Wednesday, February 17, 2016

Armored Gopher Armada Store Championship this weekend...

Well, the build is almost set…

SC 1   
Author: pchappel
Faction: Rebel Alliance 
Points: 398/400   
Commander: Admiral Ackbar
Assault Objective: Advanced Gunnery 
Defense Objective: Fire Lanes 
Navigation Objective: Dangerous Territory 
[ flagship ] Assault Frigate Mark II B (72 points)
-  Admiral Ackbar  ( 38  points) 
-  Intel Officer  ( 7  points) 
-  Gunnery Team  ( 7  points) 
-  Electronic Countermeasures  ( 7  points) 
-  XI7 Turbolasers  ( 6  points) 
CR90 Corvette A (44 points)
 Jainas Light  ( 2  points) 
-  Electronic Countermeasures  ( 7  points) 
-  Turbolaser Reroute Circuits  ( 7  points) 
MC80 Assault Cruiser (114 points)
-  Electronic Countermeasures  ( 7  points) 
-  XI7 Turbolasers  ( 6  points) 
1 Han Solo ( 26 points) 
3 YT-2400s ( 48 points) 
Fleet created with Armada Warlords
Though looking at swapping the ECM on the Corvette for Engine Techs on the MC-80…  Getting that extra movement on the normally SLOW Cruiser is pretty huge. Brings me to 399/400 if I do that...

It looks like our interpretation of the rules for the Fire Lanes mission is correct, and I CAN deploy all 3 right on top of each other…  My Opponent can move them range ruler 1-2, so at most 3-4” from their starting position, but even so…  Set up broadsides to bear on them and I am guessing I’ll have at a minimum 2, more likely 4 turns before anything serious can be brought to bear on my ships to try and take me off the Fire Lanes…  and scooping up 15 points/marker and 3/turn…  That gives me 45 points/turn to just sit back and smile as I collect it…  And if they want to do anything but just lose, they HAVE to move quickly to engage me on my terms, which is not a fight I’d be wanting to get into knowing the sheer amount of firepower these ships throw out…  Also, if they go slow or have ships like the Victory Class Star Destroyer with only Speed 2…  Even the ISD has a Speed 3 option, but driving up into my guns like that?  I’m likely to get off at least 2 rounds of shooting, and without Redirects to spread that damage around, even the mighty ISD falls pretty quickly, and likely before it gets to its Black dice range…  Other MC-80’s?  Same thing, though usually limited to Speed 2 and REALLY wanting to present broadsides…  So, if they just come toward the firing line, I think they lose that one even quicker than the ISD.  AF/Gladiator might be tricky, but they tend to die quickly, though I suspect they’ll do damage on the way down…  But my several turn head start should carry the game for me…  The light ships like the Raiders and Corvettes?  With Gunnery Teams giving me at least 3 good broadsides/turn I think that they simply evaporate too quickly…  And even if they DO get in close, I still win the tokens with volume of dice as they evaporate under fire…


Frankly, if I am player 2 and get my own missions, the ONLY one that is closer to a wash is the Dangerous Territory one, and I gain the ability to land on the rocks/debris without effect…  So, likely the one I’ll end up having to play J