Star Wars Armada – Spring League

I was glad to see our local store Sanctuary Gaming Centre was running another league, after several debates I settled on a variant of my store championship list dropping the AF2 in favour of a fragile but hard hitting MC-30 Scout Frigate.

I have been using Armada Warlord Solutions to build and plan my lists as it is user friendly and allows easy export of lists.

For those that read my blogs, I have been out for a while busy working for a new company and found I had less free time.  Still been keeping up the gaming but no time to blog, despite feeling the need to often!

So I am happy to write about the latest star wars game, from FFG – Armada.  I have been playing since the release, entered into several leagues and tournaments. Managed to bag a Store Championship and am off to a Regional later in May, although totally undecided on the list to take for this at the moment.

 

The lists

Faction: Rebel Alliance
Points: 395/400
Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

CR90 Corvette A (44 points), Jaina’s Light ( 2 points), Intel Officer ( 7 points), Turbolaser Reroute Circuits ( 7 points)
Total = 60

MC30c Scout Frigate (69 points), Foresight ( 8 points), Intel Officer ( 7 points), Ordnance Experts ( 4 points), Turbolaser Reroute Circuits ( 7 points), Assault Proton Torpedoes ( 5 points)
Total = 100

[ flagship ] MC80 Command Cruiser (106 points), Admiral Ackbar ( 38 points), Home One ( 7 points), Intel Officer ( 7 points), Engine Techs ( 8 points), Electronic Countermeasures ( 7 points), XI7 Turbolasers ( 6 points)
Total = 179

Squadrons: Dash Rendar ( 24 points), 2 YT-2400s ( 32 points)

James’ list was 400 points on the nose:
Gladiator 1, assault concussion missiles, ordnance experts
Gladiator 1, assault concussion missiles, ordnance experts
Imperial II class star destroyer, Admiral Motti, Redundant Shields, xi7 turbo lasers, gunnery team, relentless, leading shots

Squadrons, Boba Fett, Soontir Fel, Mauler Mithel, Tie Interceptor,2 Tie advanced

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

My round 1 opponent was an old Nemesis – James Hawkins (who won the last league), we have had relatively even honours before, however the last time we met the battle was a squib and neither of us lost much in the way of ships on the way to a 5-5 draw.  I was determined to make an effort to score a win and was looking to play fairly aggressively.

As first player I decided to take the Hyperspace Assault mission, knowing this would remove a Gladiator from the scene for a turn or two and hopefully allow me to gain a good position on the table before it showed up.

Set Up

The space station was set central, and I placed asteroids on the imperial side to try to disrupt their deployment and potentially cause a critical if I could force them into the hoped positions. James spread the deployment points accross the board, but towards my left and I obliged with my set up looking for the MC-30 to out flank on the left and the TRC-90 and MC-80 moving to the right and up the centre. I spread my fighters accross the board.

James set one of his gladiators opposite the TRC and the Imperial Star destroyer opposite the MC80.  The fighters were all clustered around the Gladiator.

IMG_1533.JPG

IMG_1537

The Game

I sped the MC-30 up on the left with the plan to get him up close and personal to the Gladiator hopefully unleashing a double arc blast of 5 black and 3 red dice, coupled with Assault Proton Torpedoes I hoped to take it down in a single pass, especially if i could get a couple of long range shots off on the way in.

As it happened it all went to plan, except for the 5 black dice failing to turn up a critical, thus leaving the Gladiator on 1 hull (damn Admiral Motti).  This meant the corvette took the brunt of the shots off the Gladiator before he shot killing the Gladiator and dodged off to the rear of the battlefield. James had taken the opportunity to bring the third gladiator in to challenge the MC30 but even at speed three he only managed a long range punt and Foresight put paid to any damage being dealt.

The following turn as the new Gladiator rammed the Corvette  from the world, and the MC30 was looking in poor shape, at speed 4, a ruptured engine and 1 damage, fortunately i had dialed in an engineering, which cleared the critical.

20160417_145821

So with survival in mind I powered up and set a course to safety, to conserve points.

The game swung though as the Imp SD shot and moved up to medium range of the MC80, who promptly shot 11 damage and played an accuracy on Brace, leaving X-I7 to batter through the remaining front shields to leave the ship on half health, an attempted ram using engine techs failed but left the MC-80 in close range and out of the front arc of the Imperial SD for the next turn.  What followed was not pretty, another 12 damage shot to the shield-less front arc saw the flag ship blasted from the sky.

IMG_1552

With the Imperials looking in bad shape the MC-80 took on the gladiator, but with a natural roll of 4 accuracy there was not enough damage output and I had to rely on 3 rams to kill it off leaving the remaining fighters to scatter to the stars.

The final score was a big win to me scoring 400 – 116, with a MoV 284 left a solid so 9-1 to me in the first round.

Post Match Summary

Notes on the game, almost all the commands I chose were Navigation, although early on I dialed in some engineering and concentrate fire in case i needed these later.  The maneuvering ability on the MC-80 really needed these, and although it would be nice to have included the concentrate fire, it was my positioning that helped me to the win on this one.

Although on Turn 4 this game looked like it would end in a draw, but T5 was the turning point, with the front of the damaged Imperial Star Destroyer still in the side arc of the MC-80, James activated the Gladiator to try and get some extra shots off at the fleeing MC-30, but at the long range this was ineffective.   What it meant though was that instead of having a shot at the Imperial on a shielded face all the damage went straight to the hull. No accuracy rolled, but the brace was not enough to keep the ship flying, with the exact damage being taken to kill it.  Although i think i would have got him the following turn, but it would have meant that I did not kill the Gladiator and in return the Gladiator would have savaged the MC-80.

I could foresee the MC-30 taking some damage, but I failed to grasp just how much, both times I was just in range of the chasing ships, and got away with the critical hit, fortunately as I was already at speed 4 taking the engineering was a no-brainer at this point (with an entire half of the board to fly into.  My fighters did their job well and although they went down fast they pinned the imperial squadrons in place long enough for them not to worry my ships.

Round two to come, several opponents to face, will it be more Imperials or Rebels…

Edit – 6th May

Other results in the league are in:

Greg Milne vs Daniel Scott (Imp vs Imp) – 174 to 171

Rich Tansey vs Martyn Gough (Rebel vs Imp) – 383 to 127

Next round is

Chris vs Rich

Daniel vs Martyn

James vs Greg

 

 

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