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Armada Out Next Week!


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I've canceled my Armada order and will not be purchasing any more FFG product until they reverse the cataclysmically stupid playmat ruling from the new tournament rules.

Jim

I really really doubt any TO outside of National events where FFG supplies the matsfor the players will follow this at all.

 

So far I have been on the FFG forums asking if anyone has contacted FFG about this rule and how it will be enforced if it is. But no one has heard back from FFG yet so I wouldn't be concerned unless you really really want to use your mat at a Tournament that supplies the mats for you. (The mats and tables are to be supplied by the TO and this rule is for them, not us.) So unless FFG supplies them with mats it will never never be enforced. Period.

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Well, considering that I am the TO of 99% of the events run at Dice Age, including the Regional,this is an issue for me.

That's why I want to see this issue solved. Everyone is concerned about this but I don't see how they can make Anyone follow this outside of FFG events run by FFG reps.

 

So it appears only a ruling for those events. Lots of TO's bend some of the rules for local events and this one looks like it is going to be thrown a long ways out the door. It is just dumb for them to expect TO's to make this happen at a local level unless they send you free mats for events.

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The enforcement will come when someone attends an event (Store Champ, Imdaar, Regional or even an event giving away tournament kit prizes) not using all official FFG mats and complains. Then that store is no longer allowed to apply or be awarded official events.

 

It's total crap and needs to be reversed.

 

Jim

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I really don't think it's a big deal, but I guess if you want to care it's your prerogative. Personally, I'll just say damn the man and keep running events on whatever mats I want. Honestly, if anyone ever had a legit complaint about this, my solution would just be to flip the mats upside down, then it would be no different than playing on a piece of felt.

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I did a demo game of the "Learn to Play" scenario with my girlfriend on Saturday and quite enjoyed it. I played Imps and she played Rebels and the end result of the game was a draw (I won by 3 points technically, but going by the tournament scoring that's a draw so that's how we counted it). Here's a short rundown of the game as I remember it:

 

Round 1: Both of us moved our ships and squadrons up without much excitement.

 

Round 2: She shot my squadrons up real good with her Frigate and we made our first of many mistakes of the game by letting her crits damage my fighters when only hits are supposed to damage them. She then zoomed her Frigate up around the side of my VSD, but put herself in arc of both my front and left batteries. My left battery dropped the 1 shield on her side hull zone and my forward battery did 5 damage with two accuracy results which completely destroyed her without giving her a chance to use any defense tokens (I cancelled two with the accuracies and the other was an evade, which can't be used at close range). She took some revenge on me in the squadron phase though by moving in to finish off 2-3 squadrons of my damaged TIEs, which was our second mistake of the game as squadrons aren't supposed to be able to move and shoot in the same turn unless you use the squadron command. Oops.

 

After that, we spent most of the rest of the game circling around each other while her X-Wings mopped up my TIEs. I was able to land a few hits here and there on her Corvette and put two damage cards on it total, but wasn't able to finish it off in the end and she wasn't able to get through my VSD's shields that I kept regenerating with Engineering actions.

 

Overall I really liked it! The game seemed quite balanced, but can definitely punish you for making the wrong move. I think if we had played the Fighter rules correctly, my TIEs could have put up a better fight against the X-Wings, but it's all good. I liked the maneuver tool a lot and didn't find it to be particularly awkward at all. We did end up bumping around some of our Fighter squadrons while changing their damage dials, but they are less reliant on exact positioning than the big ships with their 360 line of sight so that wasn't as big of a problem as you'd think. I'm definitely looking forward to getting in some more games with some upgrade cards in play.

 

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Got in a couple games last night against Munkie. We did 180 points with me as Imps vs him as Rebels. I ran a VSD I, Tarkin, Enhanced Armament, Dominator, and Assault Missiles, Howlrunner, and three TIEs versus the Rebel list that's on FFG's site as an example with an Escort Frigate with the title, Corvette B with Dodonna, Leia, and the title, and then Luke and two X-Wangs.

 

Both matches ended in wins for the Imps with the same point split of me killing off his Corvette and fighters, him killing two of my fighters, and his Escort Frigate running away and taking potshots at me. The biggest lessons we learned are:

 

  • A Corvette can not face down a VSD and survive. The amount of firepower a Star Destroyer can put out is crazy. The first game I one-shotted him from my front arc with 3 reds, 3 blacks, and 2 blues from Dominator doing a total of 9 damage in a single shot and the second game it took two rounds to take him out using my side arc, but it was still a bad matchup for the little guy.

 

  • A VSD can not chase down an Escort Frigate when the Rebels have Initiative. I made the mistake of trying to do this two games in a row and was stymied at every turn. The Frigate is a master of the long-game and it's impossible for a VSD to catch up. What I should have been doing is breaking off away from the Frigate and coming about for another pass.

 

  • TIE Fighters are super fragile, but with Howlrunner on the board can put out great damage. Getting a well-timed squadron command can put some serious damage on the enemy's fighter squads. That said, I am fairly concerned about the potential 100 points of Fighters that we'll be seeing in 300 point games.

 

In my list, I'm thinking about switching out the Assault missiles for a Weapons Liason. If I'm firing my black dice, I'm deadly enough without needing the boost from the missiles and the Liason will give me a lot more versatility with my commands and give me a 4 point initiative bid, which seems pretty super important.

 

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Rule number one for All Rebel players, Never Never Joust a Star Destroyer.

 

All our ships have the speed and Yaw to out manouver them and even if you can't avoid the long range los of the front hull you can avoid the 6 dice of death.

 

I flew the VSD twice and that thing steers like a building, the Rebel ships can avoid that zone of death.

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Avoiding the front arc is certainly possible if you position right, but even a close range side arc shot can be 3 reds, a black, and 2 blues with Dominator equipped or another black if you're concentrating fire as well (3 reds and up to 4 blues if you're a VSD II) equaling an average of 5-6 damage, enough to either one-shot or cripple either Rebel capital ship depending on how many Accuracy results you can get. It really seems like the trick for Rebels is to stay at long range as often as possible, but that seems easier said than done without losing at least one ship in the process.

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Avoiding the front arc is certainly possible if you position right, but even a close range side arc shot can be 3 reds, a black, and 2 blues with Dominator equipped or another black if you're concentrating fire as well (3 reds and up to 4 blues if you're a VSD II) equaling an average of 5-6 damage, enough to either one-shot or cripple either Rebel capital ship depending on how many Accuracy results you can get. It really seems like the trick for Rebels is to stay at long range as often as possible, but that seems easier said than done without losing at least one ship in the process.

Well there will definitely be tricks and when wave hits.

 

Surprisingly if you read the threads on the FFG site the games are honestly more even than you would think. The VSD can throughout punishing hit but it is by far not immortal. The trick is to outmaneuver it and bring the fighters.

 

At 180 with Tarkin and those upgrades you will not have much left for Tie support and X-Wings can take down a VSD by themselves if the Ties can't stop them the VSD doesn't have the anti-squadron dice to handle them and Luke is a VSD's worst nightmare. The key in my mind is focus on objectives first and Ties second. Do not engage the VSD till I am ready and keep it at a distance till I can get my ships around. Now if a CR90 B with the Overload upgrade can get a crit then the VSD exhaust all its defense dice. Send in the X-Wings with the Nebulon B and the VSD will be crippled.

 

Easier said then done but if you navigate the capitals right then the VSD will not be able to get a good shoot off either.

 

Unfortunately till wave 1 hits it will be a Hit & Run game for the Rebels. They can not stand toe to toe with a Fat VSD.

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