Wednesday, July 8, 2020

Dave's Top 4 Overrated Armada Upgrades

At some point later this week I'm going to get around to writing up the Armada I played in Little Rock over the weekend, including the saga of Ackbar's four assault frigates. For now though, I thought I would write up a little piece inspired by a conversation I had with Hubert - upgrades that I believe are generally overrated. To be clear, your local meta should always be the primary driver of what upgrades are good or not - DCO is a must take if your local meta loves black crit effects for example. Moreover, none of the upgrades I'm about to list are bad, I just think with additions in Waves 7 and 8, they are not as shiny as they once were. Without any further ado...

4. Electronic Countermeasures



This is probably the one that is most dependent on your local meta. If your meta is rife with large bases or SSDs, you should probably be taking this on every ship with a defensive retrofit, especially larges with a single brace. What I like about this card is the certainty it grants you, virtually guaranteed access to your brace when you need it. The issue is that many lists will just forego fishing for a accuracy altogether and try to produce raw damage. When was the last time you saw someone running H9's? When an opponent can just forego an accuracy and optimizes their build for raw damage, you end up mitigating even less that you would ordinarily, limiting the utility of ECM even further . My preference against this card also is tied to my preference for rebel double brace ships, which almost never find themselves completely locked down, and indeed, my downgrading of this card is tied to the fact I main rebels and rebels got an admiral (best combined with an officer) with a similar effect to ECM in wave 8. 



Imperials will still want to lean towards always taking ECM on ISDs. But the Kyrsta + Walex Combo cheaply gets out a commander for your fleet who turns one ship into a mega tank. Moreover, with the insurance available for the worst case scenario of a 9+ damage roll, you can turn a ship like the MC80 nearly unkillable by now using its upgrade slots for EWS and RBD. 

So yeah, still a great upgrade, but with the introduction of Kyrsta Agate, there are a lot more options for Rebels that now that allow you to potentially forego it even if you are in a large ship meta. 


3. Gunnery Team


This has been the default card for this slot on any non-black dice ship for a long time and I think that needs to change. Number one, it's expensive for what it does, and is 2-3 points pricier than its primary competition: Weapons Battery Techs and Local Fire Control. Two, MSU has been out of vogue for a long time in Armada, meaning its best use (alpha-striking multiple small bases), often gets left on the cutting room floor. In a standard game of Armada in 2020 where the opponent has 3-4 ships, you get to use the GT effect once or maybe twice, and often the other attack is putting damage on a ship that you will be unable to kill before the game ends. 

Now all that being said, if you have a front arc of 7+ dice, you should still strongly consider this, especially combined with spinal armament. However, in most games this card is going to work out to be 3-6 extra damage over the course of a game, and encourage a pattern of play where you are single arcing multiple enemy ships rather than going for double arcs and focus-firing things down. The damage number is notable because its competition offers potential similar damage boosts. 



Local Fire Control allows you to swap out your boring everyday contain for a sparkly new salvo, which on a large base 3 dice rear arc ship will not only very dependably produce damage over the course of a game (what are they going to do, not target your flagship?), but potentially dissuade attacks altogether. On the other end of things, WBT makes blue crits basically a sure thing, including the almighty HIE critical effect. In sum, GT is still a solid upgrade and on a ship like a Cymoon might as well be stapled to the ship card. However, in wave 8 it has real competition in the form of LFT and WBT, all of which promise potentially more damage on your primary target for less points. 

2. XI7 Turbolasers


XI7 often ends up being a default passive turbolaser upgrade because HTT is weak by comparison and there are a lot of ships in Armada dependent on their redirects. In particular, ships like MC30s and MC80s, are completely dependent and get screwed by this card. This card got weaker in Wave 8 with the introduction of Expert Shield Tech, but that's not the primary reason I consider it iffy. If you want to equip XI7, you need to essentially ONLY have large dice pool ships. When they will just get to use those redirects and shields anyway on subsequent attacks from an ubiquitous TRCR90, what's the point of XI7? Moreover, you should have a reason that you're drilling; aiming to critically hit your opponent. However, people equipping XI7's rarely build with this in mind, so the much of the benefit of the XI7 effect is lost due to the randomness of the damage deckdeck. Combined with Dodonna or XX-9s, I'm a fan, but how many ships have double turbolaser upgrades or lists use Dodonna at this point? 



Armada really needs more red critical effects, and until we have some options like that, or other reasons to incentivize drilling, I would downgrade these to B tier with the exception of double ISD lists and the like. 

1. Leading Shots


This is going to be my hottest take. For years LS was a slot defining upgrade. A must-take on any ship with a dice pool larger than 5 in an arc. Then two upgrades happened, in Wave 7 and Wave 8. 



HIE, the queen of all crit effects, now easier than ever to trigger with WBTs. But, giving up dice control in your ion cannon upgrade slot was still a big ask. Then LTTs came along, giving you two red dice free rerolls per turn. 

The problem with LS is that it consumes a blue die, a blue die that always shows something. You will generally spend this die to reroll a couple red dice. and not infrequently find yourself in the awkward situation where you have a single blank die and removing the blue die for LS is a net neutral move. Simply put, between LTT and the increasing prevalence of IF, players now have lots of options for dice control that don't give up a valuable blue die or the ion cannon slot, as LS now has competition for the ion cannon slot that it didn't have in wave 6. Beyond HIE, an increasing number of ships want to use high capacity ion turbines, and SW-7s have a similar effect as far as allowing you to smooth out your damage numbers and only utilize as many accuracies as you want for only 1 point more. This is the other reason I argue that XI7's are overrated - the introduction of LTT means for many ships dice control is moving from the ion slot to the turbolaser slot, and there is now real competition for the ion slot depending on how you want to build your fleet. 

Still an S tier upgrade - especially on ships that have blue and black dice in the same arc and don't want to or can't take ordnance experts. It's also very good combined with quad battery turrets. But with 3-4 red dice pools you can often strongly consider taking LTT instead of LS. Put another way, LTT allows you a measure of dice control at long range, where  LS only can at medium. Even if it's slightly less precise dice control, you get to use it all the time. Moreover, how often do you need to reroll an entire dice pool to begin with? With LTT instead of LS, you will need to trust and accept your dice more, but in exchange you can replace it with HIE which creates the potential for far more damage. 




Saturday, February 22, 2020

Armada - Store Tournament Report (2/8/2020)

So it has taken me a couple weeks, but Hubert and Fish came up here and we all went to a store tournament together in Kansas City!

Hubert and I both got our Wave 8 ships in earlier that week, and were both anxious to try them out. Here's the fleet I took to the event:

Name: Title Fleet Mk. 2
Faction: Rebel
Commander: Kyrsta Agate
Assault: Surprise Attack
Defense: Contested Outpost
Navigation: Solar Corona
Starhawk Battleship Mark II (150)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Expert Shield Tech (5)
• Local Fire Control (4)
• High-Capacity Ion Turbines (8)
• Linked Turbolaser Towers (7)
• Unity (10)
= 209 Points
CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
• Tantive IV (3)
= 54 Points
CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 53 Points
GR-75 Medium Transports (18)
• Leia Organa (3)
= 21 Points
Squadrons:
• Lando Calrissian (23)
• Shara Bey (17)
• Green Squadron (12)
• A-wing Squadron (11)
= 63 Points

Total Points: 400
The centerpiece here is of course the Starhawk Mark II, taking a built designed to make it extremely tanky. I rounded out the fleet with my standard SFC build and a pair of TRCR90s. Tantive IV is here to give me some Comms Net power since I am using my GR-75 to command squads. Leia is here for dial control over the Starhawk. 
Hubert brought his long anticipated "Space Wizards" fleet, a "Same-Day-Delivery" Onager Testbed with a supporting Interdictor, Needa Arquitens, and two Gozantis. After some discussion the night before, Hubert swapped his admiral from Screed to Romodi, and building on this changed his Gozantis to Assault Cruiser Variants. Would it be worth 10 points to get a glorious turn or two of throwing 3 red dice? It remained to be seen.

Fish decided to dip his toes into the rebel pond and brought out a true Rebel MSU, anchored by Ackbar on an AF with a MC30 and 3 TRC90s. No squads here either. 
Without further ado, let's get into the games. 
Game #1 - Me vs. Fish
Friday night Fish and I decided to play a warm-up game. With no bid of my own, he took first player and my Surprise Attack. 

I don't remember much from this game other than Fish decided he couldn't kill the Starhawk and focused on kiting away and trying to kill my TRCR90s most of the game. My own TRCR90s were very poorly suited to this matchup, as their batteries were nicely countered by the evades of Fish's fleet. Indeed, I told Fish at the time I thought his fleet had a favorable matchup against mine, as without a bid an MSU could kite around and try to overwhelm the SH. I actually used Agate to take a salvo here to give me that much more killing power against Fish's swarm of ships, but over the course of the game the SH took basically no damage. 


My Jaina's Light is down at this point, and Fish is doing a good job at preventing me from getting too much damage on any one target. The Surprise Attack navigate raid tokens proved very difficult for Fish to work around, however..


In the top left corner, Tantive IV has rolled up on Jaina's ass and obliterates it with a huge front arc shot. Meanwhile, my squads chase down the wounded remnants of Fish's fleet. Foresight goes down on the last turn, while a barely alive AF and the two TRCR90's jump off into hyperspace. 


I don't remember the margin, just that it ended up being a 7-4 for me. Fish acquitted himself well, maneuvering quite skillfully. However, to take as many losses as he did he would have really had to make a push against the SH. For my part, it was frustratingly difficult to get any ship in my front arc while going second, and I don't think I got a single full front arc shot off all game.

Hubert and I suggested a few changes to Fish's fleet, notably swapping in Admonition and putting Gunnery Teams on the AF.

The next day, we headed to the tournament

The Geekery

Apparently the Armada scene at The Geekery had all but died in the two few months I was absent. It looked like it might only be the three of us for a hot minute, but then Cyrus and Kurt showed up and we had ourselves a small tournament of three rounds.

Cyrus's fleet was a further iteration of the Overload Pulse Raddus nonsense he was flying last time, just with two MC75's this time. In addition to the two capital ships and CR90B, he brought two GR75s. No squads.

Jay's fleet was....bad. It was a fleet with a Gladiator, Kuat, VSD-I, and a Raider-I. Four ships that want to go first, a veritable black dice palooza. 

The first round matchups were me vs. Hubert and Fish vs. Jay - with Cyrus getting the by.

Game #2 - Me vs. Hubert

Hubert and I had talked about our matchup quite a bit, and our consensus was that while the Onager was a solid matchup against the Starhawk, me outnumbering him on deployments would probably allow me to keep it in an advantageous position.

Sure enough:


I honestly don't remember which objective of mine Hubert took, and the pictures don't clue me in much either. I do remember he went first though. In any event, I took an Evade on the Starhawk so that I could dodge Onager shots and avoid HIE crits from the Interdictor. The Starhawk is not in the Onager's arc, but Jaina's Light is about to be. 


The plucky little ship evaded the worst of the red dice round one, but on round two, was in black dice range and was vaporized.

However, in the mid-field, my SH plowed into the middle of Hubert's formation and demolished the Arquitens with a front arc shot before starting to take it out on the Gozantis. The HIE crit from the Interdictor was evaded.


Hubert bugged his Interdictor out and turned the Onager to port to face its fate. 


Another Ignition attack put the Tantive IV out of this world, but by now the Unity was in close range and began laying into the Onager. It was only a matter of time for a ship not meant to stand in the line of battle. 


7-4 to me. One thing Hubert and I discussed was that the Onager might need a beefy linebacker buddy to help it when dangerous ships came in at it, and that definitely seemed to be the case here. Neither the Interdictor or the Onager could stand in the line of battle proper.

Fish lost a narrow 5-6 against Kurt, trading hard on ships. Here is his set-up shot from that game.



And so we went to round 2. Hubert against Kurt, me against Cyrus. 

Game #3 - Me vs. Cyrus

I wasn't particularly excited to play against this fleet again, as Cyrus had come very close to beating with me the previous variant of it. However, with the Raddus nerf, it was quite a bit less potent. Additionally, the Unity wasn't going to go down as easily as my LMC80 did last time. 

Cyrus took first player and my surprise attack. 


The way I positioned my fighters on the bottom of Turn 1 made it impossible for him to bring in the Aspiration where he wanted it - and so he decided to hold onto both his Raddus and Profundity drops until round 3. Seizing on this opportunity, I piled onto his flagship. 


Cyrus almost lost right here, having to burn his brace and redict to live through the turn. The Profundity was out of shields, with only five health remaining, but it made it through the turn. 

The drop came at the top of turn 3 (not pictured), Aspiration off the Unity's port bow, the CR90B flagship to starboard. And so, order suddenly became very important. Cyrus went with Profundity first, before it could die. Seeing my chance, I tried to nuke the CR90B out of existence with my side-arc before it could overload pulse me, but came up just short - also coming up 1 health short on killing the Profundity. His CR90B went, and got its overload pulse shot off, but I salvoed and killed it. One of my TRCR90's went, finishing off Profundity, but he was now ready to deliver the coup de grace to the Unity. Aspiration activated boarding troopers, and fired a devastating Ex-rax double arc shot while I was braceless.

And since he got to activate on t4 at the top of the round before I could pitch Walex Blissex out the airlock to recover either of the braces, he got to do it all over again. The Unity went down.


Aspiration was pretty healthy, but now was virtually alone against my squads and TRCR90s. While my corvettes hadn't had much to do the previous two games, against the evadeless Aspiration they finally had the match-up I had been waiting for. 


It was a near-run thing, including Cyrus pulling two XX-9 crits that prevented Tantive IV from firing on him the last turn, but Jaina's Light and my squadrons were enough to finish the job - the finishing blow going to Green Squadron which punched above its weight all through the tournament for me.

8-3 to me. 

Hubert's game was one of the most bizarre I've ever seen. He and Cyrus deployed at opposite ends of the board, and Hubert nuked his speed 0 GR75 right off the bat, which prompted him to spend most of the rest of the game running from Profundity. However, on t5, Hubert turned into the face of the Profundity and the Onager went down in the face of the MC75 double-team. I think it was a 7-4 for Cyrus.

The final games of the night would be me vs. Fish and Hubert vs. Kurt

Game #4 - Me vs. Fish (Round 2)

I did not take many photos this game, as I was very brain dead my this point in the night. This game, Fish decided to take my Contested Outpost and try to kill the Starhawk. 


My plan was to try and nuke the AF as fast as possible and get Raddus out of the picture. However, this went wrong almost from the start with both my TRCR90s dying on successive turns to massive broadsides from the AF. Unity now found itself at the center of a MSU swarm, that even a third salvo was having trouble managing. 


The battleship gave as good as it got, with it and the squadrons taking down all three of Fish's CR90s and the Admonition. This was the game where I finally got to tank to the extent that I always wanted. However, the weight of Ackbar red dice was too much. Unity went out on its own terms, ramming an asteroid for the 14th hull damage rather than taking another shot from the AF. 

7-4 win to Fish, and a well flown game! 

Hubert eviscerated Kurt's black dice fleet in his own game, landing multiple huge Onager hits in what I think was a 7-4 win for him. 

Conclusion

With his second round by, coming in at 20 tournament points to my 19 and Cyrus's 18 - Fish won the tournament! Fish showed that a Starhawk can indeed be killed by sheer weight of fire. Fish cashed in his win for a GR75, while I logged $15 of store credit, before we all headed home.

The takeaways for my fleet were that I really want a bid so I can get off effective front arc shots, and I want Leia on a dedicated comms net ship and not the vessel I use to command squadrons - several times I had to make the difficult choice of taking an ideal command on the SH or commanding my A-wings. I still have not got the hand of running a command 4 ship, and my efforts to order it around were less than ideal. Future versions of this fleet will likely have to drop at least one of the TRCR90s, which breaks my heart as I really liked how they performed (generally - when they weren't countered by Fish's MSU). I would really like another activation, but the only way I can see to get it is swapping out a defensive officer for strat adviser.

On the plus side, the SH does seem to be the ultimate castle fleet ship, and I was pleasantly surprised at how it handled gimmicks a la Cyrus. I also imagine it would have done well against the ever-present Avengers boarding troopers. I was the only person at this tournament with Squads (with my mere four), and its worth noting just how much of a boss Lando is. He is a squad I'm going to have a lot of trouble leaving behind. Green Squadron also came up surprisingly big, although this was a good matchup for it. 

For Starhawks not rocking HIE, I think High Capacity Ion Turbines with LTT is the way to go, making your sides more dangerous while giving rerolls on your salvos just seems to be the way to go. I would have liked to see how this fleet would have performed against a heavy squad fleet, but alas, it wasn't to be this time. 


A big thank you to Hubert and Fish for driving all this way to hang out and go to a tournament with me! It was a blast and so great to play so much Armada in one weekend.

On the way back, Hubert and I just kept building fleets together, and discussed organizing an informal Armada/Legion tournament in LR this summer. Something I'm sure we'll come back to later this spring. In the meantime, just a few weeks to spring break!

Thursday, January 2, 2020

Armada - 12/30 Sector Wars Report

So, Danielle and I spent the New Year in Little Rock to catch up with friends and play board games. This last Monday featured another Armada Sector Wars game featuring me, Hubert, Michael, and David - a Little Rock local who plays Legion with Hubert, Daniel and Fish a lot.

We originally were entertaining the idea of a 3v3, eventually ending up with a 2v2 of the above players based on availability. Hubert and I were easily the two most experienced players present, and we really wanted to team up for once. However, we recognized that it would be patently unfair to Michael and David. With that in mind, we offered a deal: Hubert and I would team up as Rebels but at a 100 point deficit (1200 points to 1100 points). David and Michael accepted and we had our teams for the game.

I called Hubert a few days before the game and we began hashing out what fleets we would want to take. It seemed obvious Michael would take the biggest, fattest SSD, so we needed an SSD counter.

Let's bring up our SSD counter list...

1. Cham/Slicer Tools
2. Squadrons
3. Crits

We weren't keen on banking on the first one, as Cham had been instrumental in me and Daniel's sector wars win over Hubert, and we thought it unlikely Michael would forget Defense Liason. After the squad heavy last game of Sector Wars, we were also both a little reluctant to kit out a bomber spam. So, this left us with crits - easily countered by DCO - but I fooled myself into thinking there would be no way Michael would remember to take DCO.

At any rate, we decided my fleet would seek to counter the SSD, while Hubert would field our main battle line. We would make our decision on whether or not to attempt to destroy the SSD once we saw their fleets. After briefly entertaining the idea of Kanan + Rex and raids, we decided to go for Sato flinging APT crits, and I came up with the following fleet.

Name: Sato Fleet
Faction: Rebel
Commander: Commander Sato
MC30c Scout Frigate (69)
• Expert Shield Tech (5)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 83 Points
MC30c Scout Frigate (69)
• Expert Shield Tech (5)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
= 83 Points
MC30c Scout Frigate (69)
• Expert Shield Tech (5)
• Ordnance Experts (4)
• Assault Proton Torpedoes (5)
• Admonition (8)
= 91 Points
Pelta Assault Ship (56)
• Commander Sato (32)
• Intensify Firepower! (6)
• Assault Proton Torpedoes (5)
= 99 Points
Pelta Assault Ship (56)
• Assault Proton Torpedoes (5)
= 61 Points
GR-75 Medium Transports (18)
• Comms Net (2)
= 20 Points
GR-75 Medium Transports (18)
• Boosted Comms (4)
= 22 Points
Squadrons:
• Malee Hurra (26)
• Han Solo (26)
• 2 x X-wing Squadron (26)
= 78 Points
Total Points: 537

We have five ships here that throw APT crits. I was really interested in trying out EST on the MC30's as a cost efficient way to make them tankier. We have our requisite IF, and a SFC with Malee Hurra to try out in conjunction with Sato. Hubert developed a fleet with 3 Christmas-Tree'd LMC80 Battlecruisers, 2 Flotillas, and a small fighter cap as well. We were concerned we didn't have enough DPS to kill an SSD, but our Sato fleet offered a tool to crit it into worthlessness in lieu of actually being able to kill it. 

Michael ended up taking the Executor-II, a flotilla, Kallus Raider, and very skinny fighter cap. Critically, he took a very defensive officer suite on the SSD: The Senate, EST, DL, and DCO. 

Oof. 

We could still potentially overwhelm the SSD in a single turn with crits, but this was still a big blow.

Hubert only owns 2 Arquitens and Raiders, and for this reason we rarely see anything resembling an Imperial MSU in our play group. Thus, it was a bit of a surprise when David brought one: 1 Cymoon, 4 Arquitens, 1 HIE raider, a Gozanti, and a SFC of aces.

Seeing the fleet, Hubert and I decided we were going to largely ignore the SSD, and just try to crit it to half health, while focusing on killing David's fleet. APT's would be quite effective against the DCO-less ISD, and Hubert's Gunnery Team Battlecruisers would be able to swat the MSU out of the sky.

We surprisingly had bid and took first player, selecting their Con-O.

We had 13 activations to their 11, and 16 deployments to their 14. We had an edge in both departments despite being 100 points down and fighting an MSU, which we really shouldn't have enjoyed. Indeed, David and Michael's decision to not take more Gozantis (only 2/6 they could bring) or Strat Advisor meant that the Palp's SSD was once again in the awkward situation of being severely out activated.

Deployments didn't really go well for them either.


The SSD is crammed into the corner, surrounded on either side by ships of the MSU, with little room to maneuver. However, on our side we made the mistake of placing the Battlecruisers too far apart to benefit from MCEF. 

Our left flank (compete with a custom sculpt standing in for our final battlecruiser because I left the ship in Joplin), is approaching the Imperial line at flank speed, aiming to nuke the ISD out of existence. Our right is slow rolling, trying to force the SSD to turn to the right before drifting into range. We began firing the first shots towards the end of round two. 


Entrapment Formation came up big in allowing Michael and David to extricate themselves from their poor deployment with only a couple collisions. 


I was particularly proud of this bit of maneuvering, slotting Admonition into a gap in the Imperial line for the bottom of Turn 2. We opened up the following turn with Han engaging the SSD and Admonition  dumping its broadside into the SSD and starting to flip the SSD's contains. 


While we were able to nuke their HIE raider early when it overextended, Admonition fell to counter-fire and I was only table to get one crit through to the SSD before the end of the turn. We got the jump on David and Michael's squadrons, and were able to eliminate a couple TIEs right off the bat and leave Malee alone to do her thing. This was probably their biggest failure as a team this game, as they NEVER commanded their squadrons, and their decent anti-squadron ball never cleaned up ours in the way it could have. 

However, we were in trouble by the bottom of round three. The Cymoon pulled a huge double-accuracy roll versus our flagship, putting it shieldless and on four health. On the right, the SSD was similarly positioned to potentially kill two Battlecruisers in one turn, although it would take a lot to do it on one. We were forked, in both the Chess and Good Place senses of the word. Our BC's just had the wrong commands up at the wrong time and it was looking increasingly like all three might go down on Turn 4. Worse still, Hubert Ezra Bridger'd, but Michael dodged the obstacle with a clever turn to port while Hubert actually ended up hitting his own asteroid. Oof. 

However, at the top of turn 4, we had a little bit of luck break our way and they chose a weird activation order. We decided we had to open with the flagship before it died. Piling shields onto the front with a rare well-timed engineering command we narrowly missed killing the Arquitens on that side but did put a lot of damage into the Cymoon. However, instead of going with the SSD next and trying to one-hit kill our rightmost Battlecruiser, they went with one of the Arquitens on that side of the map. We ran with this and used that self-same Battlecruiser to annihilate both the Arquitens in its front arc. 

There was still an off chance they could first strike a Battlecruiser, but they then chose to go with the ISD. Whereas the ISD came up huge on its previous roll versus Hubert's flagship, here it could not produce either accuracy it needed, and the flagship lived through both that barrage and from a follow-up shot from the Arquitens. The Battlecruiser we thought most likely to die that turn would instead be the only one that survived!

Michael finished off the right-most Battlecruiser, and the next turn we first-struck the ISD and the last Arquitens on that side, and suddenly the board was a lot more open. 


Michael will go on to kill the center Battlecruiser and right MC30, while Hubert and I cleaned up both flotillas and the Kallus raider, but at this point the battle was winding down. 

Here were the final positions as turn 6 concluded. 


It was a tight game, made moreso by the 120 Con-O points David and Michael had. However, David's fleet was completely gone while me and Hubert's still had large intact elements. The final score ended up being 698 to 651, a 47 point MOV. 

The battle hinged mostly on a few things breaking our way at the top of Turn 4, as Hubert and I were convinced we had lost at the bottom of turn 3. We were able to play through our handicap and win a narrow victory though it was much more a result of Hubert's fleet than mine. 

The Battlecruisers with gunnery teams hard-countered David's MSU, and were the primary killers of the Arquitens and Raiders. Meanwhile, my whole strat had been countered by Michael remembering to take DCO, and while I was able to land solid crits on the ISD and put decent damage on the SSD, it was not close to half. As a whole, Sato punched way below his weight. 

This game has really chilled any lingering desire Hubert and I have to use Sato anytime soon, as even in the 1200 point game format he came up short. Malee was a good combo with him however, and if we see him on the table again any time in the near future I wager it will be with her. 

Otherwise, good game to Michael and David - a memorable and fun game and a great way to send out 2019!

Monday, October 14, 2019

Armada - Store Tournament Report (10/13)

So, a third store championship is under my belt, and I remain undefeated in Missouri through 7 games. The three games I played yesterday, however, were the toughest yet.

A brief run-down of the competition and their fleets.

Cyrus
 - Raddus drop Profundity with Overload Pulse CR90B

Graham
 - ISD2, Interdictor, Demolisher, SFC

Kurt
 - Mon Mothma AF, Admonition, Foresight, A-Wing Ball.

Jay
 - Avenger Boarding Troopers Kuat, Demolisher, Imperial Ace Ball

Only five in the tournament. Based both on player skill and strength of their lists, I knew Cyrus and Jay were going to be tougher nuts to crack, while Graham and Kurt's lists struck me as weak overall.

First pull was against Jay, while Kurt got the by.

Game One - Dave (Rebels) vs. Jay (Imperials)

Jay took first player and after some reflection took my surprise attack, this would be the first time for both of us playing the objective. I deployed three obstacles between the station and his deployment to try to limit where he could place the ship, and he accordingly deployed the Avenger on the station itself.


For my raids I chose navigate, squadron and navigate. My plan was to slow down Demolisher from getting into the fight and double-team Avenger


Mithel got a good engage on a number of my squadrons, but Lando with his ability to pull the red double hit when I needed it allowed me to finish off Mithel and Zertik on back to back turns, after which the squadron ball began falling apart. Notably, I was over matched, five squadrons to 4 and 87 points of crack Imperial anti-squadron aces against my more mixed load out of 67. But through combining Lando's ability to finish off squadrons at key moments with timely flaks from my ships, I was able to prevail and won with squadron battle with Shara and Tycho still standing. 

In the center of the board the main event started when my non-flagship LMC80 drifted into close ranged of the Kuat. the Kuat had already taken a pounding at this point, but now was the moment. 



Jay targeted my starboard arc, dumped Ex Racks, and got 10 damage out of the role with no defense tokens to spend. Ordinarily this would have straight killed the LMC80, but I had opened by boosting the starboard shields to 3 and so he came up one damage short. Furthermore, because he couldn't navigate that turn, he couldn't speed up to ram me and finish the LMC80 off and so ended millimeters from my front right corner.

All hail Auxiliary Shield Techs. 

I still would have won even if he had killed this LMC80, as I had the Avenger dead to rights with my flagship off its starboard side, but this meant it was going to be a 8-3 win for me instead of a 7-4 or 6-5. The Avenger went down. 


The 1 health LMC80 would use MCEF to repair back up almost to full health and shields by the end of the game, but was effectively out of the battle at this point. Demolisher circled around trying to nail my flotilla, but couldn't produce the accuracy it needed to kill it. The most embarrassing part was that the Gozantis rolled extremely well and killed the Neb as it tried to hunt them down. But with all his squads, Avenger and his Gozanti's down, the end wasn't in doubt. 

8-3 to me. 

Game 2 - Dave (Rebels) vs. Kurt (Rebels)

I was feeling pretty good after game one, especially when I saw that I had pulled Kurt as my second opponent. Cyrus, clearly the best player of the four, had won his game, but with a 7-4 margin. 

Kurt is usually an Imperial player and was trying out a built that he had difficulty against at some point in the past. The A-wing ball, containing Shara, Tycho, Green Squadron, and 3 Generics. Again I was overmatched, fighting into 78 points versus 67, and 6 vs. 4.

He took my Contested Outpost, and so feeling no rush, I deployed back, intending to make him come to me and attempted to prevent him from double-teaming either one of my LMC80s with his frigates.

Here is where we ended up:


This game was notable in the really bad luck Kurt had with his transports. I through a random side arc shot off the left of the left LMC80 with an accuracy and a crit. He made me reroll the crit into a double hit, which combined with an earlier single hit and running over an asteroid to kill the GR75, and through reducing his activations severely limited his ability to set up for a killer frigate assault. The other GR75 coming in from the left got stuck in a bad position, and after 15 minutes of trying to figure out how to maneuver it, Kurt settled on a course that bumped it into my LMC80, and then bumped it back onto the asteroid, insta-killing it. Two flotillas down.

Meanwhile, Foresight sailed into the midst of my left contingent, and was exploded. The broadside it dumped on the bow of my LMC80 all was engineered away the next turn.

He began his attack in earnest on the bow of my flagship, on top of the station itself, and looking to converge on it with Mon Mothma and Admonition. However, MCEF combined with Garm tokens and well-timed engineering tokens once again shone and kept the ship healthy through the deluge. My squadron ball quickly moved to intercept with Lando once again shining as a finisher. 

With the squadrons tied up, it would come down to the ships themselves.


He was unable to pull the accuracies he needed out of Admonition, however, and while the double-arcs from both ships began penetrating the shields, they were unable to do critical damage. 


The LMC80 sailed away, healing all the way, with Admonition ineffectively trying to chase down a GR-75. Meanwhile, the unthinkable happened and without a timely navigate up on the AF, Kurt sailed Mothma off the board.

10-1 to me.

Game 3 - Dave (Rebels) vs. Cyrus (Rebels)

At long last, the pairing I had sought to avoid. Cyrus was clearly the best player in the store, and he was fielding a fleet with a seemingly unbeatable gimmick: boarding troopers and overload pulse. In the round two battle of the gimmicks, Cyrus had 10-1'd Jay. To win the tournament, I needed to limit my loss to Cyrus to a 5-6, and hope to win in tiebreak, or outright win. My problem was that I didn't really have a good plan to beat his gimmick, as his burst damage would overpower my healing - and I was essentially counting on him not getting the Overload Pulse Crit, as with no reroll capability on the CR90B that was a firm possibility.

He took my Contested Outpost.

He was planning to drop off of Quantum Storm on the left or an Engine Techs CR90A on the right.

I decided to aggressively fork the two ships - threatening to first-strike one if he dropped on the other side. 

And so, on the top of round 2, he called in Raddus.


Profundity spat out the CR90B, which of course landed the crit, but at this point I thought I might have him. That CR90A is double-arced at medium range by the LMC80, and I have  a navigate command queued up for the LMC80 to accelerate it to speed 3 and lead the MC75 - escaping the double arc. 

However, the CR90A survived with one health, denying me the first strike, and allowing it to fire back and engineer shields around and make it a tougher nut to crack. I then failed the navigate over the MC75, it might honestly have never been possible, but a boy can dream.

Anyway, I was feeling pretty bad about my chances at this point. Realizing that it was going to come down to 120 Con-O points versus 109 he would get from sinking the Liberty, my Nebulon made a hard right and headed for the hills. And after killing my Liberty, the MC75 and Hammerhead gave chase.


Annoyingly, my Nebulon came within one damage of killing the Engine Techs CR90 A once again, denying me 59 points as it sailed off into the sunset. My Neb would not be so lucky, and was eventually hunted down by the HH and MC75 on round 5. 

On the left, however, after a couple bad rolls I managed to kill his GR75 and nail all his squadrons (3 Z-95s and Blount), at the cost of only an A-wing. I actually dropped the flagship to speed zero to get all the con-O points possible, but I would need points from somewhere else. For some reason, he looped the CR90B and Quantum Storm towards the LMC80, which both in turn fell to my Squads and the ship itself giving me the margin I needed to win.

7-4 me, by a single point (60 point MOV)

This was the tensest match I have ever played, as it became pretty apparent to both of us after round 2 it was going to come down to a small number of points. Me missing killing a 59 point ship by a single health point twice further compounded by frustration. It ended up being a really sloppy game on my part, forgetting to attack with my Neb a couple times and with Lando on a critical turn. Thankfully it didn't end up costing me the game, and indeed, Lando's ability to modify a red die to an un-scatterable double hit was what got me the last flotilla of Cyrus's.

I think Cyrus probably made a mistake not dropping on my flagship, and made another mistake sending me sacrifices at the end for the win. But, I will say that I really don't know how to play against this particular gimmick, and my win seemed more based on my opponents missteps than creating my own win condition.

My forking strategy kinda worked, but winning against this particular combo would seem to be predicated on him not landing the overload pulse - either through missing the crit or having DCO on all your large ships. At any rate, not a fun fleet to play against, and a tough game.

But, with 25 points to Cyrus's 21, I was the winner of the $25 in store credit this day (plus a few custom art cards), which I used to buy my own Torpedo Frigate and further flesh out my fleet!

Overall Thoughts

If you are not playing Lando, play Lando. He is amazing and makes SFC's suddenly playable again. My little 67 SFC won all three matchups and in two cases was able to start bombing afterwards. 

AST and MCEF shone in game 2 especially, and the comments around the store were that my fleet managed to be extremely tanky while not giving up firepower. Indeed, I came to really appreciate the flexibility of SW-7s, and only missed the expensive gunnery teams once in all three games. I am beginning to come to the conclusion that they are not really necessary on Star Cruisers - especially when MSU is still out of the meta.

It helps me that the Meta at this store is big ship focused, and nobody seemingly likes running heavy squads, as I think I would have struggled against a bomber ball more. I was surprised nobody ran an SSD yesterday.

In any event, with these two Star Cruisers, I managed to upgrade them extremely efficiently, maximizing the Garm effect, and effectively turning them into pocket Star Destroyers. Double-arcing in medium range, these ships gave as good as they got, and they could tank far more than your average Star Destroyer the way I had them kitted out.

I'm also completely sold on Surprise Attack as my new default red objective. It was super clutch, and I honestly think I could have played it a little better with a squadron raid timed to stop the boarding troopers.

In sum, an overall great day of games. With one exception everything in my fleet punched far above its weight, and with a couple modifications and I now have my Chicago fleet ready to go.

Get ready boys, there are going to be some speed 3 LMC80 flank deployments next month XD

Friday, October 11, 2019

Armada Preview - Garm's Exodus

With the end of the quarter upon me and 43 student commentaries to write, I went ahead and made the poor decision to go meet up with friends in Kansas City this weekend for the Renaissance Fair! On top of that, I am headed back to the Geekery on Sunday for another store tournament of Armada before heading home, this time only a 400-point game.

Needless to say I'm more excited for this format than I was for the 600 point, although I still expect to see a lot of SSDs running around. The other big news in the Armada world is the release of Rebellion in the Rim! So now I finally have the cards I've been proxying for quite some time.

This fleet can in many ways be thought of as the final evolution of my tinkering with AST + Garm over the last couple months. The concept is: what if I just completely double down on Garm's gimmick. How far can he get me?

Name: Garm's Exodus
Faction: Rebel
Commander: Garm Bel Iblis
Assault: Surprise Attack
Defense: Contested Outpost
Navigation: Solar Corona
MC80 Star Cruiser (96)
• Garm Bel Iblis (25)
• Strategic Adviser (4)
• Auxiliary Shields Team (3)
• SW-7 Ion Batteries (5)
• Mon Calamari Exodus Fleet (5)
= 138 Points
MC80 Star Cruiser (96)
• Auxiliary Shields Team (3)
• SW-7 Ion Batteries (5)
• Mon Calamari Exodus Fleet (5)
= 109 Points
Nebulon-B Support Refit (51)
• Auxiliary Shields Team (3)
• Linked Turbolaser Towers (7)
= 61 Points
GR-75 Medium Transports (18)
• Ahsoka Tano (2)
= 20 Points
Squadrons:
• Lando Calrissian (23)
• Shara Bey (17)
• Tycho Celchu (16)
• A-wing Squadron (11)
= 67 Points
Total Points: 395
Yeah, you knew this fleet was coming eventually.

The goal here is to skimp on upgrades and gain the most efficiency out of Garm while not losing a SFC. I've been really inspired by Shmitty's Dumpster Fire fleet, sporting a Star Cruiser with only Nav teams. I'm taking it in a slightly different direction. He preferred Nav Teams with Garm to make good use of those Nav Tokens, fixing the LMC80's move chart. I am instead opting to fix its defenses and maximize the use of those Round 1 Garm tokens.

His fleet got me thinking that Star Cruisers might be being overlooked, and gunnery teams on LMC80s might be overrated. The pair I am sporting here are not standard artillery LMC80s, but rather medium-range double-arcing brawlers. SW7's are there to smooth out the damage at medium range, and I finally get to utilize a card I've been eying for years in the form of MC Exodus Fleet.

It's no secret I love cards like 7th Fleet Star Destroyer/MC Exodus Fleet that I can try to min-max the value out of. MC Exodus Fleet has just suffered for years from being too niche. How often do you run engineering anyway? But with Garm, that's a guaranteed double engineering token usage on both ships, so that's already 8 additional engineering points. Factor in a likely engineering command on both and at least 2 Ahsoka'd Engineering Tokens, and now we're looking at 16 extra engineering points over the course of the game, or 8 additional shields potentially for 10 points. Worth trying out at the very least.

Finally, I've got my new favorite card, ASTs, to buff up those side shields for the brawl and get full efficiency out of Garm's round 1 tokens.

In sum, I have a pair of larges that really want to brawl and take damage, get in close and double arc.

The next thing I built was the SFC, with which I wanted to test out if Lando will really bring back the small fighter group. He honestly looks extremely cool, and I think he will punch way above his weight. He's flying in with some usual suspects of Rebel anti-squads - we'll see if it's enough to slow down a determined bomber ball.

Rounding out the fleet was actually the hardest part of this, and something I was hung up on for weeks - swapping out TRCR90s, Peltas, Escort Frigates, etc. I knew I definitely wanted to get a command 2 ship in that could take ASTs to maximize Garm, but trying to get a ship in there I was happy with while maximizing its potential and commanding my squads was proving very difficult. I eventually settled on an AST + LTT  + Support Refit Neb. Cramming on Strat Advisor, I have 5 activations, and 6 deployments. It's less deployments that I would like, but a respectable number of activations for a double large fleet.

For objectives I picked some of the usual suspects and what I expect will soon become a staple red objective - surprise attack.

So, in sum, this fleet wants to get in quickly and brawl, trading punches and winning by out-tanking my opponents. While this fleet lacks specific anti-SSD tools, I think it will fare well because I should be able to easily maneuver the Liberty's into the side arcs while and then start pouring fire and repairing back up.

I probably don't want to run into a Sloane fleet or bomber ball, as I would have to really aggressively close to kill the carrier in both those cases to win. Against an MSU, I think I fare well, but probably not as optimized as a couple battlecruisers sporting gunnery teams would be. In any slugfest with larges, however, I predict I will have a big advantage. Double brace and Garm + Exodus Fleet means that killing my LMC80s will be slow going.

We'll see what happens, this fleet is highly experimental, but if it works I would love to take something like this to Chicago in November.

Dave's Top 4 Overrated Armada Upgrades

At some point later this week I'm going to get around to writing up the Armada I played in Little Rock over the weekend, including the s...