Sunday, 21 January 2018

Star Wars Armada Game Night - Episode 1 Double MC30 time

Star Wars Armada Game Night #1 - Double MC30s

This is the first in what we hope to be a series of articles detailing some casual battles where we try out different builds and have a quick breakdown of each list's strengths and weaknesses. The hope is that for players struggling with different aspects of the game they might just manage to pick up a few new ideas for list building and maybe a few tricks on how to use them. 

Home Fleet
Tonight will be all about the double mc30s, new wave stuff is a way off yet but one thing I’m hoping changes is that we will see a decline in full squadron builds that might allow for some other builds to come through. The list I’m using is available here:

Rebel Double MC30s



The obvious strength of the list is in it’s hitting power, there are two significant threat ships with the MC30s pretty kitted out and the corvette just hanging around to put some salt onto any wounds the MC30s cause. It’s got 6 activations and a solid bid for first so it should be able to pretty reliably get those torpedos into the right spots. I will be gambling that a blue accuracy will show up on cue when I’m hitting a transport but that’s one of the inherent risks. The wierdest choice for many of you is probably cluster bombs but in a meta where Maarek/Jendon is basically a guarantee clusters are surprisingly effective at putting the hurt into a squad who could otherwise do stupid amounts of damage to your MC30s. It’s hard to fit bid and activations and hitting power and full squad support so cluster bombs will hopefully be better than nothing!

The obvious weakness of the list is multiple big threats. Double MC30 feels great until Motti turns up with double ISDs and then you realise the best you could hope for is to kill one of them while avoiding the other as much as possible. You would also hope to capitalise on mission points in that scenario and as much as possible not give away your squadron ball worth of points in the process. That would be worst case scenario though and that’s always a possibility in a comp. A full squad ball would also be a problem for this list because it would be hard or trade efficiently in the squad phase and the flak is fairly limited. In that case it would be a race to smack down the enemy carriers and get away with the points you’ve taken whilst minimising casualties.

Of course, we have no idea yet what my opponent will turn up with so crossing fingers it isn’t either of those builds!

The opposing fleet:

A full copy of the list can be found here: Click Me but it looks like a big fat ISDII with a couple of other threats backing it up and a relatively defensive squadron ball (though probably still too much for me to deal with!) 




And that means that my basic plan will be.... well actually it's unknown which is not a good thing... It's been a while since I flew an MC30 and I can't decide yet if its worth the effort to try and take down a big target or just pick off the smaller easy stuff. Let’s see how that works on the table


Deployment Phase



For deployment, you can see a very defensive imperial line hunkering down behind their ion cannon shot and a rebel line determined to engage beyond that protection if possible. Rebels all deployed at speed 2 which to me is a great deployment speed because you can just bank a token turn 1 and decide how fast you’re really keen to go in turn 2. Admo sitting off on the right flank as he is is largely in case the Arquittens decides to contest that flank and also on the assumption that the imps will turn towards the rest of the rebel fleet which should give Admo lots of opportunities to get into their exhaust pipes. There is also a flotilla on the extreme left whose job will be to check the structural integrity of the board edge whilst sending squadron orders via the relay.

Turn 1
Rebels slowly advanced banking lots of nav tokens for use later and highly aware of the position of that ISD. Given that it’s commanded by Jerrejod though that could be anywhere really. The main plan at this point was to find a way to move those ion tokens away from my path or failing that to engage in this side of them. I was also torn between focussing two MC30s on the ISD or just focusing down the easier targets like raider and Arquittens.



Turn 2

Transports go first for the rebels while I stall a bit and wait to see how close the Imperials are going to come. The ISD surged forwards to speed 3 and the Arquittens tucked in behind it which answered to some extent the question of what Admo was going to do. In the end Admo crept forwards to allow Mothma to have prime position next turn if that’s what she wanted. Also, he didn’t want to get too close to Maarek who was hanging around but lacking in squadron activations. You could tell it was gonna get messy soon but the cagey phase was still going. Mothma chickened out as the final activation of the turn and took a conservative hook move to finish in the middle but on a trajectory towards the ISD. Time would tell if this was a good idea or not... she realised too late that there was an ion token hidden under that raider as well. Whoops.


Note excuse the weirdness with the arrows this turn. There was some crazy Jerrijod moves and rebels playing leapfrog.

Turn 3
Ion went off onto foresight and Mothma but thanks to a dodge token we took a total of one dice on the shield. The raider kicked off the imperial side putting 4 damage onto Mothma thanks to a concentrate fire at medium but she evaded 2 damage and redirected the others. The rebel float inspecting the far side of the board went next throwing a squadron order through the relay to send in two rebel squads against Valen and Sabre. The timing was important because the raider had just disappeared taking its deadly flak with him techno managed to hit and toggle Valenwhile Shara managed a paltry one hit on Sabre squadron.
Imperials paused to think for a minute. The real trick at this stage was to make sure that the order of activations beginning next turn would not be in the favour of one of us. I could already see amazing shots for foresight next turn but it’s no good if you also need to go first with Admo and the Corvette too. Sucks being a glass cannon sometimes.
The ISD decided to launch right in sending cienna in to whiff completely against tycho. It’s long range red dice were pretty solid though burning out an evade on foresight and managing two doubles and an accuracy against the corvette burning out its front shields.
Comms net floatilla in the middle launched off both transports at cienna next each of them getting a damage through, super impressed with the transports, sadly it then rammed Mothma and didn’t move, still sitting the vital cm beyond the medium range of the ISD.
Arquittens advanced towards the corvette but still didn’t shoot and bright hope dove into the middle of the squadron battle to help get those needed accuracies. Imperial flotilla was last sending Maarek in to drop more bombs onto the very shaky looking foresight.
Both MC30s went last for the rebels. Foresight ducking into a gap between two prime targets and Admo also moving in for a big hit. Shit was about to hit the proverbial.



Turn 4
Imperials decided not to unleash their second ion shot, given that admonition was the only target.
Mothmas mc30 went first managing to just blow up the raider on one side without APT going off but only managing 3 damage plus APT on the ISD thanks to ECM allowing the brace to cut the pool in half.
The ISD responded putting a couple of damage onto Admo by shutting down both its evade tokens, it would then do a hard Jerrijod turn to chase Mothma down, the chase had commenced!
Board edge flotilla sent two transports to engage and kill Cienna and then manage to ping another hit of Maarek steel.
The Arquittens launched Maarek Steele using a token who took another 2 damage off Mothma before blasting another 5 damage to the Corvette who only survived because of redirect. TRC Arquittens is a nasty piece of kit. So far though Mothma was doing a great job of keeping the fleet alive.
Middle transport ordered Dutch to shoot and activate valen before advancing up.
Imperial transport ordered Sabre and Jenden before moving up.
Rest of turn was uneventful with Shara killing Valen in the squadron phase and the rest just manoeuvres for later.


Gotta love the Jerrijod possibilities, Just go back and have a look at the path that ISD has taken so far this game

Turn 5
Imperials again show restraint with the ions again choosing to hold them back and Mothma takes the opportunity to speed 4 away from the ISD. Still not enough to evade Maarek who is ordered by the Gozanri to zoom up for more bombing putting another 3 damage onto foresight after tokens etc. This leaves Mothma's ship with 2 single shields and 2 hull.

The Corvette manoeuvred itself into position it possibly kill the gozanti next turn whilst avoiding ion shots. Losing a dice from damaged munitions would make this unrealistic but we will see.

The ISD once again gave chase to Mothma hurtling around the station to bring her under the guns again. Her odds of surviving an ion and Maarek and the ISD were pretty damn slim. My best chance would have been shara holding up jenden but she was just a little to far away.

Bright hope couldn’t think of anything good for the squadrons to do and got distracted thinking so rammed the butt of the corvette in front of it and the Arquittens decided to save the lasers after it couldn’t make the accuracy against a transport in the middle. Very little else happened because the ships were largely moving away from each other and the ranges for the squadrons was just getting too tricky.

The rest was just padding.




Turn 6

Mothma took 4 damage from the last ion cannon which she could only reduce to 2 with her evade token. So she was a sitting duck for Maarek shortly afterwards. The rest of the turn was just ships moving past each other and imperials cheering at the downfall of Foresight and Mon Mothma.

Total casualties were a raider and a few imperial squads vs Mothma and her MC30 so a win for imperials this time round.

Conclusions?

I think overall this game summed up my thoughts on MC30s. You saw how easily it blew up a small ship but in the same breath how little damage it did to the ISD. Sure multiple hits over a number of turns will certainly start to add up but that’s a lot of moving parts to make work. Trying to line up a solid last/first attack which you can then survive whilst dodging all the squads and support ships and knowing you need to do this probably 3 times to kill that ISD just doesn’t feel as efficient as taking a single Mc30 and backing it with more long range support like vettes or even just a big bomber ball of some description. Whereas if our current meta was dominated by small and medium base ships I think that the MC30s value goes up substantially. That said they are unquestionably resilient with Farsight in the end taking two ion cannons, double arcs from the raider, long range shots from the ISD and bout 10 dice worth from Maarek to kill, it died with only a single shield remaining too. The problem though is that the damage from Maarek/Jendon is unrelenting and realistically impossible to stop. The best you can do is reroll to reduce it but it’s still going to be 3ish damage every turn on your weakest side. Without squads of your own there’s not much you can do. I’ve watched the same thing happen to demo and many many corvettes and he is just incredibly op against small base ships. The answer to me is to stick to bigger ships with more defensive measures or just run a pile of your own squadrons in order to be able to take him down.

I’ve been looking at interesting lists where you can fit an MC30 and an Mc75 easily enough so expect to see something like that soon.

Hope you enjoyed playing vicariously through us. Feel free to post feedback and tell me all the things I did wrong and how you would do better in the comments box!

Friday, 19 January 2018

State of the Meta Pt 2 - Imperial Squadrons

State of the Meta Pt 2 - Imperial Squadrons

Continuing with our look at things with wave 7 fresh off the boat let's have a look at Imperial squadrons. As always take these as just my personal ramblings and gain what use you can from them.  

Tie Fighters – These guys are an interesting bunch, to me the Aces are all just degrees of awesome. More so since the release of Sloan and the sudden improvement of blue dice swarm squadrons. That said I don’t rate the generics at all, I’ve seen lots of people trying giant hordes of generic ties but between the difficulties in activating all of them and the ease at which they get picked off by enemy squads and flak they just aren’t worth the investment to me. The Aces will be a major part of my sample Sloan ball later so check that one out.

Tie Advanced – Similar to ties there is a big gap in value between the generics and the Aces. Darth and Zertik are both great options in basically any build, Dengar can be great to get more value out of Darth while Zertik needs to be surrounded by squadrons who are happy to take a hit, bombers yes, 3 hull squads no. It’s also heaps of fun to combine Zertik with Bossk just to power him up. Tempest is also an interesting one, a cheap functional upgrade but not one I personally use much.

Tie Interceptors – As with the Tie Fighters I’m not a fan of the generics. No doubt they make for an amazing alpha strike but a canny opponent won’t be leaving their squads just hanging in the wind when you are clearly indicating that’s your intention. More importantly, even if you do pull off a good early hit it needs to be amazing since those interceptors will be going down quickly to even a whiff of flak or enemy response. With more ship upgrades in Wave 7 specifically targeting counter squads their value only drops. That said some of the specials are amazing, Soontir used to be king of the table and despite falling from grace in recent waves is still pretty good. Ciena Ree is a fantastic balance of offence and defence, played properly she can be a real pain for your opponents. Saber squadron is basically an auto-include in my books, so much hitting power in such a cheap package. 

Tie Bombers – Personally not a huge fan, ships seem to be getting deadlier and deadlier so I just struggle to see the value of slow attrition damage from bombers. With the nerf to Rhymer it just seems like a poor risk/reward ratio whether its generics or aces.

YV-666 – Bossk is one of my favourite squadrons if I’m not running a Sloane build. Once he has taken a hit and his free accuracy kicks in he’s about the best thing going to smacking down scatter aces. By contrast, the generics to me are next to useless, their dice are great but paying all those points for rogue on a squadron that slow just isn’t good on the table.
Aggressor Assault Fighters – If you’ve been playing for a while you’d remember when rebel 
YT-2400s were the king of the table, these guys were always their lightweight cousins and have fallen in popularity at the same rate as every other rogue squad. Though IG’s ability does have some slight novelty there are just better ways to achieve the goal.

Firesprays – Much as with bombers there was a time when these were fantastic on the table but these days their damage output for points just isn’t a great ratio. Since the release of flotillas and relay, there are just so many easy squadron activation options, it's hard to justify the rogue price premium.

Jumpmaster – Intel is certainly a useful ability to have and Dengar’s bonus counter is a great little boon well worth the point upgrade. Essential for a Sloan ace combo in my opinion, option in many other cases but always worth considering in one form or another.

Decimator – I’ve done a little bit of experimenting with Decimators and been on the receiving end a few times but in the post CC meta they just cut it for the points.

Lamba Shuttle – Easily one of the most essential additions to almost any squadron build. Both versions are amazing and I’m sure that Jendon would be one of the most common squadrons on any table. Downgrading to the generic is only really worth it if you have plans based around strategic.

Defender – Both versions are good in my mind but Marek is easily the best squadron anywhere right now. Everything he has is pure gold and his points efficiency is unbelievable. Generic defenders are ok for their points but their biggest abilities are speed and flexibility, you end up paying a premium for that flexibility so you had want a build which is going to maximise on that. Personally I think a scatter ace teamed with a bomber will give you better efficiency than trying to put both abilities onto one squad.


Phantom – I’ve toyed around with them and seen a few players attempt interesting things but their gimmick just doesn’t add up to real points efficiency. Neither version will be appearing in my lists anytime soon.

Mandalorian Gauntlet – Still pretty new so time will tell. I said from the initial reveal that their value/use will be determined by the impact of Raid tokens. Given that we now know they will be pretty easy to get rid of I doubt we will see a huge amount of these getting around. The unique upgrade might be worth the points but with all the squads over 20 points it will need to do a heap to justify that inclusion.

Sample squad build - Just a few ideas for when you want to spend the full 134 points... 

Motti's General purpose Killball - Colonel Jenden, Maarek Stele, Valen Rudor, Ciena Ree, Dengar, Saber squadron, Zertik Strom, Maulet Mithil. 

This one has heaps of flexibility, it can slaughter most enemy squadron builds if you fly it carefully and has enough anti-ship options either in the black dice squads or just good ol Maarek that it can support your ships. Sloane build. There are definitely more resilient squad builds out there if you want that and more bomber heavy options as well, this one is more of an all-rounder. Watch out for alpha strikes which can take you apart damn quickly. 

Wednesday, 17 January 2018

State of the Meta - Wave 7 Edition

Rating the ships in Star Wars Armada 

Below is my attempt to give a summary and guide to help less experienced players make some good decisions when assembling fleets. As always you need to remember these opinions are just mine and there are plenty who would take different positions. Similarly these perspectives are heavily influenced by the Australian meta which may be very different to your own. Perhaps you can take some ideas to help mix up your own local meta or maybe they won't be compatible at all, take what you like and feel free to offer your own ideas below! 

(edit) since writing this the last of the Wave 7 gear has been spoilt but interestingly I don't think it changes my opinions much if anything it boosts big ships again and downplays squads to a certain extent, all good things. 


Part 1- Imperials

Imperial Star Destroyer 
Let’s start with the big fella himself. imperial star destroyers in my mind are hands down the best thing in the game right now. Yep, no grey area, just amazing. It wasn’t always so but with the upgrades from recent waves you’ve got boarding troopers avenger which has the highest damage output going and you’ve always had amazing options to make these guys supercarriers, gunnery team monsters or just whatever else you like. There is still a real debate between loading them up like a Christmas tree with every upgrade possible which leads to them being 170+ points or keeping them lean like the one I took to regionals recently which only had about 10points of upgrades plus Sloan. I don’t think there’s any magic answer to that question, more a case of personal preference. If you load it up it will be able to kill anything else in the game but if you lose it.. ouch... 

The new ones coming just make the ISD even more appealing. A huge long-range red dice checker just begging for Darth Vader to command it or a torpedo variant that does everything the BT avenger does but with more flexibility in upgrade slot. I think the only reason we would see the old ISD 1 after this wave is out is if you are super keen for a carrier so the squadron value means a heap to you. 

Overall rating - 10/5 

Victory Star Destroyer 
In my mind the most ironically named ship in the game, running one of these flying death traps will not help you achieve anything resembling a victory. Let’s face it, this guy was king of the tables right up until the release of wave 1 where it was quickly knocked off my the Gladiator and hasn’t ever really been able to regain its spot. Some people try and use it still and a few new upgrades have made it a possibly more interesting option but whether you want a gunboat or a carrier there are just straight up better options. For the points difference, I’d be taking an ISD any day of the week.

Overall rating – 1/5

Gladiator Star Destroyer
Another solid choice for the Imperials, Demolisher being the obvious choice here and the titles really do impact the value of the ship. Demo used to be an easy 5/5 but after the engine tech nerf it would drop to 4/5 in my books, still great but trickier to use. Insidious sits around the same spot as an untitled glad at 3/5. The biggest problem with Glad’s these days is that with the rise in prevalence of big ships even going last/first and doing a triple hit with Demolisher probably won’t kill off the enemies big threat. Squadrons are so powerful now too that Demolisher can easily end up out of position by diving past the enemy’s front line where it becomes super vulnerable to enemy squads whilst being beyond your own protection. I still love my Gladiators but I’d still stick to an ISD for the time being if I was only going to have a fleet with one big hitter, as soon as I decide for 2 this one is my next go to.

Raider Class Corvette
Definitely one of the ships that has bounced around in value depending on its upgrades. These days I think a nice cheap Raider 1 with ordnance experts and external racks (or possible flechettes) makes for an excellent backup threat to whatever your big hitter is going to be. The biggest problem with using them is just how quickly they will die to attrition damage from bombers or general shooters, a lack of redirect really hurts these guys. My best use for them is to hold it back at speed 2 with a token and manoeuvre order ready to jump up to speed 4 and do a big hit on something important in the second half of the game. Timing is everything because usually after that it becomes so beat up that it’s time to run away. The flechette variant can be a great place to gather your squadrons as a safe launching point too, not many people are going to be willing to engage your squadrons inside that bubble.

Overall Rating - 4/5

Arquitens light cruisers
Good little all-rounder ship, bringing in something unique to imperials through long-range broadside shooting. Some cheap upgrades like dual turbolasers and reinforced blast doors mean you can easily fit a couple of these into a list if this sort of build is what you are looking for. They do have some major drawbacks that you would need to plan for if you want to get the most out of these guys, the first being their appalling nav chart, but that is why they combo so well with Jerrijod as your admiral. The other big issue is how susceptible they are to big burst damage like Gladiators or MC30s. The trick is really to sit in that mid to long range bracket where you can maximise your damage output without much risk.  

Overall Rating – 4/5

Quasar Class Cruiser Carrier

On paper this is such a nice ship, great price point, able to do amazingly big hits with squadron combos and if you go the pricey option even a red dice flak that combos so well with Agent Kallus. On the table through it just doesn’t translate as well. It’s limited guns mean that very little is scared of getting close to this guy and it’s defence tokens are woeful. Titles like stronghold are great for the squadrons but require you to expose the ship to risk it can’t handle which makes it really counter-intuitive. Ultimately It’s a good little ship but the Imperials really don’t’ need it. They have the best relay options in the game if you want to use Gozanti’s as your squadron pushers and the ISD is a much better squadron platform if you want to go for expanded hangers/flight controllers etc.

Overall Rating – 2/5

Interdictor
Interestingly this remains the only Imperial ship that I’ve never bought or fielded. All of my experience has been against this guy and honestly, I’ve never regretted not buying one. Each of its unique upgrades offer interesting tactical possibilities but I’m yet to see any of them win games. Targeting scrambler will help your ships survive longer for example but the sheer expense of the interdictor in your fleet means the enemy can spend those points on far more effective killers than you will be able to have.

Overall Rating – 2/5

Gozanti Class Cruiser
Saving the best to last, these little gems have generated more internet rage than anything else in this game but I warn you to neglect them at your own risk. Imperials have incredibly good relay options for squadrons with either shuttle choice giving relay 2 linking perfectly with a Gozanti. The result being that you can run your Gozantis safe from the enemy guns using the full expanse of the table whilst they still have a valuable contribution. The abilities buff other ships through comms net or increase the reliability of your bombers through bomber command just makes these super versatile support ships amazing value. I consider two to be an absolute minimum in any fleet, the rest depends on how many activations you need and what value you can gain from more Gozantis.

Overall Rating 5/5 



Coming soon, part 2 - Rebels! 

Also, expect to see a semi-regular series of sample lists and bat reps to highlight interesting and competitive builds. Armada has a steep learning curve for the new gamer so if we as a community can do more to make it accessible that's to everyone's benefit! 

Signing out. 

Monday, 15 January 2018

Epic - Cancon 2018 List Breakdown

Cancon lists 2018 - Can you smell the cheese? 

Well, it's that time again, time to see what varieties of craziness and filth have turned up for Cancon this year. I'm sorry to say that I don't foresee any great controversies this year, our TO Kendall Williams (actual photo Left) has done a great job using our DBAD (Don't be a Dick) comp system to keep the OTT lists in check which really limits my ability to destroy someone before the day :( 

This year I'm going to do a different format where I cut and paste the actual lists in and put commentary after each, it will help build up your scrolling finger, here goes... These are not in any particular order. 


Dark Eldar CANCON '17, 3000 POINTS
Dark Eldar Kabal of Pain's Way 2017 (NetEA 2017)
==================================================

KABAL COTERIE [350]
4 Incubi, 1 Archon character, 2 Wyches, 3 Raider, Ravager

KABAL FLOTILLA [375]
6 Ravager, Dracon

KABAL FLOTILLA [375]
6 Ravager, Dracon

KABAL SYNDICATE [275]
6 Warriors, 2 Scourges, 3 Raider

MANDRAKES [200]
6 Mandrakes

HEAVY BARGE [250]
1 Vessel of Pain

HEAVY BARGE [250]
1 Vessel of Pain

TORMENTOR [500]
1 Tormentor Titan

RAZORWING FIGHTERS [200]
2 Razorwing

VOIDRAVEN BOMBERS [225]
2 Voidravens


First off the bat looks to be some Dark Eldar. Let me be the first to admit my own ignorance to this list, I’ve had a few experiences but generally it all theory hammer to me, if you’ve got some good ideas feel free to let me know!
What I do know though is that DE toys are really good so the first things I’m looking for are how many Vessels of Pain and how many tormentor titans are around because the TK death coming off those will shred you. In this case the army has a nice spread of units and a most friendly 10 activations. It’s a tough army to play well but it seems to have a solid range of tactical options.

Sunday, 7 January 2018

Star Wars Armada Regionals 2018


Regionals Roundup and Meta Commentary

Meta in Australia has been an ever changing feast. With a small but committed competitive community everyone knows everyone so what you ran last month for pure awesomeness will be countered by next month when you end up going up against the same crew. The result has been some huge shifts in Meta build, just consider this:

  • Two years ago… Our Nationals was utterly dominated by a pair of Garm led whales backed by a few rebel transports and 12 generic squadrons comprising equal amounts of Y-wings and A-wings.
  • Last year our regionals were utterly dominated by Imperials taking top 3 at both I attended, ISD’s taking 1st/3rd both times and demolisher being second twice with a mixed bag of squadrons.
  • Last year’s nationals saw Demo/raiders/max squadrons/big bid (18ish points) dominate every round of the swiss convincingly only to go down in the final to a brutally unsubtle Akbar double MC80 build with a couple of flotillas and only a couple of named A-wings to make any effort in the squadron phase, basically polar opposites of each other. You can watch the full replay here and it’s totally worth it just to see if you can spot the exact minute when our NSW hero realises that his best laid plans have gone completely up the creek.



Then of course we pause for another of those all to familiar grand canyons of dead air from FFG between waves… I think this is the biggest problem with our game, I don’t even care if its one major release a year but get some more content on the web dammit, bat reps, competitions, something! In Australia our regionals season is running now, but realistically they will all be current wave which is the same as our nats so I’m not expecting huge amounts of innovation here. In simplest terms I’d summarise our meta currently in these broad terms –

For Rebels it’s all about attrition fleets – By this I mean lots of small clumps of damage coming from multiple sources, could be whales, almost guaranteed to include a Yavaris Nebulon, sometimes it’s Akbar MC80s, sometimes It’s about corvettes. Sometimes more squadrons, sometimes less but almost never a big bid. There’s lots of variety in the fleets but they all tend to play the same way, bits of damage building up to big damage over 6 turns.

By contrast Imperials are all about the Death Star – It started with a Demolisher Triple tap years ago and it’s now more commonly headed by an ISD1 Avenger combo but the basic principle is the same. Higher activations, higher bids, maybe squadrons, maybe not but ultimately designed to get a huge burst of damage onto a given target and blow it to hell in one impressive blast. None of the patience so common amongst rebel builds. At the 2017 nats for example consider that 1st in the swiss was 6 activation demolisher with a 20(ish) point bid… and in the 5th round it was outbid by a 4 activation Avenger ISD who had a 20+ point bid… There were at least 2 other imperials running either Demolisher or Avenger who also had huge bids.

So what happened to these two guys? 

The recent FAQ and clear use of the nerf bat by FFG had two significant impacts on the Aus Meta, we almost never see Reikan anymore nor do we ever seem to see Major Rhymer. Now while neither of these were a great loss to us it does seem to make us quite unique compared to many other sites. To us the big hitting Imperial lists are the obvious counter to the attrition based Reikan lists and visa versa. Competitive builds here either have lots of squadrons or a clear plan on how to deal with lots of squadrons and you really wouldn’t expect to get far with less than 4 activations. The flotilla rage so common on the internet here has been met with a healthy dose of flotilla acceptance and we tend to just shove 2 in by default at a minimum. One of the most interesting lists from Nats contained 8 activations including and Avenger ISD, 1-2 raiders and the rest made up of red dice toting Gozanti’s led by Vader, and it did very well overall. 

Fast forward to this year’s regionals

At the most recent regionals this is what I ran: 


A few notes on my list - For anyone seeking to use the list I ran here’s a few thoughts – The ISD is big enough to take on anything smaller than a similar ISD. So basically if the enemy is cheaper than you, you can kill it. The big activations are more of a defensive measure than anything else, to help prevent getting alpha struck yourself. There is an interesting argument though to drop one goz and go for a stupendous bid… About 1/3 of the bids at this week's regionals were over 10 points with the highest being 25pts. The squadron ball is also really good when using Sloan, if you’re running a different commander you can make a better ball. It hits enemy squads hard but you do need to be careful and it can be tricky dropping it in piecemeal via relay. In one of the games I fought another local player using the identical squadron ball but by the end of turn 3 he had zero squads left and I lost 2 aces overall, timing is everything, engage at the wrong time and you will dissolve.

  
Taking on the Reikan deathblob in the final round

In the end some solid wins saw imperials taking home the trophy with two rebels completing the podium. Some of the other highlights were a double whale + 12 y-wing horde, a double MC30 build that took second and even someone bravely taking a Reikan Aceholes list (which is really quite a novelty downunder).

  



Time for some cool new toys! 
But of course this meta is about to get turned on its head with some cool new stuff coming. While I’m still expecting some awesome new upgrades that will no doubt shake things up more I’m already thinking there will be some interesting new builds, these are just a few of my early thoughts, no doubt there are many others floating around and I fully expect that some of these will flop badly when I actually put them on the table…


Sato Hammerheads – (not so much a new wave as an interesting idea)  http://armadawarlords.hivelabs.solutions/view_list.php?token=156047&key=f4570309335bde3a4e13e558379e6d18


You know there are still some out there who disparage our game, they think of it only as the poor cousin of mighty X-Wing. I feel sorry for those players. Our game has a much steeper learning curve and is easy to give up on as a new player without a supportive crew. It takes a hefty investment of time to master the complexities of movement and activation order but for those of us who persist it offers a deep and strategic interplay of really amazing mechanics. For me it has one of the most balanced and interesting metas of any system (something increasingly challenging in an online netlist age) and has just gone from strength to strength since the Corellian Campaign set. We lost so many potential players in the beginning thanks to some appalling delays with early wave releases and I watched entire communities just disappear but if you’ve taken the time to read this maybe its time to get some more games on the table and see if you can’t drag some of those fence sitters back in. At least we can count on a stable and developing meta which won’t be flipped on its head every 6 months by a new radical errata! 

Thursday, 21 December 2017

Decisions Decisions - Getting ready for Cancon 2018

So Cancon is just around a month away and people have been asking me all about what I'm going to run this year, they think I'm being cagey with my responses but in reality I'm just rusty as hell. Having missing Castle Assault I've not played more than a half dozen games since las Cancon which puts me in a wierd spot. Usually I'd be totally prepped and organise but this year it's going to be super last minute. Here's my thinking process at the moment:

I have no idea about current meta or if there even is one... last year it was all about activations and Eldar, that seems to have settled down so what will this year be?

Really don't have the energy to paint, Star Wars Legion is going to drop soon so most of my effort is going into that, luckily I have about 10 painted Epic forces! Nothing new has grabbed my attention, list development in Epic seems to have stalled badly and even the new model ranges are coming along super slow. I love that companies like onslaught are producing new stuff but there are just so many frustrating gaps in collections. I'd love to do a dark eldar army for example but without the super heavies and Titans it's not worth the energy, so I'll be sticking to something I've got.

Here's the three options I'm largely considering at the moment... of course some of you will think these are deliberate attempts to distract you from my actual master plan... #zacmanning

Option 1 - Chaos Cult 

Incompertus, 2995 POINTS
Lost And The Damned - Redux (0.3 - Experimental)
==================================================

COVEN [460]
Daemonic Pact, (Chaos Undivided), Demagogue, 11 Cultists, 6 Land Transporter, Technical, Chaos Altar

COVEN [310]
Daemonic Pact, (Chaos Undivided), Demagogue, 11 Cultists, 6 Land Transporter, Technical

COVEN [225]
Daemonic Pact, (Chaos Undivided), Demagogue, 11 Cultists

PLAGUE ZOMBIE INFESTATION [175]
3D6 Plague Zombie Units

PLAGUE ZOMBIE INFESTATION [175]
3D6 Plague Zombie Units

NURGLE PLAGUE TOWER [300]
Plague Tower

NURGLE PLAGUE TOWER [300]
Plague Tower

TZEENTCH FIRELORD [250]
2 Firelord

TZEENTCH DOOMWINGS [150]
3 Doomwings

HELLFIRE CANNONS [200]
4 Hellfire Cannons

HELLFIRE CANNONS [200]
4 Hellfire Cannons

DAEMON POOL [250]
2 Greater Daemon, 10 Lesser Daemon

Pros - Nobody is going to prepare for it - actually surprisingly important in my experience, if you're doing what everyone expects it never goes well. I don't think anyone has run chaos cult at an Aus comp in my experience...

Looks awesome on the table - dead sexy army if I do say so myself. Greater Daemons - one of the great strengths of the cult is the flexibility to summon daemons where needed and with relative ease. Really hard for your opponent to stop.

Tougher than it looks - yeah the average trooper is a bag of pus but with the plague towers, excellent bombers, macro battle cannons and other other goodies the list hits harder than you might think originally. Also covers all the usual bases like suitable flak, shooting flexibility etc.

Cons:
Easy, I've played a grand total of one game with them which I lost... then again it wouldn't the first time I'd run an army at a comp with no prior experience...

Option 2 – Necrons

Incompertus, 3000 POINTS
Necrons (NetEA Tournament Pack 2013)
==================================================

INFANTRY PHALANX [425]
Necron Lord, 6 Warriors, Immortals, Pariahs, 2 Tomb Spyders

INFANTRY PHALANX [225]
Necron Lord, 6 Warriors

INFANTRY PHALANX [225]
Necron Lord, 6 Warriors

VENATOR MANIPLE [275]
6 Flayed Ones, Necron Lord, Tomb Spyders

VENATOR MANIPLE [275]
6 Flayed Ones, Necron Lord, Tomb Spyders

PYLON [200]

PYLON [200]

WARBARQUE [350]
Supreme Commander

MONOLITH PHALANX [275]
3 Monoliths

MONOLITH PHALANX [275]
3 Monoliths

MONOLITH PHALANX [275]
3 Monoliths

 Pros: Super flexible and quite tough, necrons are hard for your opponent to plan for in some respects because though most necrons lists play with similar tactics those tactics are stupidly flexible given the mass teleport options. I have had some games with them! In fact I've had a bunch, some of which I even won!

Capacity to engage all enemy objectives - although it's easy to fall into the trap of spreading thin you do have an amazing ability to choose which ground you will fight over...

Cons: Paper scissor rock - Necrons are great at clipping engage but that's pretty much it. They can't outshoot an orc so if you rock up a table and you're going up against Titans you know that your basic plan is going to struggle. Last time I played against rons I was using my feral orks and it just went so bad for the rons even I was surprised.

When they lose...they lose big - I remember being suprised at how steep the learning curve was with rons after hearing everyone complain about how OP they are but that auto phase out for broken units is just brutal if your opponent knows what they are doing. You can end up with a whole pile of suddenly uncontested objectives and have easily the weakest BTS in the game since you don't actually have to kill it to get the point. Definitely a gamblers army and not forgiving in a comp setting.

Option 3 – Cadians

Incompertus, 3000 POINTS
Cadian Shock Troopers (NetEA v1.5 *DEVELOPMENT*)
==================================================

CADIAN REGIMENTAL HEADQUARTERS [600]
1 Imperial Guard Supreme Commander unit, 7 Kasrkin units and 1 Leviathan Mobile Command Centre, Sabre Platforms (3 Sabre Platforms), Commissar

KASRKIN INFANTRY COMPANY [175]
1 Imperial Guard Commander unit and 7 Kasrkin units

KASRKIN INFANTRY COMPANY [175]
1 Imperial Guard Commander unit and 7 Kasrkin units

SUPER HEAVY TANK PLATOON [200]
Shadowsword, Commissar

SUPER HEAVY TANK PLATOON [200]
Shadowsword, Commissar

SUPER HEAVY TANK PLATOON [200]
Stormsword, Commissar

SUPER HEAVY TANK PLATOON [200]
Stormsword, Commissar

FLAK BATTERY [150]
3 hydras

SENTINEL SQUADRON [125]
6 Cadian Sentinels, Commissar

WARLORD CLASS TITAN [825]

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts



Pros and cons Interesting I think the Cadians are the opposite of the rons in many respects. They can outshoot pretty much anything. Have the safest BTS you can get (I mean how much of a muppet are you to lose a Warlord Titan) and are still awesome in FF. The downside is though that they are super slow... it's a grind army in a game where board control is vital. You're setup needs to be gold but if you remember to basically feed the warlord two objectives 30cm apart just in front of him he can do a solid job of dealing with chunks of the board. I also suspect I'm some cases that a big Titan/gargant BTS might be a solid counter to activation spam. They can dance all they like but if they can't kill the big boy you can really force the issue. So there's my choices, if you're read this far you might as well drop your thoughts somewhere on what I should run!

Monday, 25 September 2017

5 Reasons to play Star Wars Armada

In the down season from Epic Armageddon I thought I'd take a few minutes to talk about another awesome game system that I'm obsessed with, there's always room in the cupboard for one more system right! With that in mind here's 5 reasons why you need more plastic crack in your life: 

  

1) Deep strategic play - I’m someone who goes back decades with tabletop gaming, I’ve played an array of systems and recognise that every game is different. Some games a quick and tactical, knock out a game in less than an hour and move one, Armada is not that game. I was someone who loved 7th edition Fantasy because every game was determined by a solid movement mechanic, Armada is much more like that. In Armada there are advantages to going first and advantages to going second, there’s advantages to more activations and advantages to less. Turn order is determined as part of list design so there is no randomness involved. It comes down to this basic principle, you can invest heaps of points making your Imperial Star Destroyer akin to a Death Star but if your positioning is rubbish you’ll never get to fire those big ass cannons, these mechanics are why I love me some Armada.

2) Great variety in builds - I always worried that with only 2 sides the game would stagnate quickly because I came from a Warhammer universe background. What I’ve discovered instead is a wide variety of ships and squadrons with so many usable options that I’ve played at least 1-2 games a week and never felt that it was the same game. The missions help heaps with this too, they are essential to the way every match plays out as opposed to many systems where missions feel kind of tacked on.

3) Amazing game balance – FFG has done a brilliant job right from the start recognising issues with balance and taking steps to balance things out brilliantly. Mostly they do this with the new waves bringing out gear and ships to fill gaps but recently they hit us with an errata that solved pretty much any remaining issues in balance.

4) Amazing competitive circuit – Tournaments certainly aren’t for everyone but if you’re keen on the competitive side of things the Good Games stores and other local games stores run regular comps at all levels. There is at least one per quarter plus store champs, regional champs and national champs every year which cater to everyone’s needs. The best bit is that the entry fees are always cheap ($10-15 for the regular events) and you get freebies just for coming.  

  

5) Solid price point for buy in – Some players have talked about being turned away from new games because of the expensive buy in, coming from a GW background I think many players have a warped idea of expensive! But not everyone is made of money so here’s a basic idea. Armada stuff comes in “waves” of new ships, the earlier waves are available from online shops much (Book depository/Amazon etc) much cheaper than in the stores while the more recent stuff is comparatively priced in either venue. A pretty comprehensive buy in price for an imperial admiral would look something like this (from Amazon AU$):

  • 1 x Starter set ($105.00)
  • 1x Squadron set 1 ($29.00)
  • 1 x Squadron set 2 ($26.00)
  • 1x Imperial Raider ($26.00)
  • 2 x Imperial Assault Carriers ($52.00)
  • And I couldn’t find a Gladiator star destroyer on Amazon for some reason but you can get one in store for $50 or cheaper online.  
So all up you’re looking at around $300 including postage to get your hands on enough ships and squadrons to build something competitive and to give you a few different options to experiment with. Another $100 would get you everything else for imps that’s not on this list and you would spend about that again when they release a new wave 1-2 times a year. The only thing you would lack are certain upgrade cards that only exist in Rebel packs which is why ultimately most players end up playing both teams but for our purposes that starting price is realistic, you don’t need every single card just to play socially, proxy for a while until you decide whether you want to dive in or are just happy with the toe. There’s no hidden costs like terrain and tables etc because that’s all covered by the core set.

      And one bonus reason: It’s Star Wars – I mean we all love our GW created universes no doubt but there’s something so incredibly satisfying when you blow up the big fat ship at the centre of the enemy’s fleet. Sometimes it doesn’t happen and some games are all about the little explosions on the periphery but damn its good when a plan comes together…. Just saying.

      If you’re still interested check out some of the awesome bat reps online, there is an amazing series produced here in Aus that are well worth watching. This one has Admiral Akbar going up against Darth Vader and is a classic example of how amazing our game is. Hopefully you start thinking about what you want in your stocking this Christmas…  https://www.youtube.com/watch?v=DtBOJCVjLsE