2016 Worlds : Star Wars Armada

The World Championship for Star Wars Armada was this past weekend up at Fantasy Flight Games. Not only that but there was a side team tournament as well. If you follow competitive play, you kinda gotta be hiding under a rock to not know these things so I state the obvious.

I played in Friday’s round of swiss, it was over at the alt location as compared to over at the Fantasy Flight Game Center. No biggie tho, as it was only a very short walk away.

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Probably the first thing you’ll notice is the tables. Yeah it was a bit crowded, those exactly 3′ wide tables are killers tho we had space on the side, so I was very glad I was traveling light still, least for me, it wasn’t a big deal. I’ve played in a few game stores with similar setups.

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For the 4 rounds of swiss, I went 5-6, 5-6, 9-2, 1-10. The last game was against CaribbeanNinja which was crazy awesome to play against one of my fellow “vassal” players. Likewise for my 2nd game had a ‘rematch’ of sorts against Bill whom I had originally met at regionals at FFGC a few months back. I ended up 23rd over all, kinda meh, I had 2 critically bad mistakes in my first two games, both had their costs but live and learn and even with all the talent in the room I think the best part is every game was winnable. The over all point spread wasn’t too bad. Even with my record I was just 5 points from being in the top 3rd. That speaks to a very competitive field of players of equal skill.

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This was from round 2, Bill and I going at it. One of my VSDs having gone poof and that MC80 was proving to be an absolute bear to take out. Thankfully I did get it, otherwise this one would have been a blowout. Instead was a 3 MoV 5-6 loss.

Meta:

So going to get up on the soapbox a bit. With X-Wing there’s lots of talk about the meta this, meta that, run from a set of known lists, fly reasonably well and you’ll be pretty competitive presuming the dice cooperate. This is the X-Wing meta.

This same concept is trying to be applied and thus the discussion is trying to be jammed onto Armada players that there must be some meta, fly these lists and that’ll elevate your game.

I’m calling bull. I don’t think we have a X-Wing like meta in Armada. What we have is tactics. We have powerful abilities, but I challenge the concept of a meta as it has been recently defined. It is also why I love Armada as much as I do, the game is pretty wide open.

Case in point, in X-Wing, older waves are pretty much uncompetitive. If you buy an old ship, you’re doing so to get an upgrade card to apply to a newer wave ship. In Armada, ships from the Core box are still good. Skyshuffler was kicking butt with CR90s. Hell VSDs were doing just fine. Y-Wings when flown with good strategy, proved worth their points.

In Armada, it’s how you fly it, it’s how you stack your capabilities and execute those capabilities on the tabletop that matter. And good rolling hit/crit dice help too…..

So to those Armada fans that suddenly feel the urge to go raid their local game store to attempt to put together a top 4 emulating Armada list because that’s the ‘new’ meta… don’t. Just don’t. Instead, pull up those achieved twitch streams from WWPD, or the Worlds Games, and watch how people use various ships, combos etc, and especially pay attention to the tactics employed.

Armada doesn’t have a meta. We have tactics the fuel your game play. (And we also fly casual.)

Twitch

The semi and final match for Armada were on Twitch. You can watch the rerun here.  Well, well, well worth your time!.

Team Tournament

Saturday afternoon, was the 600pt team tournament. This was a seriously great time. img_2611

Originally it was supposed to be just 8 teams but thankfully FFG opened this up to 16 teams since they didn’t need the space for X-Wing. Lots of very happy Armada players as a result.

The downside of the team play is that ‘friendly’ effects like BCC, or activations didn’t occur between you and your team mate. However admirals like Dodonna that get to pick from 4 crits did apply.

Brent and I ran our dual ISD, heavy squadrons Imperial list that we agonized over for months with a couple of very last minute changes… cause that’s how we roll. We had a 10 point bid and were Player 1 for both rounds.

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Our first game was against the 2015 World Team winner, they were flying a YT swarm with MC30s and CR90s. Our ISDs and 200 pts of squadrons met the challenge. We burned through the YTs way way faster than I thought we would and the firepower from our ISDs was doing pretty well.

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We ended up winning this one.

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Second game was against Caribbean Ninja and friend … (gah, I’m so bad with names), who had a somewhat similar MC30and CR90 list but with less squadrons. Here, I made the critical error playing my ISD on the left of Brents when it should have been on the right which would have put it into the action, where it needed to be.

We ended up losing this one, the MC30s did their job tho our squadron play was once again very effective. My firespray horde just couldn’t land enough damage at the end. We played Intel sweep and that 75 points was a major deciding factor in the loss. Was an awesome game tho!

All in all, I really like the team tournament format. Couple of rules fixed I think are still in order, especially in the way of friendly effects but haven’t play tested that, so that might in fact be a very bad idea, or another way to consider it is just have one admiral and thus making it a full 600 on 600 team game. These are minor quibbles.

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Over all not a bad haul. They did give everyone a copy of the participation cards for all the games at Worlds. Plenty of games I don’t play so that’s probably eBay material I guess. The leather case for keeping cards it pretty awesome.

For each round, during Armada they did put out loot that the winner got to take with them. All of it was prior prize kit material so many/most already had it or several copies of it. 🙂

The one thing I didn’t win that I seriously had some mega want for was the special VSD foil card since I like to play VSDs now days….  sigh.

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Next week … regionals! I can’t wait.

 

 

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AAR: 2016.4 Battle on the Mississippi

And the fourth Flames of War tournament held this year by the Screaming Eagles is in the can. Saturday October 29th, we held a late war 1900 pt 3 round tournament using just the LW Rome books.

The games that limit players create fun and very balanced games we find, more so then something that is so very wide open, especially in LW.

We had 18 players all total, which once again equals our all time high for player participation. Thanks again to everyone that came out. Always great to see the turnout and there were even a few new players attending that hadn’t made it out before. We really want everyone to have a good time and a positive experience with Flames.

Chuck Hiner, to whom we owe a huge debt of gratitude for pulling many of the aspects of the tournament together, served as the TO. Things ran really smooth all day and he’s to thank for that.

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Prize support was thanks to a number of people, especially Patrick Barkuloo and Battlefront. Chuck Hiner did all the work to arrange our fabulous trophies for overall, Best Allied, Best Axis, Best Painted and Best Sportsman awards. The traveling dinosaur award was back as well, I was more than happy to pass that on.

For tables, the crew did their best to put together representative Italian themed tables.

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This table features a bunch of mud and muck in and around the area of Anzio.

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Another table from the Anzio area, portraying the troubles that the men that fought there had to face, little concealing terrain, mud, and rolling hills.

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The ‘dreaded’ Monte Cassino. Bill Wojahn did all the work to put together this table. Lots of carving to make that terrain.

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What looks like patches of tree is actually mud as this models in the area of Anzio where allied troops had to fight through the muck.

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This table features the Continental hotel in Monte Cassino. All the buildings (with the exception of the two battle front buildings) on this table (and many of the others too) were painted by Chuck Hiner. img_2580

Rounds
Round 1 No Retreat
Round 2 Counterattack
Round 3 Encounter

Awards

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Best overall general: Chris Novack 18 points

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Best Allied Commander: Keith Gilmour, BR Lorried Rifle Co (Guards) 16 points

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Best Axis Commander: Patrick Barkloo, German Schwere Panzer Kompanie 13 points

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Best Sportsman: John Dudiewicz,, German Grenadier Kompanie 362 ID

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Best Painted Army: Brain McLaughin,, German HG Tank Kompanie

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T-Rex the bad dice row: Michael Mathews, French Goum Infantry

Points:
1. Chris Novak, US 3rd Infantry Div (18)
2. Keith Gilmour, BR Lorried Rifle Co (Guards) (16)
3. Patrick Barkloo, German Schwere Panzer Kompanie (13) Tie Breaker
4. Tom Gall, German HG Pionierkompanie (13)
5. Rick Davis, Armoured Rifle Co (13)
6. John Dudiewicz,, German Grenadier Kompanie 362 ID (12) Best Sportsman
7. Eric Saterdalen, US 3rd Infantry Rifle Co (12)
8. Jim Bodine, 92nd Rifle Co (12)
9. Matt Mundsack US 1st Armored Div (10)
10. Brain McLaughin,, German HG Tank Kompanie (9)
11. Chuck Hiner, Rifle Gurkha Co (9) Ringer
12. Collin Chouinard, US First Special Service Force (8)
13. Pat Ismil, German 26th PanzergrenadierKompanie (7)
14. Bill Wojahn, German Luftaffe Jagerkompanie (7)
15. Michael Mathews, French Goum Infantry (5)
16. Mark Bullen, German Fallschirmjagerkompanie .4 (5)
17. Will Yankausky, German Reichsgrenadierkompanie Infantry (5) Did not finish
18. David Ekstam, German Schwere Panzer Kompanie (3)

Next up?

It’ll be a Battle of the Bulge event sometime in or around February. Stay tuned!

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AAR: Level Up Armada Tournament

Oct 16th Level Up Games, through Ian Cross held a Star Wars Armada tournament. Level up is in South St Paul which for me is about an hour drive and well within my “auto” attend, presuming life allows it.

We had 8 in attendance, with both new and experienced players, and with a good breakdown of Imperial and Rebel forces.

Matt and I played the first round.

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He was running his 4 Neb (Killer B) list with Rieekan and I was running my dual VSD squadron heavy build with Motti as my Admiral.

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I kinda forget who was player one in this one and what mission we were playing, I think it might have been Superior Positions tho. This shot is from approx turn 2, I keep things slow and boxed up as I needed to be careful about squadron engagement and keeping my flanks safe.

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Getting on towards the end of the game, couple of the Nebs were about to go up in flames, thankfully Rieekan was on one of them which then tilted the game pretty hard in my favor for the victory.

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Next Ian and I matched wits. Ian is always a very tough opponent and until this day I’d never beat him. Once again, pretty sure we were playing Superior positions and I forget if I was player one or two. We setup at corners so my first order of business was getting my flying pizza slices pointed in the right direction and get both the squadrons and bombers ready to receive the attack.

Within Ian’s list he had both Demolisher and Impetuous and fairly strong set of squadrons. In his case he opted for firesprays to go with his Rhymerball.

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By turn three we were both taking losses. I got his Raider and couple of squadrons and likewise he took out Dengar and a TIE interceptor. We went to time and all in all the point total for both of us was pretty low but I emerged the winner.

For the last round I was fully expecting I’d be playing against Nathan, pretty much of all the Armada players on the planet, Nathan is the absolute best. (And I’m including Vassal in this observation too)

But as it turned out, I played Terry in the last round. I guess the lower point win for my second game didn’t get me on the top table.

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Terry was running a MC80 based list. He baited me initially with his CR90s, they were in the top right corner and very quickly did a turn around and fly away type move. I had thrown my bombers at them in hopes I might be able to pop one CR90 but it didn’t quite happen.

Instead with the fleet turn I had to concentrate both my VSDs and bombers as hard as I could while also taking on Terry’s fighter cover.

Ended up taking out the MC80 as I recall and with that set of points, taking the win.

Ended up 3-0 and the day and getting 2nd in the tournament. A very pleasing result.

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Sharp Practice Playtest

Our historical miniatures group got together on Oct 15th and finally got in our first game of Sharp Practice using the newish version 2 of the rules.

It’s written to cover skirmish action between roughly 1700 to the US Civil War, which is quite a range of time.

The system by the Two Fat Lardies, is well written and plays somewhat like Chain of Command but with more of a historical flair. They have a good system points so that it’s easy to show up with an army of X points, and play out an action between sides. It’s all the rage these days but I do appreciate a points based system for games, as compared to that age old problem of “what battle should we re-fight this week and I hope I can find approx OBs for those that were present” which is fun too, but it’s all more prep time.

You assemble a deck of cards where the cards are made up for colored flags, ~4 for each side, and then a card for each of the commanders and a little filler, one of the filler cards is the “end of turn” card, so when that is drawn, you reshuffle.

Activation is based on the command card being drawn. Or if you have a certain number of flag cards, you can potentially spend them as either an activation or augment what a unit can do when it’s command card comes up.

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We did a French and Indian War action, with my french vs Eric’s Redcoats.

Like Chain of Command there are deployment points (the round circle on the table) so the first time through the deck, it’s about getting stuff on table. You can see I have my friend skirmishers deployed in the village and the line of French regulars coming up by the road there.

Eric dropped his skirmishers just on the opposite side of that garden and as you can imagine they were there to harass.

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Just outside the town, my Indians deployed and behind the town a small line of British regulars deployed in the unharvested field.

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Fire is conducted by rolling generally a dice to figure firing, and then rolling “saves” against the hits which depend on the cover the unit is in. A save might result in a “stress”, or a kill. For a commander, you roll afterwards, hoping to not get a number under the amount of hits the unit took, if that happens, your roll to see if your commander was wounded and how badly they were hit.

For this game the commander of the skirmisher was hit straight away by the British line infantry. He passed out and never recovered for the course of the game and this effectively took that unit out, where they then withdrew behind the Indians.

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The French line split into two parts, the majority went to counter the British line since the Indians were not holding either. This flank was looking more and more grim…

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On the opposite side, the small squad of French line, thought they could easily clear off the remaining British skirmishers who had been harassing the French line. Early in the game the British skirmishers had taken a number of hits so they were on the edge of making a run for it. They recovered and more or less hid in the bush. They jumped forward and charged the French and we got into a very bloody hand to hand. Dice being dice, and given these British skirmishers were effectively back woodsmen, they took care of the French squad but at a pretty heavy price.

At this point, the game was effectively over with formation morale for the French pretty much gone, and given the state of their units, entirely makes sense they would retire.

All in all, I really like the both the mechanics and the over all play for the rules. For skirmish action, and speaking as a reenactor of the period that knows the drill, this really felt like something I’ve experienced first hand.

Given that the rules even gives benefits for having musicians, (helping with command, like stoping firing!) I’m totally sold on these rules and can’t wait to play them again.

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So much to write about…

It’s been a whirlwind August and September is going to be even more so. On the historical side of things there were play tests of Chain of Command and Sharpe’s Practice on my table top. I’ve been painting WWII figs for Flames of War like crazy, since the October tournament is coming up and I’m doing something a little out of the norm for what I typically run and with wanting to avoid proxies as much as possible. Wave 3 and 4 came out for Star Wars Armada and I’ve gotten to play in a couple of tournaments with the new gear as well as some small format (200 point) tournaments which have also been fun. Then there’s the usual Tuesday night weekly Star Wars X-Wing.

So whew. Lots going on, a little less bloggin’. Time for catchup!

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