So, Hubert and I are both apparently over the squadron fatigue we had over the summer, because last night there were a grand total of 16 squadrons on the table. I quickly remembered why we moved away from it, having to remember escort, intel,
Gallant Haven, and BCC bubbles on my part. Hubert had the additional concerns of Torryn Farr and Adar Tallon. At any rate, before anything else, let's get to Hubert's fleet:
MC Carrier (398/400)
MC80 Command Cruiser (106)
- Boosted Comms (4)
- Electronic Countermeasures (7)
- Fighter Coordination Team (3)
Nebulon-B Escort Frigate (57)
- General Dodonna (20)
- Flight Commander (3)
- Yavarris (5)
GR-75 Medium Transports (18)
- Adar Tallon (10)
- Boosted Comms (4)
GR-75 Medium Transports (18)
- Torryn Farr (7)
- Comms Net (2)
Squadrons:
Corran Horn (22)
Ten Numb (19)
Wedge Antilles (19)
Dutch Vander (16)
VCX-100 Freighter x 2 (30)
Dagger Squadron (15)
X-Wing x 1 (13)
Contested Outpost
Precision Strike
Superior Positions
It's still weird to me to see Hubert not playing the Empire, but frankly with where Imperial squadrons are at right now, I can't say I blame him. He also really enjoys flying the MC80. I was super-pumped to see one as a legitimate battle carrier. My concerns about this list I shared with him were twofold:
1. Not enough bombing power/No intel/Not sure what the VCX's really do
2. MC80 needs at least Leading Shots.
So, at 4 activations and 8 deployments, going second was more appealing than normal, so Hubert elected that I go first. I selected his Precision Strike, which turned out to be a weak red choice as he was only able to use two of the concentrate fire tokens and neither of us made use of the effect for bombers. I find that every time we use precision strike, while it is tempting to flip cards, the damage is almost always better.
Anyway, I think Hubert out-deployed me pretty hard with me going first and the equal number of deployments.
I really wanted to get Admonition where it could dunk Yavarris, and Gallant Haven opposite his MC80. The reverse of this ended up playing out. At any rate, we slowly advanced with the majority of my strike craft under the Gallant Haven umbrella - a couple detailed to the right flank to proc Sato's ability on the MC80. Going first against his fighter ball was a nice perk, as he could have launched a pretty devastating first strike.
There was some skirmishing on the bottom of turn 2 as he launched some probing bombing runs on the Gallant Haven, but the real action kicked off on turn 3 when I activated the Gallant Haven first and tried to wail on Yavarris. Hubert had positioned his escorting X-wings well where I could not engage the Yavarris and remain in Gallant Haven/BCC range. I probably should have just engaged his fighters and counted on Ruthless Strategists to carry the day, but I over committed 3 Y-Wings to assault Yavarris and ended up doing negligible damage.
The bow flak from Gallant Haven, combined with RS did a number on some of his squads though. With my Y-Wings out of position and not much escort (or non-heavy squads) on my side, Hubert began bombing the Gallant Haven to great effect, detailing Dutch and the 2 VCX's to defend the MC80. I managed to prevent a double B-wing double-tap from Yavaris, but GH's days were clearly numbered. One thing I need to be better about if I fly this fleet again is not running over my own squadrons and putting my crucial escort YT-1300 out of position.
In the midst of all this, an ineffectual volley and move from the MC80 left Admonition in its side arc, double-arcing it with Sato's effect ready to proc. I took a deep breath, and rolled off the side with a concentrate fire command and a CF token ready to go. Here's what I got.
6 dice and 4 rerolls later, I rolled into.....3 hits. No APT crit....
Well, at least I have the front arc right?
I wish I could say this was before the OE reroll.
I rolled three hits on the first go, and rerolled all 3 to try for the APT crit. So, 9 dice, 16 individual rolls, for 4 damage...
Daniel was nearly on the floor laughing at the absurdity of these rolls. In fairness, it was pretty funny, and I prefer things like this happening here than at a store tournament. I also have benefited at times from absurdly good dice rolls (like in my last game versus Hubert) - but jeesh, this was rough.
Anyway, I didn't unload the two APT crits I was aiming for on the MC80 on t3, and things were looking bad for me. I moved Yavarris in position to pursue, and started off t4 by double-arcing the MC80 again with Admonition, double-tapping two y-wings, and firing a volley off the front of Yavarris.
I promise this is the last picture of a dice roll gone awry, but it was just one of those games XD
At any rate, I underolled damage across the board again, but managed to produce just enough to kill the MC80 before it could activate. However, Yavarris and Admonition were now effectively out of the fight, and while I was busy killing the MC80, Hubert finished off Gallant Haven and Jan Ors.
Without their support or a carrier to activate them, my Y-wings started going down fast, with Wedge tearing through them like a hot knife through butter. I ended up losing all my squadrons this game, taking Dagger, Corran, Ten-Numb, and the X-wing with me. Not bad considering the total lack of anti-fighter presence in my build, but I dream of what I could have done had I managed to keep GH alive longer and not been dumb about Y-wing squadron placement. I also probably should have activated GH second on t4, instead of going for the kill on the MC80. I was too worried the MC80 would land a lucky hit and kill Yavarris. But, boxed in by Admonition, it wasn't going anywhere. I probably could have gotten one last really good activation off GH before it died had I been playing better, but I was making mistakes all over the board trying to remember all the squadron effects.
Anyway, Hubert mopped up GH and my squadrons, but still needed one more kill to surpass me in points. My BCC transport was running away at full speed, 1 health left.
He would need 3 hits off his two VCX's in a row to kill it, but with Torryn Farr and Adar Tallon, it wasn't impossible. In a nail-biting finish, he produced the 3 hits necessary to kill it with a final Torryn Farr reroll.
Good game Hubert! Excellently flown.
I was really impressed with the squadron build - it managed to bomb decently well on top of shredding my fighters. The VCX's actually ended up being really helpful. The lack of intel was a little rough on Hubert, and we talked about altering the build to get Jan Ors in. This was Hubert's first time with Yavarris and needless to say he now understands the power.
Best move on Hubert's part was never forgetting to use Adar Tallon and putting Torryn Farr in the perfect position. I swear, for every time I use Torryn Farr well, there are 2-3 times I place her on the wrong side of the battlefield and get no use out of her. Hubert was constantly using her ability last night though, and it really amped up the power of his squads.
For my part, I'm pretty happy with how my fleet flew, if I'm not entirely happy with how I flew it. I think I need one escort/dedicated anti-squadron squad to help keep GH alive in the face of enemy fighters. I also need to be better about keeping my Y-wings close to their carrier and not running over my strike craft, so this game was a learning experience to that end. I might slim down the number of Y-wings in future incarnations of this build, but I will say, getting to cover such a broad front and threaten multiple targets simultaneously with cheap disposable squadrons felt strong.
It's worth noting the flak played a big role this game, with both of us getting really good flaks on the opponent to whittle down squadrons.
At any rate, I continue to love Y-wings, and I was pleasantly surprised at how effective GH was. Ruthless Strategists also feels really strong, allowing a sacrificial bomber wing to punch above its weight when facing opposing fighters. Yavarris and Admonition were both amazing, but I already knew that. I really want to continue tinkering with some combination of Sato/Y-Wings/GH. To that end I've been considering overlooked ships that potentially syngerize well with him. Then it hit me, the Assault Pelta! It can't take OE, but is better suited for long-range APT throwing than and MC30, and it cheaper. I could also potentially throw Projection Experts on it to help make GH tankier.
Depending on how I'm feeling next time I play Armada, this may be the route I go. It sounds like it's worth investigating at least. Maybe I even buy a second Pelta for me, Hubert, and Daniel's collection XD