at top speed. Most ships bank repair tokens to get rid of this damage on turn 2 but the flotilla coms nets over a token to fuel Intensify fire. Rebels keep their speeds the same with the MC75 unwilling to slow and preferring to keep a nav token as the Coms net flotilla was too far out for a replacement and he really needed soon to squadron with flotillas and the big ship, even then he would be 3 squadron activations short. All the bombers advance towards me trying to head me off as I go for the two ships that would get me a tabling.
-
T2: Needa has a good shot lined up on the non EWS flank of the MC75 but decides to wait. I SADviser delay and a GR75 sends in Y-Wings to attack Needa. I still delay with the Gozanti. Gold & Hurra join the attack. Now Needa repairs a hull, I shoot out the back into the GR75 and shoot the MC75 and moves away speed 3 with a Jerjerrod 2 yaw right and a natural 2 yaw left. It is now safely in the front arc of the MC75 at long range with Demolisher acting as baby sitter and the remaining bombers won’t have the speed this turn. His lifeboat delays, I bring up Titus and shoot at the Comms net flotilla forcing the scatter to be discarded. The MC75 activates with nothing in range. It bombs the Cymoon and stays speed 3. Cymoon kills the comms net GR75 and does 6 damage to the MC75 then lines up to double arc it at medium range. Demolisher shoots the big ship and gets around into the front of it to shoot it again. MC75 has lost its redirect by now but the dam-con officer pays dividends with my ACM crits.
-
T3: Cymoon goes first and kills the MC75 with a little luck on the front shot alone using the LTTs and IF. BCC GR75 scatters its other shot. We get bombed a bit and wait for the Lifeboat to move. Demolisher then lined up on it and uses ACMs. Lando had to be used on the last shot of 3 single hits to stay alive. Sadly for him a blank, a single hit and a hit/crit with ACMs finished the game there with no more squadrons in range to attack that turn. We both had 2 Precision strike tokens getting a 430 to 30, 10-1 win.
Up on table one a triple Interdoctor list had just killed an SSD but one of the interdictors was surrounded by TIE-Bombers. It finally succumbed resulting in a 9-2 meaning I and the Interdictor player were tied on 26 tournament points. The total MOV for the day kicked in and it was incredibly close with my score fractionally above to win the event.