SW Armada Batrep: Clash at The Meadow Nebula (pt 1)

I haven’t posted a full battle report for Star Wars Armada just yet.  Given how stoked I am for Wave 2, I realized I’ve never actually played a real mission (I had played nothing but “Last Man Standing” games thus far) using anything other than stock ships with some dudes.  So I set about building 2 lists that I thought might be a bit competitive, and pit them against each other.

So this game represents my first game attempting:

  1. basic fleet building principles
  2. an actual objective that doesn’t involve wiping the other person off the table

So without further ado, here are the belligerents (i’ve kind of annotated what each upgrade does in parentheses for those who are unfamiliar with the game):

Empire (365 pts):

2015-09-07 21.41.37
Imperial Armada
  • Flagship: Victory I Class Star Star Destroyer
    • Admiral Screed (manipulate damage results fleet-wide)
    • Flight Controllers (+1 attack w/ Squadrons)
    • Expanded Launchers (+2 Black dice on front arc)
    • Admiral Chiraneau (Squadrons can disengage)
    • “Corrupter” (Bombers can move +1 when activated)
    • Expanded Hangar Bay (Squadron +1)
  • Gladiator II Class Star Destroyer
    • Gunnery Team (Fire twice on one arc, but not at same target)
    • Demolisher (Shoot, Move, then shoot again)
    • Engine Techs (You can basically move twice when resolving a maneuver command)
    • Assault Concussion Missiles (Simply Filthy, basically a cluster missile)
    • Wulff Yularen (when you spend a token, this guy gets you that token back)
  • Squadrons (126 of 134 points)
    • 6x TIE Fighters
    • 1x Interceptors
    • Sontir Fel (DISTRACTION!!!!)
    • 2x TIE Advanced
    • 1x TIE Bombers
    • Major Rhymer (Bombs at extremely long range for a squadron)

So this list is designed to do 4 things:

  1. Make a strong bid at having “The initiative” (by having the lowest point total)
  2. Run in, concussion missiles blazing.  Both ships are loaded to the teeth with them and will do significant damage if a rebel ship wanders into range.
  3. Make use of Major Rhymer’s significant bombing prowess to hunt down anyone who wants to stay out of range of the V1 and G2 (which should be just about everyone).
  4. Hopefully give TIEs the leg-up on those filthy rebel squadrons to clear the way for Rhymer.

Rebels (399 pts):

The Rebel *cough* armada
The Rebel *cough* armada
  • Flagship:  Assault Frigate Mark II B
    • Garm Bel Iblis (command tokens… hit hard hit fast)
    • Flight Controllers (+1 Attack with squadrons)
    • “Gallant Haven” (Fighters within d1 take 1 less damage than usual)
    • Adar Tallon (1 Squadron activated by his ship can reset to “Unactivated” once per round)
    • Expanded Hangar Bay (+1 Squadron)
    • Electronic Counter Measures (DEFENCE BOOST)
  • Nebulon B Escort Frigate
    • “Yavaris” (Fighters activated with this ship can shoot twice if they don’t move)
  • Nebulon B Support Refit
    • Engine Techs (You can basically move twice when resolving a maneuver command)
    • XI7 Turbolasers (If a ‘redirect’ token is used to defend an attack, only 1 damage can be redirected to each such hull zone)
    • “Salvation” (critical hits on the front arc count as both 2 damage and the critical effect.)
  • Squadrons (132 of 134)
    • 4x X-wing Squadrons
    • Wedge Antilles (when attacking a squadron that’s already been activated, add 2 blue dice to the attack)
    • 1x A-wing
    • Tycho Celchu (can never be held in an engagement.  Tycho goes where Tycho wants)
    • 1x B-wing
    • Keyan Farlander (When bombing a ship, if its shields are down you get to re-roll ERRTHING)

So this list is designed to:

  1. Run a squadron blob right up the middle and wreck everything, supported by Yavaris and Gallant Haven.  Even if you wind up killing those two capital ships you’ll die a death by a thousand paper cuts from the fighters that live on.  Like poking a bee-hive.
  2. Salvation is a Sniper.  Designed to stay at maximum range and plunk away at the bigger targets.  The turbolaser battery chosen reflects this, as once a shield goes down, you won’t have any further defense.  God help you if he crits.  He’s intended to survive as Gallant Haven and Yavaris will likely be short-ish lived.

The Mission:

We drew the mission “Most Wanted”, which allows the ‘hunted’ to choose 2 ships that are worth DOUBLE the kill points.  Enemy ships shooting the “most wanted” get to add one dice to their attack pool when shooting at it.

Being clever, the Rebel commander makes Yavaris the target for the Imperial forces.  This takes the pressure off of Salvation, and in the event Yavaris  does go up, the Imperials only benefit to the tune of just over 62 points.  Woop-de-doo.

Retaining the clever hat, he also puts the “most wanted” label on the Imperial Flagship, meaning if that one goes up its worth a whopping 138 bonus points, and killing it is made a lot easier through the bonus dice.

So basically, in order for this mission to be a success for the imperials, they need to kill everything they can while making sure the V-1 survives.

Deployment:

The V-1, knowing manoeuvrability is its biggest liability, deploys to one table edge, looking to curl in and make a single ‘bombing pass’ up the side of the table.

Rebels counter-deploy to have the Salvation at slow speed sitting immediately opposite the V-1, with the Gallant Haven and Yavaris to control the centre of the table, using their fighter-bomb to clear out imperial TIEs and set the trap.

Demolisher deploys opposite the two rebel ships in hopes of unleashing an early concussion-missile fuelled exit for Yavaris.

Turn 1:

Not much really exciting typically happens in Turn 1 in Armada, as most of the capital ships are out of range, and the fighters have to set-up for their “Jack in the box” type movement in Turn 2.  If the trap is sprung too early, they might be left in the lurch, open to a counter-attack from the opposite lines.  Here’s a look at the disposition of the forces at the end of Turn 1:

(apologies for the fuzziness) Salvation is at the left side of your picture, with Gallant Haven and Yavaris in the background. A small engagement is developing around the Space Station, with Tycho and the other A-wing trying to clear a hole through the Gladiator's fighter screen for the X-wings to maybe jump through.
(apologies for the fuzziness) Salvation is at the left side of your picture, with Gallant Haven and Yavaris in the background. A small engagement is developing around the Space Station, with Tycho and the other A-wing trying to clear a hole through the Gladiator’s fighter screen for the X-wings to maybe jump through.
The Imperials, meanwhile keep their fighter reserves back, and try to nab those A-wings before they can bounce into the backfield and engage the bombers. Fighter screens around the V1 are still very tight, with the TIE Advanced escorting Major Rhymer in the shadow of the flagship.
The Imperials, meanwhile keep their fighter reserves back, and try to nab those A-wings before they can bounce into the backfield and engage the bombers. Fighter screens around the V1 are still very tight, with the TIE Advanced escorting Major Rhymer in the shadow of the flagship. Demolisher speeds off to engage Yavaris, trying to keep the spacing so it can also take some pot-shots at Gallant Haven.

Turn 2:

Some of the capital ships are now lumbering into range of each other, and the opening salvos are exchanged, while the fighters are generally let off the chain.  A massive melee ensues, particularly around the space station in front of the Gallant Haven.  In the middle of it all are the two A-wing units, who are holding their own against 2 TIEs, a group of Advanced, and Sontir Fel.

The regular A-wing hammers the TIE advanced, and takes a damage from Sontir Fel as a result.  Tycho quickly loses interest in the fight, and takes off into the Imperial backfield in order to tie up the bombers and their escorts.  The gambit pays off, as he is able to severely damage the escort unit, leaving the bombers in peril as the game generally proceeds.  By engaging the bombers, Tycho also thwarts what would have likely been the first bombing run against Salvation, so he’s bought his colleagues some time in that respect.

Despite these heroics, both A-wing squadrons are wiped out through the mass of TIEs, but they’re able to inflict some significant damage before they went down.

2015-09-08 07.12.13

Enter Mr. Wedge Antilles.  He squares up against Sontir Fel, cleverly dodging the escorting TIE Advanced.  Using a massive 7 blue dice from Gallant Haven, he lands an incredible blow, ultimately avenging Tycho.

An incredible roll. The
An incredible roll. The “Accuracy” icon negates Sontir’s ability to completely ignore an attack. With 6 damage incoming, not even “Bracing” for the damage would help him out. Hilariously, if any of the above 3 dice were another “Accuracy” icon, all Wedge would have needed is 3 ‘hit’ pips. But he wanted to make a statement, apparently….

While the Fighters are doing their thing, the capital ships are starting to get into range.

Salvation lines up a shot at the V1's rear arc, but the damage is absorbed by the shields. Another few turns of this and the pain will be free-flowing for the V1...
Salvation lines up a shot at the V1’s rear arc, but the damage is absorbed by the shields. Another few turns of this and the pain will be free-flowing for the V1…
The V1 strives to get into concussion missile range for Turn 3, but falls just short. Gallant Haven's first priority is to clear a hole for bombing runs, and inflicting as much damage as possible on both the V1 and the Gladiator opposite...
The V1 strives to get into concussion missile range for Turn 3, but falls just short. Gallant Haven’s first priority is to clear a hole for bombing runs, and inflicting as much damage as possible on both the V1 and the Gladiator opposite…
The Gallant Haven finds itself exactly where it wants to be, in the middle of a swirling fighter battle. Whether it can survive the bombardment of both imperial capital ships is another thing entirely...
The Gallant Haven finds itself exactly where it wants to be, in the middle of a swirling fighter battle. Whether it can survive the bombardment of both imperial capital ships is another thing entirely…

Chaos reigns!  A full out brawl has broken out.  Should be an entertaining conclusion…  Stay tuned!!!

2015-09-08 07.38.23

Early Status Report:

  • Rebel Casualties
    • A-wing Squadron
    • Tycho Celchu
    • X-wing Squadron
  • Rebel Damage Rep:
    • Gallant Haven: 4/3/3/1 (Front/Left/Right/Back) (1 shield lost)
  • Imperial Casualties
    • Soontir Fel
    • TIE Advanced Squadron
    • TIE Squadron
  • Imperial Damage Rep:
    • V1: 3/3/2/0 (2 shields lost)
    • Demolisher: 2/1/2/1 (2 shields lost)
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4 thoughts on “SW Armada Batrep: Clash at The Meadow Nebula (pt 1)”

  1. Bro you can’t just write half a report! What the heck!! Is it really reasonable to play at 365 vs 400 just to get first turn? I don’t remember first turn being all that important. I suppose with the mission it might be different…

    Love the grass land nebula by the way. Totally works 😉 Are you still looking at purchasing some more mats? If you do, I would be willing to buy the grassy plains off of you! I’ll be needing something of the like for the new terrain I’m working on.

    1. *cackles maniacally* I just did! I can’t give you any spoilers on how it turned out either. As of writing this, the game wasn’t even finished yet, so there wasn’t too much I could do.

      I’ve learned a few things through this list building process: First – the standard game at present weighs in at 300 points (apparently). I hadn’t caught that memo.

      Having the initiative is actually pretty important in this game, because you go first every single turn. You’re the first person to activate a ship. You’re the first person to activate a squadron. Undershooting my point limit by 40 points however might be a bit much (that’s 5 full TIE squadrons). I should probably get a second Victory or another Gladiator so I don’t have to stretch the imperial side out so much.

      If I were to get a space-matt, chances are it would be supplemental to my present green matt. I would probably be ordering it from Deep Cuts Studio (http://www.deepcutstudio.com/product/wargames-terrain-mat-4-x6-asteroid-field-theme). They’ve got options and you don’t get rinsed nearly as bad on the shipping as we were ordering from the states (it’s actually quite perplexing).

      Take a look there, see if there’s anything to your liking and maybe we can link our orders again…

      Also, while I got ya here — Greg was going to e-mail me a list of his BA stuffs and an asking price, but that hasn’t materialized as yet. I didn’t want to be ‘that guy’ spamming his inbox with “I WANT YOOR MANZ” or equivalent ranting and raving, but I am genuinely curious. If you cross paths perhaps you can gently poke him… “Sooo… you sold your BA’s yet…?” kind of thing…

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