Saturday, 18 June 2016
Armada Battle Report - LTD vs PT106 - Wave 3 Testing
This is a different form of battle report - Wave 3 - LTD vs PT106
Let me know if this kind of battle report is good / awful / so bad it's fantastic....
Monday, 13 June 2016
Intensify Forward Fire When Ready
I'm a big fan of the Intensify Forward Firepower podcast, as well as Armada Jim's Fire When Ready podcast.
Last week I had a few free minutes and a couple of interesting ideas - the result: my own parody podcast - an attempt to express my fondness for the people who make the effort to be sensible (in the case of Armada Jim) or enthusiastic (in the case of the IFF crew) about Star Wars: Armada.
http://davergrounds.podbean.com/
Last week I had a few free minutes and a couple of interesting ideas - the result: my own parody podcast - an attempt to express my fondness for the people who make the effort to be sensible (in the case of Armada Jim) or enthusiastic (in the case of the IFF crew) about Star Wars: Armada.
http://davergrounds.podbean.com/
Mutiny on the Bounty - Part II
I fought my Galactic Civil War game against Sanguinary Dan through Vassal a few weeks back.
Here is a short run down on what happened - for the preliminaries, take a look at the previous blog post.
The game started after 11pm my time, and as expected, my opponent had entirely deployed before I had put down my last three ships...
The answer is right. I deploy them with the idea of killing one of the ISDs and the Raider.
End of turn 1, start of turn 2 - Dan's Raider moved well forward, and my Torpedo boat charged out trying to catch him out - but it was not to be - short by a few pixels. Perhaps if I had gone straight forward, but then my front arc would not have been enough to take out the Raider.
But Dan had no way of slowing down, and his Raider charged into the midst of my formation - and then it was time for me to make a serious mistake. With four ships still to activate, I decided to activate my flanking Corvette (with firing arcs highlighted). It was well after midnight (maybe 1am by this time?) and I activated it, shot the ISD, and then moved forward. I ended up in the ISD's black side arc, and took a beating. To make it worse, I totally forgot Cracken's ability. The Corvette ended up within a hit or two of being destroyed.
After all of Dan's ships had activated, I shot my Torpedo boat. By good luck, I had the Raider double arc'd.
Only by a little bit. And my shooting went well - H9s to turn a blue to an accuracy to block the Raider's Brace, and Ordnance Experts to reroll misses - one side arc shot is enough to kill the Raider, leaving the other shot to target a pesky Tie Interceptor.
This is the field as we left it at the end of turn 2 - my Torpedo Frigate is heading into the central ISD ready to double shot it and head for the hills - but my Corvette on the other side is double arc'd by the other ISD and is on the verge of destruction. Choices, choices... who to activate first in the next turn?
I went with the Torpedo Frigate, launching some devastating attacks on the ISD, and then running away. The Corvette was destroyed.
Something went wrong with the logfile, and for some reason most of the second half of the battle was lost. This is a screenshot from near the end of the game, showing the final positions at the end of turn 5. Only one ISD remains, though damaged. My ships are all heading for the metaphorical hills...
After five turns, five hours of play over two very late nights, the battle came to a close. It was a clear victory for the Rebels, with the loss of only one Corvette and 4 A-Wing squadrons.
It was a good game, and went pretty much as expected - initiative, deployment advantage, and first / last activation meant that it was my game to win or lose - and I chose to win.
Here is a short run down on what happened - for the preliminaries, take a look at the previous blog post.
The game started after 11pm my time, and as expected, my opponent had entirely deployed before I had put down my last three ships...
The field at the end of Dan's deployment - my two Torpedo Frigates a Corvette are still to be placed. Where to put them? Left or Right?
End of turn 1, start of turn 2 - Dan's Raider moved well forward, and my Torpedo boat charged out trying to catch him out - but it was not to be - short by a few pixels. Perhaps if I had gone straight forward, but then my front arc would not have been enough to take out the Raider.
But Dan had no way of slowing down, and his Raider charged into the midst of my formation - and then it was time for me to make a serious mistake. With four ships still to activate, I decided to activate my flanking Corvette (with firing arcs highlighted). It was well after midnight (maybe 1am by this time?) and I activated it, shot the ISD, and then moved forward. I ended up in the ISD's black side arc, and took a beating. To make it worse, I totally forgot Cracken's ability. The Corvette ended up within a hit or two of being destroyed.
After all of Dan's ships had activated, I shot my Torpedo boat. By good luck, I had the Raider double arc'd.
Only by a little bit. And my shooting went well - H9s to turn a blue to an accuracy to block the Raider's Brace, and Ordnance Experts to reroll misses - one side arc shot is enough to kill the Raider, leaving the other shot to target a pesky Tie Interceptor.
This is the field as we left it at the end of turn 2 - my Torpedo Frigate is heading into the central ISD ready to double shot it and head for the hills - but my Corvette on the other side is double arc'd by the other ISD and is on the verge of destruction. Choices, choices... who to activate first in the next turn?
I went with the Torpedo Frigate, launching some devastating attacks on the ISD, and then running away. The Corvette was destroyed.
Something went wrong with the logfile, and for some reason most of the second half of the battle was lost. This is a screenshot from near the end of the game, showing the final positions at the end of turn 5. Only one ISD remains, though damaged. My ships are all heading for the metaphorical hills...
After five turns, five hours of play over two very late nights, the battle came to a close. It was a clear victory for the Rebels, with the loss of only one Corvette and 4 A-Wing squadrons.
It was a good game, and went pretty much as expected - initiative, deployment advantage, and first / last activation meant that it was my game to win or lose - and I chose to win.
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