300pt Star Wars Armada gaming

Nathan came over on Wednesday and we played a 300pt game of Star Wars. This was my second game and my first game at 300pts so there was still a lot to learn while we played.

My force consisted of:

Flagship: (101 pts)
Victory II-Class Star Destroyer (85 pts)

  • Admiral Chiraneau (10 pts)
  • Flight Controllers (6 pts)

Fleet Ship 1: (66 pts)
Gladiator I-Class Star Destroyer (56 pts)

  • Gunnery Team (7 pts)
  • Insidious (3 pts)

Fleet Ship 2: (62 pts)
Gladiator II-Class Star Destroyer (62 pts)

Squadrons (65 of 98 pts):

  • 1x Major Rhymer Tie Bomber Squadron (16 pts)
  • 2x Tie Interceptor Squadron (22 pts)
  • 3x Tie Bomber Squadron (27 pts)

Once again I fielded an illegal list in that I didn’t have an Admiral on my flagship. Despite having the title “Admiral”, Admiral Chiraneau is actually an Officer. Go figure.

Nathan brought a Rebel list consisting of:

Flagship: (59 pts)
CR90 Corvette B (39 pts)

  • General Dodonna (20 pts)

Fleet Ship 1: (77 pts)
Nebulon-B Escort Frigate (57 pts)

  • Adar Tallon (10 pts)
  • XX-9 Turbolasers (5 pts)
  • Engineering Team (5 pts)

Fleet Ship 2: (77 pts)
Nebulon-B Escort Frigate (57 pts)

  • Adar Tallon (10 pts)
  • XX-9 Turbolasers (5 pts)
  • Engineering Team (5 pts)

Squadrons (83 of 98 pts):

  • 1x A-Wing Squadron (11 pts)
  • 4x X-Wing Squadron (52 pts)
  • 2x Y-Wing Squadron (20 pts)

My plan, which was an utter failure, was to use the Victory II and Admiral Chiraneau to lead the Interceptors and Bombers to take out an Escort. Sadly the squadrons quickly outpaced the Victory II and were left without the benefit of the Admiral or the Flight Controllers.

My deployment

When the game started I deployed my ships in a tight brick that really limited my options. Nathan had two Nebulons deployed across from me and the CR90 Corvette far, far on the other side of the map. General Dodonna’s ability is passive and not dependent on range so he can be anywhere and still have him benefit your fleet.

Rebel deployment

Game start

As the game started, I pushed directly towards Nathan’s two Nebulon’s while he quickly came to a halt and then let his squadrons come at me. My Gladiator II, moving quicker to try to allow it to move over to guard the Victory II if necessary, pushed towards the Rebel squadrons and quickly got into a scrap with one of the Nebulons.

Turn 2

Nathan had some good rolls and used his Accuracy results to disable my ship defence tokens making the Gladiator II take a lot of initial damage. My squadrons piled into Nathan’s and the Interceptors did a decent job on the Rebel fighters and bombers but there weren’t enough of them to really make a difference.

Hard left!

Dodonna and his Corvette were still on the far side of the map and Nathan did his upmost to try to keep him out of the action. I turned my Gladiator I and Victory II towards him and attempted to try to use my Movement tokens to increase my turning radius to turn in on him and catch hi when he inevitably ran out of map space and had to turn back in towards the rest of the vessels.

Stuck between his two Nebulon’s, my Gladiator II was taken down (ultimately by an X-Wing IIRC) but my Gladiator I was able to hammer one of the Escorts for eight damage (Black Dice FTW!) and blast it into dust.

Turn faster!

I was never able to catch up to Dodonna and the game ended with both of us losing a single vessel and a handful of squadrons. Nathan won the game by 30pts but those were gained through the game objective so despite my floundering around the map it was a fairly close game.

Nathan had a pretty good game. He stuck to his plan and executed it very well. Sadly six Black Dice have the possibility of making you really run into bad luck and that was the case for him. If not for that one good shot from my Gladiator I I suspect that I wouldn’t have been able to remove anything of his aside from fighters.

One again I was struck by how utterly inert the Victory II feels. Especially compared to the Rebel vessels. The Gladiators are not too bad but the Victory is like trying to steer a palette of bricks down a hill. You really need to make a plan for it and stick to it as you’re not really in a position to heavily modify your approach.

I made a lot more use of the Command tokens this game and they are a really interesting addition to the game. The Command limit of each vessel has a very important impact on how many tokens you can bank but the application of them can be telling.

Squadrons are really difficult, for me at least, to co-ordinate. They add another layer of planning to the game and I think that this is the one area that is really going to separate the successful players from the rest of the pack. While a group of three Bomber squadrons might not be able to take out a vessel on their own they can easily finish off an already damaged one (as I found out). And gaining and maintaining squadron superiority is going to be an important part of the game.

It was a fun game. Nothing really looks quite as good as a map covered with vessels and squadrons. Its like a scene out of Return of the Jedi. I learned a lot from this game and Nathan was a great opponent. Hopefully I’ll be able to get in another game before the tournament on the 30th.

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