Star Wars Armada tournament

Started by Silent Disapproval Robot, June 10, 2018, 08:50:52 PM

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Silent Disapproval Robot

The stars aligned and I was able to participate in my first Armada tournament in almost 3 years today.  It was a lot of fun and I managed to take first place (much to the surprise of everyone, especially me.)

I designed a pretty high risk fleet and it worked out a lot better than I imagined it would.  I was able to use just three bomber squadrons to take down my opponent's flagship in one round of combat in each of the matches I played.  I was able to run the board in each game and wipe out all of the capital ships in my opponent's fleets.  Lost a few of my own in each match but the points disparity gave me enough to take the trophy.

The fleet was a lot of fun to fly but I can't imagine it'll ever see success again with this group now that everyone knows how it works.

First game was Rebels vs. Rebels.  My ships are towards the bottom of the pic with their noses pointing to the top of the screen.  My fighter/bomber squadrons are the painted ones.  I was able to use my X-Wings and the Millennium Falcon to tie up my opponent's fighters and Y-Wings and then my B-Wings and Nym ripped the enemy flagship to pieces.  I lost my capital ship to a ramming attack from his Correllian Corvette but the B-Wings blew it up shortly afterwards and my Neb-B frigate destroyed his Assault Frigate for the sweep.





Second game was Rebels vs. Empire.  It played out very similarly to my first match.  My X-Wings tied up their TIE fighters and Decimators (and got destroyed in the process) and my 2 B-Wings and Nym took down the ISD commanded by Thrawn.  This one was very close and tense.  I hot him down to 3 hull points left and had only one volley left from my final B-Wing squadron.  I needed to roll perfect and get three hits or he'd be able to activate and blast my flagship with a full volley of concentrated fire from close range (nothing survives a volley from the front of an ISD at close range).  I rolled 2 hits but had the ability to re-roll one die.  One-in-eight change of rolled 2 hits on that die and I made the roll.  His fighters managed to tear mine up pretty badly (Lost all my X-Wing squadrons, Han Solo, and Jan Ors) but he lost all his capital ships to bomber attacks and broadsides from my Mon Cal cruiser.



There was no need to play the final match as I'd already won on points so we called it a day.  Good times!


Here's the build if anyone would like to give it a whirl.

Flagship:

MC80 Command Cruiser
- Admiral: Garm Bel Iblis
- Adar Tallon
- Boosted Comms
- Electronic Countermeasures


Nebulon-B Escort Frigate - Yavaris
- Flight Commander
- Fighter Coordination Team
- Turbolaser Reroute Circuits

GR-75 Medium Transports
- Toryn Farr
- Bomber Command Center
- Bright Hope

Fighter/Bomber squadrons:
- Havoc (pilot: Nym)
- Millennium Falcon (Han Solo)
- Moldy Crow (Jan Ors)
- B-wing Squadron x 2
- X-wing Squadron x 3


TIPS: Use Han's ability to activate before anyone else and get him to engage and tie up enemy fighters each round.  Alternately, if no fighters are threatening, he can position himself to take a shot at a capital ship and hope to lower their shields by a point or two.

Use Adm Bel Iblis's ability to load each ship up with command tokens on turns one and five.  Make sure you give the Yavaris a squadron command token.

Use the combo of abilities on the Yavaris to position Nym and two B-Wing squadrons so that they'll be in position to take shots at the enemy's largest ship without moving.  Once they're in position, use the squadron command token in conjunction with a squadron command dial action.  This will let you activate Nym and the B-wings all at once.  If you can get the GR-75s in position as well, this is perfect.  Using Yavaris's special ability, each squadron will be able to fire two volleys against the enemy's ship.  Toryn Farr and Bomber Command Centre on the GR-75s means that you can re-roll dice with each volley.  Ideally, you want to get blue crits with Nym which will allow you to strip defence tokens off the enemy even if they haven't been used yet so fire Nym first.  Then the B-Wings.  This basically lets you throw 12 attack dice at the enemy with a re-roll each time and they can't effectively defend against it.  Then if they're still up, hit them with fire from the Yavaris using turbolaser reroute circuits.  This should be enough to cripple, if not kill them.  Activate the Yavaris first on the next round and finish them off using the same tactics if they're still up.  You will only be able to activate 2 fighter squadrons on the this activation as you no longer have a command dial, but 22 dice with re-rolls should be able to kill any ship in the game.  You'll likely lose the Yavaris soon afterwards but it's worth it.

If you want to make doubly sure, you can also have squadron activation dials assigned to the flagship.  This will allow you to use Adar Talon's ability to re-activate a squadron each turn so you can tap Nym or one of the B-Wings for a third shot.



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