Tuesday, 20 November 2018

Australian Armada National Championships - Day Two

I had been in 6th place on day one, made the Top 8 (I was two TP clear of 8th, so could have lost a lot worse to Ken and still made it).

The points reset to 0 on day two, so there was a level playing field. No scrubs in the top 8 (whatever a "scrub" is) so just solid and great games of Armada.


My first game was an absolute disaster - I brain my old blame.

LTD against Dan (the eventual winner of the comp).


Some photos I took of other games while I grat my teeth.

Luke (Captain Weather) vs. Kia - Luke won narrowly - he could have slow played to win by a lot, but Luke is all class.

This is the board state of that game - the Glad in the middle is Demolisher, getting eaten by Y-Wings. The other Glad will finish the MC75 off at the top of the next turn.

Ken (IroKenics) vs Mars (Marazaums). Ken was second player, and Mars chose not to fall into his trap and avoided the full on confrontation. There were attempts at last turn squadron killing, but Ken won 6/5, with 0 MOV.


Scott vs. Kia. Scott is last year's Australian Champion. Scott is flying Rieekan aces, Kia is flying double gladiator, Raider, 2 Goz, Squads. Scott won this game.



Round Two:

LTD vs Ben




Round Two Photos:
Dan vs. Scott - Dan managed to table Scott but only by saving his Demolisher in the last round with some nice Gozanti positioning, stopping the B-Wings taking down the Demo (with help from Brunson, of course!)
 Mars vs. Kia - Mars was flying the only Interdictor I saw all weekend. I think he managed a 6/5 over Kia.

Luke vs Ken - Cool. Cool cool. Cool cool cool. Ken kept the Y-Wings pinned down by sending in the A-Wings one by one. Ken won this game 8/3 I think.



Round Three:
Going into Round Three there was no way for me to win the Tournament - Dan was on 18 points, I was on 9. I had to get 10 points to match the 1 point he was guaranteed by not conceding, and if he ended up getting one point, then Ken would have beaten him by 9 and end up winning. So, there was no conceivable path to victory here - mostly due to my losing to Dan 9/2 in the first round.

LTD vs Scott





I did not take any photos of the other games during round 3 - my game went quite long.

But here is the greatest photo of all! Task Force Orange in second place.

Dan - I demand a rematch!

Thanks all for a great weekend - I had a good time - I need to work on my resilience though - the stupid errors late on the Saturday and foolishness early on the Sunday cost me dearly in the end.

I look forward to 2019 Nationals!

If anyone wants to sponsor me to Worlds in Chicago in March, I will not say no!




2018 Australian Armada National Championships - Day One

Australian Armada National Championships were held in Brisbane on 17/18 November 2018. I always enjoy Nationals, and spent my annual gaming budget on the plane tickets (there is a turbo-prop service from Orange to Brisbane direct).

My list went through several developments before this tournament - but always focusing on MSU, with either six or seven activations.

Eventually I settled on:

4 CR90As with TRCs and Engine Techs (one with Jaina's Light, one with Rieekan)
2 GR75 transports, one with Slicer Tools and Quantum Storm.
3 X-Wings
2 VCXs (for strategic)
and Jan Ors for the Braces and Intel to keep the VCXs doing their thing.

My missions were Most Wanted, Fire Lanes, and Sensor Net.

No-one chose Sensor Net. Fire Lanes and Most Wanted were chosen fairly equally - of seven games I was first player twice (I chose my opponents Station Assault and Planetary Ion Cannons). My Fire Lanes was chosen three times, and Most Wanted Twice.

The "naked" transport is for Most Wanted purposes.

I had a bid of 0.


Here are some video clips of the games - they are short, the sound gets progressively better, but the narration is inherently flawed, but I am not going to re-say all the things I said wrong. I've added captions here and there to make it clearer what I ought to have said, or was trying to say.


Game One against Steve



Game Two against Jeremy



Game Three against Chris



Game Four against Ken



I ended day one in 6th position - so I made the cut of top 8 and got to play again the next day for ULTIMATE GLORY.



Wednesday, 7 November 2018

2018 Spring Tournament Final Swiss Round

I'm playing in the Vassal Spring Tournament (also known as the "Autumn" tournament. Phhhbt. Whatever).

There are three separate pools, for Europe, North America West, and North America East. The top players from each pool after four rounds go into the finals, along with a fourth player - the one with the next highest tournament points values.

The match-ups for round four were just announced, and here is my hot take the top lists:

NA West

Top of NAW with 29 TPs and 1002 MOV is PT106, who is flying a 5/6 Motti with ISD and Demo, Ciena Ree (17 squadron points).

PT aka Paul has been flying squadronless (or almost in this case) for as long as I have followed him on Vassal. He knows what he is doing, and managed to wipe a 2 ship Thrawn list in round 2 of this tournament, sending the Mandalorian Moose flying.

Second of NAW with 22 TPS, is Clontroper5, back from darkest Africa after a two year hiatus. Clon is flying a 4/5 Moff JJ with ISD, Demo, 4 squads (91).
This list of Clon's is the only one under consideration here with a "medium" fighter complement. The rest are at 129+ or 33 or less.
Clon is lined up against PT106 in round 4, and I think that means PT is coming out on top.

Third of NAW is Rikash, also with 22 TPs, flying a 6 Rieekan with MC80A, Tycho and Shara (33).
Rikash needs to thump his opponent solidly and for Clon to overcome PT to break out of the pools.

Fourth of NAW is thecactusman17 with 20 TPs, flying a 5/6 Raddus with MC75, no squads.



No full / heavy squad lists made it to the top of NA West. East is a different story.


NA East
Top of NA East is JJs Juggernaut with 28 TPs, flying a 4 Dodonna with Bail MC75 and Yavaris, and 10 Y-wing squads of various kinds (129). The MC75 is set up with Ruthless strategists, so the Ys take a lot of friendly fire in order to win any squadron war. A fascinating list from one of the great players. If he comes up against a squadless list, the Ys just go to town. If he comes up against a squadron ball, presumably they fight it out at black range of the MC75.

NA East is lot more crowded at the top levels, with 2 players only one point behind JJ.

CommanderDave has a very interesting 3 Screed with Interdictor and Demo, 6 squads (Rogues, 127).
This round 4 face off with JJs Juggernaut will be interesting, but I think JJ has the edge here, although the Ys won't hold the Rogues in place. I don't know, but surely JJ is the safe bet at this point?


Roquax has a 6 Dodonna with Yavaris and HammerHeads, 8 squads (Aces, 133).

Fourth player with 22 TPs is Viktor Tanek with a 4/5 Moff JJ with ISD and Kuat, no squads.



Europe

Zamalekite tops Europe with 26 points, 3 clear of the next player. He is flying a 5 Dodonna with Yavaris and Pelta, 8 Squads (VCXs, 131).

He is up against Bobafetts on 23 TPs, flying his eponymous 2 Thrawn with Pryce ISD and Quasar, 8 squads (Maarket/Jendon/Friends 133).

I think Broba has the advantage here - the Fighting Thrawn Two Step with Pryce is vicious and will likely eat the Dodonna fighters leaving a Pelta and Nebulon to take down a very angry ISD.

Number three is Darth Veggie on 22 points, who needs a big win to top over Zam and Broba. He is flying a 6/7 Raddus with MC75 and Admonition, no squads.

Number four (well, there are a whole bunch of other people on 20 TPs) RapidReload is flying a 6 Rieekan list with Yavaris and Pelta, 8 squads (114). RapidReload was my round 2 opponent (I lost 7/4). I don't see how Darth Veggie gets a good Raddus drop on this list and survives the Rieekan Zombies chopping down his MC75 - unless he drops early, goes for the 7 acitvations, and tries to dart in and out with Admonition - but even then I don't really see it.

There are four Europe players on 20 points, and 3 more (including me) on 19. RikkiP, the UK National Champ and World's finalist 2018 is one point behind on 18.
The Four on 20 need to score 10/1s, and have Broba vs. Zam end 7/4 Broba's way, and then end up with a higher MOV (seems unlikely), and only if Darth Veggie scores an 8 or less.



Tuesday, 21 August 2018

Bondi Junction Store Champs - August 18 2018

Store Champs at Bondi Junction was a slightly smaller affair than the one in Bathurst - there were 8 players total - five locals, two from Parramatta, and myself. Interestingly none of the "big names" of Sydney Armada made the trip - no Nick, no Luke, no Irokenics, no that-other-guy-who-always-wins-things-but-whose-name-must-never-be-spoken-nor-typed.

It was an interesting sub-meta (or perhaps it is the new meta? I'm not sure), where most players had three or four activations - my six activations was regarded as peculiar, which it is I guess. No player that I saw had more than four, which strikes me as very strange - but then two activation lists are making a come back as well...

My list was Cracken on MC30 Torpedo with Admonition, OE, APT, H9s, and Lando, 3 CR90s with TRCs (one with Jaina's), 2 naked GR754s, 3 X-wings, 2 VCX, 1 Jan Ors, 3 point bid. My missions were Most Wanted, Fire Lanes, and Sensor Net.

I was planning on taking something else - Dodonna maybe? or an Ackbar list? But in the end I plumped for what I knew. The following videos report what happened...


Battle One: Cracken vs. Konstantine



Battle Two: Cracken vs. Motti


Battle Three: Cracken vs. Rieekan

In the end I came third overall - Felix and Jason (my round 2 and 3 opponents) came first and second.

It was a very fun and relaxed tournament - I will certainly try to attend again in the future.

Friday, 3 August 2018

Task Force Orange on Manoeuvres

On Manoeuvres... Ackbar vs. Leia

David vs. Theo




We talk for a few minutes, then the whole thing is at 16x speed, then we talk a bit at the end.




On Manoeuvres... Ackbar vs. Screed

David vs. Theo


We talk for a few minutes, then 16x speed, with occasional 1x speed to explain what is going on.



On Manoeuvres.... Raddus vs. Thrawn

David vs. Josh


7 minutes long, this time with commentary - if poor audio quality offends you, press the mute.

I was trying a Rogue One style battle list - and Josh did the right thing and brought 2 ISDs!




On Manoeuvres - Dodonna vs. Sloane


8 minutes long, with some conversation, the rest with commentary.

Glorified Torpedo list vs Many Tie Fighters









On Manoeuvres - Rieekan vs. Raddus


One of the earlier videos of ours... 85 minutes, talking all the way through.





Close range intel sweep - Ackbar vs. Dodonna

Monday, 16 July 2018

Bathurst Store Champs - 7 July 2018

Store Championship Season is upon us once more, and Task Force Orange traveled to Bathurst for one of the FOUR store champs that will be held in NSW.

I flew a modified version of my previous Regionals' List - the Cracken Seven.
In this version one of the flotillas is replaced by a Corvette B, which serves as lifeboat and token mine, safely on a flank. It also has a five point bid, and 3 X-wings instead of the normal 5.

We had twelve players present, with 3 from Orange and I think 2 from Bathurst, the rest part of the Parramatta Flying Circus (attack wing).


Game One - Steve

Steve was flying Mon Mothma with 3 Torpedo Frigates and two transports, Tycho, Shara, a Generic A-Wing and a VCX. I outbid him and chose to go second (or did he outbid me? I don't recall - eitherway, second).

Steve perused the objectives and chose Fire Lanes.

 I placed two tokens on the right, and one on the left. I outdeployed Steve, and left Cracken to guard the left most token (hoping to draw Admonition out of the fight).

 Turn 2, and I'm able to wait with my seven activations to see what is what before committing myself too much. Admonition turned into the fight, so Cracken was safe. I probably sent my Squadrons too far forward, but against A-Wings there is no such thing as safe.

 Cracken spent the game claiming his token - a safe 90 points right there.

Many of the middle turn pictures are missing, so use your imagination. Mothma was on foresight on my far right, so there was no way I could kill her with TRC90s (they can do many things, but not that). Admonition was coming in from my left - Admo is also very hard to kill with TRC90s. So I focused on killing the non-title MC30. It flew into my many overlapping arcs and rammed Jaina's Light to threaten the tokens. One of my corvettes was forced to sail forward into Admo and the middle MC30's side arc, and survived the open abrrage with one hull or so left - I think I had forgotten Cracken as well but by the time I realized it was far too late - we had gone on to a number of other activations. I put it down to "too bad, so sad" and resolved not to forget it again. One of my flotillas died as a result of Wide Area Barrage (it had already taken a hit from a ram).
Jaina's light survived the MC30 front arc, and the MC30 jumped past and started to run away, stripped of tokens and low on shields and hull (it had been shot at by 3 Corvettes and some fighters).

In my turn I was able to give Jan Ors an order to jump back and knock off the last shield - then Jaina's Light was able to put in the final hit thanks to TRCs. If Jan Ors had missed the shield, the frigate would have gotten away.

One the far right one of Corvettes gave Foresight the slip by ending move just outside of black range and just on the table. It didn't do much except escape.

 I think this photo comes shortly after Jaina's Light finished off the MC30 and ran away. One of my corvettes has flown through the enemy line and swung back (I think it was planning to finish off the MC30 if it had lived). It was now in a difficult place with Foresight and Admonition.

My sacrifical corvette rammed one of Steve's Flotillas to keep at speed 3 (for Cracken) and only take a single MC30 side arc - but it was enough and the Corvette evaporated.

 The game ended with me having lost a Corvette and a Transport, and Steve losing an MC30 and a transport. His squads had done the business on mine - I think I only had one VCX alive at the end.

But the tokens made the difference - I came out almost 140 points ahead - but not quite - This was a 7/4.


Game 2 - Christian

Christian was a new-ish Armada player who has made the switch from X-Wing in recent weeks. He had defeated another Bathurst player to come into the second round on six points (I think?).
He was flying a ISD 2, Demo, Raider, Gozanti, some fighters. The exact specifics are lost on me.

 I had the bid and chose second. Christian decided the yellow and blue were traps, and chose the red Most Wanted. I decided to pick the Demolisher and one of the Transports. I generally prefer to knock out a Demo or Quasar quickly with MW, knowing that I might be able to kill the ISD later on - and never sure if I actually can get it either way.

I had a deployment advantage, and ganged my Corvettes up on the flank - Christian turned in towards me and I was able to put lots of front arcs on the Demolisher.

Start of turn 3, and Demolisher is dead. One of my Corvettes has taken a bash from Demo and is about to die from the Raider. The other three TRC90s are gearing up to focus down the ISD - my MW transport is running away, while the other staying near by to help the fighter battle, which is not going well for me.
Cracken is off on the far left minding his own business and avoiding the fight.

Turn 4 and the Corvettes have made the swing around the ISD after stripping shields. Jaina's Light is pursuing the Raider (thanks to Cracken it can't hit anything in its rear arc). The Raider is chasing Cracken, but can't catch it - but Cracken is riding on a B, so can't do enough damage to threaten the Raider - 12 points! 12 points! My Kingdom for 12 points!


 Turn 5 and Jaina's Light has had to choose between Raider and finishing the ISD - and turned to make that clear.

Turn 6 and the ISD with Thrawn is gone - Cracken is safe from the remorseless Raider, and my Squadron ball is down to Jan Ors and a solitary VCX. I didn't get the tabling, but did get a solid 9/2.

Christian is a great chap, and I look forward to facing him again - he will get the hang of this game pretty quickly I think.



Game 3 - Nick

My 16 points had me second on the table, behind Nick, also on 16 (he'd gone 10/1, then 6/5). Nick was flying Thrawn with ISD Kuat, Interdictor, 2 Gozantis, four aces. He had a bid of 7 points and chose to go second. I decided to go with Salvage Run, since my VCXs could manipulate the tokens. I had played a similar thing on Vassal recently, and been able to get most of the tokens - but I've never played it on a real table (I also lost that Vassal match).

I had a couple of brain snaps in this game, firstly not really getting that the Interdictor had the grav well thing that moves the terrain, so I did not spread out my placements enough - I think only one obstacle was outside the range.
My second snap was putting the VCXs not as far forwards as possible - as a result they fell short of some tokens by a matter of millimetres - very annoying.
My third (potential) snap was deploying my Corvettes to gun down the Interdictor. I thought three TRC90s and one B with Cracken would be enough to take it down - and was very nearly right. The ISD had Brunson (and was in all the obstacles) so I thought it would be too much.


At the start of round 2, my left Transport will activate, take a token, move the VCXs, get a token to Jaina's Light and another to range 1 of my blue transports. If I had deployed the squads properly I might have been able to get all four tokens - but I only got three.



This must be Round four. My squads are getting butchered by the enemy and flak, while the Corvettes are working hard on the Interdictor.


Round 5 and the Interdictor is hurting bad - but some of my corvettes are pretty bad as well. Maarek Steele has done his thing and will finish off one of them this round.

Start of round 6, and I've made a tactical error. Cracken has flown in front of the Interdictor to double arc it and cause a ram, but I have to activate the other TRC90 (in front of the ISD) first or it is DEAD. With Cracken in place the Interdictor can ram and then avoid long range of another TRC90 on the far right (not pictured). I outsmarted myself here - Cracken could have slowed last turn to avoid blue range on the ISD and just kept out of the way - as it was the Interdictor survived on (I think) one or two hull.

End of turn 6 - I have lost a Corvette, most Squadrons, and only gained 3 tokens. If I'd taken the Interdictor I would have been up (maybe) 7/4 - but as it was I had lost 5/6 (48 points the difference).

Nick had won (the first game against me he has won) the Tournament!

Except wait, no he hadn't. On table three? Table four? Damien had briefly perused Dan's objectives and assumed (making an Ass out of himself and everyone else) the nature of the blue objective - thinking it was Dangerous Territory when it was actually Navigational Hazards. He did realize his mistake until the end of turn 1 when the Terrain started moving in front of him... he lost badly.

Dan got 10 points and ended up taking the tournament on 23 points. I came third on 21.

So even if I had killed the Interdictor and gotten a 7/4, I would still have lost the tournament.

It's a funny old game!



Bathurst is the best shop for Armada - tons of space, food on site, great parking nearby. It is my reccommendation for Australian Nationals (not that anyone asks me). It is also on a trainline, so easy to get to from Melbourne, and not too far from Sydney for interstate flights - and accommodation is cheap! Go Bathurst!

Saturday, 23 June 2018

Defenders of the Gelron Sector: The Al-Rek Consideration

Battle Four: The Al-Rek Consideration





The loss of Negrett to Imperial SUBJUGATION has left the Gelron Sector vulnerable on many fronts. Duke Al-Rek has decided to raid the Imperial Flagship in order to gain vital information about the EMPIRE'S next movements...

Mission:
Close Range Intel Scan
Setup: As per scenario map
Special Rule: While one of the second Player's ships is attacking THE IMPERIAL FLAGSHIP, the attacker may spend 1 die with an accuracy icon. If it does, the attacker's owner gain 1 victory token.
While one of the first player's ships is attacking a ship, the attacker may spend 2 dice with accuracy icons. If it does, the attacker's owner gain 1 victory token.

Rebel forces deploy first, as per AI guidelines.
The Imperial deploy randomly as per AI guidelines, with the formation as shown in the scenario picture.

Objective:
Major Victory:  Gain 3 victory tokens, and win the battle by more than 50 points.
Minor Victory: Gain 1 victory token, and win the battle by more than 1 point.
Any other result is a loss.

Imperial Tactics:
The Imperial Side is First Player.

The Imperial Commander is rated Normal.

The Imperial Fleet deploys as per the scenario map, with a Focal Point that remains on the Rebel Flagship.
Gozanti Cruisers will focus on supplying the Imperial Flagship with tokens - priority as Repair, Concentrate Fire, Navigate, then Squadron.



Imperial Forces:

Vanguard
Flagship
Imperial I (110)
• Gunnery Team (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
Commander Kreshna
= 127 Points

TF432
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

TF610
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• 2 x TIE Interceptor Squadron (22)
• 4 x TIE Fighter Squadron (32)
= 54 Points

Total Points: 231
Commander Kreshna: While attacking a ship the player may turn 1 dice to a face with a single hit.


Rebel Forces:
Use any surviving forces from the previous battle, replacing any losses - total fleet value may not exceed 200 points. Remember Veteran Captains are free for surviving ships, and up to 2 hull 5 or more squadrons may have earned a Brace token, while 3 or 4 hull squadrons might have earned a scatter token.

For the purposes of this scenario, H9 turbolasers are not available, nor is the Home One title (it is busy elsewhere).

Defenders of the Gelron Sector - Escape from Negrett

Battle Three: Escape from Negrett


Imperial bombardment and reinforcements have overwhelmed Rebel defences on Negrett. Scattered bands have fled the capital and are leaving the planet in whatever transport they can find. Your Task Force is ordered into the system to evacuate as many rebel fighters as possible...

Mission: Fire Lanes
Setup: The obstacles and tokens will be set up as per the scenario map.
End of Round: Each player gains 1 victory token for each objective token he controls. To determine control of each token, players measure attack range and line of sight from each of their ships' hull zones as if performing attacks with battery armament targeting that objective token. The player with the highest total number of dice in his combined attack pools controls that token. If a player's ship or squadron overlaps an objective token, his opponent controls that token; if both players' ships of squadrons overlap the same token, neither player controls it.
(The tokens represent where the Rebels from Negrett are escaping the planet - controlling the token is rescuing soldiers from the planet).



Objective:
Major Victory: Win the battle by 100 or more points
Victory: Win the battle by 1 or more points
Any other result is a loss.

Imperial Tactics:
The Imperial Side is First Player.
The Imperial Commander is rated Aggressive.

The Imperial Fleet will deploy randomly, as per the AI guidelines. The focal point is placed as per the guidelines.

Imperial Forces:

Flagship
ImportunateArquitens Command Cruiser (59)
• Dual Turbolaser Turrets (5)
Commander Suttek
= 64 Points

DangerousArquitens Command Cruiser (59)
• Dual Turbolaser Turrets (5)
= 64 Points
Dagger
Gladiator I (56)
• Ordnance Experts (4)
= 60 Points
Squadrons:
• 3 x TIE Fighter Squadron (24)
• TIE Advanced Squadron (12)
= 36 Points

Total Points: 224

Commander Suttek: At the start of the 1st, 3rd, and 5th rounds of battle all friendly ships gain a Navigate Token.


Rebel Fleet

The Rebel Fleet deploys ships within distance 3 of the South edge of the board, and beyond distance 3 of the East and West sides. Squadrons may deploy within distance 2 of any Rebel ship.

Players may wish to design their own fleets from this point forwards - do not include any aces, and spend only up to 200 points (Captain Doya is free - if you wish to use another commander you may do so, but must pay the full price). For the purposes of this battle scenario, the STRATEGIC key word is not permitted. 

Faithful Consort
CR90 Corvette A (44)
= 44 Points

Valiant Choice
CR90 Corvette A (44)
= 44 Points

Purposeful Defender
Nebulon-B Escort Frigate (57)
Captain Doya
=57 points

Squadrons:
• 2 x X-wing Squadron (26)
• 2 x Z-95 Headhunter Squadron (14)

Total Points: 199

Captain Doya: The Rebel Player may reroll two dice per round.

Remember that any surviving ship from the previous battle now has a veteran Captain, and up to two surviving X-Wings have a brace, and up to two surviving Z-95 have a scatter.

Wednesday, 6 June 2018

Defenders of the Gelron Sector - the Auk'let Gambit


Defenders of the Gelron Sector

Battle Two: The Auk'let Gambit




Imperial Forces are continuing their assault on the planet Neg'rett, but are being resisted by Rebel forces in the Capital City. The Imperials have decided to move a Legion of Stormtroopers from the nearby world of Auk'let, which was recently occupied without great resistance. An Imperial convoy has been dispatched to move the troops to Neg'rett.


Captain Doya and her Task Force have moved to intercept the Imperial Convoy leaving Auk'let. The troop carriers must be destroyed.

Mission:

Convoy Intercept

Objective:

Major Victory: Destroy all 3 Gozanti Cruisers
Minor Victory: Destroy 2 Gozanti Cruisers
Any other result is a loss.

Imperial Tactics:

The Imperial Side is First Player.

The Imperial Commander is rated Normal.

The Imperial Fleet deploys like in the picture, with the Focal Point on the opposite corner of the map. Gozanti Cruisers deploy at speed 2, and will accelerate / slow down to avoid obstacles and ramming other ships, OR to arrive / remain within distance 1 of the Focal Point.

If an Imperial Ship reveals a command at distance 1 of the Focal Point, it makes the jump to Hyperspace and escapes the battle.

The Gladiator Class vessels will treat the nearest Rebel ship as it activates as its focal point.





Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Gozanti Cruisers (23)
= 23 Points

Gladiator II (62)
• Ordnance Experts (4)
= 66 Points

Gladiator II (62)
Commander Suelet
• Ordnance Experts (4)
= 66 Points

Squadrons:
• 4 x TIE Fighter Squadron (32)
= 32 Points

Total Points: 233

Commander Suelet - once per round the Imperial side will turn 1 blank dice to a face with a single hit.



Rebel Fleet

The Rebel Fleet deploys ships within distance 3 of the South edge of the board, and beyond distance 3 of the East and West sides. Squadrons may deploy within distance 2 of any Rebel ship.

Faithful Consort
CR90 Corvette A (44)
= 44 Points
= 57 Points

Valiant Choice
CR90 Corvette A (44)
= 44 Points

Purposeful Defender
Nebulon-B Escort Frigate (57)
Captain Doya
=57 points

Squadrons:
• 2 x X-wing Squadron (26)
• 2 x Z-95 Headhunter Squadron (14)
• 2 x Lancer Pursuit Craft (30)
= 70 Points

Total Points: 215

Captain Doya: The Rebel Player may reroll two dice per round.

Remember that any surviving ship from the previous battle now has a veteran Captain, and one surviving X-Wing has a brace, and one surviving Z-95 has a scatter.

End of the Battle: 
Surviving ships will enter the next battle with a Veteran Captain.
One surviving X-Wing will gain a brace, and one surviving Z-95 gain a scatter.







Playthrough report:

The Rebels lost this encounter - all fighters destroyed, but all ships survived (the Nebulon on one health).
Only one of the target Gozanti was eliminated.

LINK TO LOGFILE

Thursday, 31 May 2018

Defenders of the Gelron Sector - Encounter at Neg'rett


Defenders of the Gelron Sector


Duke Al-Rek of the planet B’yath has recently declared in favour of the Rebel Alliance, freeing his planet from Imperial control, and starting open warfare in the surrounding systems. An Imperial Armada has been dispatched to regain control of the sector. The battle has begun…


Battle One: Encounter at Neg’rett

The Planet Neg’rett is under attack by Imperial Forces. The defenders have barricaded themselves in the Capital City and are resisting fiercely. An Imperial Battle Group in orbit is bombarding the garrison. Your Task Force has been dispatched to disrupt the Imperial attack...

Mission:

Opening Salvo
Setup: After deploying fleets, assign 1 objective token to each ship.
Special Rule: The first time a ship performs an attack against another ship, discard the attacker’s objective token. If the attacker belongs to the first player, he adds 2 red dice to the attack pool. If the attacker belongs to the second player, he adds 2 dice, each of any colour, to the attack pool.
End of Game: Each player increases his final score by half the fleet point cost of each enemy ship in the play area that has at least 1 damage card, rounded up.

Imperial Forces are first player.

Objective:

Major Victory: Defeat the Imperial Force by a margin of 100 points or more
Victory: Defeat Imperial Force by a margin of 1 point or more.

Any other result is a Rebel defeat.


Imperial Tactics:

The IEF is bombarding Neg’rett, and will therefore attempt to remain in close range of the target beacon (objective marker). Imperial Ships will follow normal target rules, but will also consider the target beacon as an option, but only counting black dice armament (using CF if available). In the event of a tied result, the Imperials will fire on the Rebel ships as priority.
For each roll of CRIT/HIT on the target beacon, the Imperials gain 1 victory token (10 points).

The Imperial Commander is Cautious.
Commander Kerazin: Each friendly ship gains +1 Engineering value.
The Imperial Focus Point is fixed and will not move during this scenario – it is directly opposite the deployment zone, in line with the target beacon.

TF1734 will default to REPAIR commands, passing tokens to the Star Destroyers, first to Valorous,
then to Glorious. If both Star Destroyers have REPAIR tokens, TF1734 will give SQUADRON orders – sending Squadrons in range to attack Rebel forces, or passing tokens if no Squadrons are in range.

Imperial Deployment and Formation is as per the picture below…
(I realised after creating this image that I had put the Imperials on the wrong side of the table - but it looks nicer with the planet there. Put the target beacon about distance 5 1/2 from the table edge. It should be in black range of the Victory Star Destroyers at the start of Round 2.)
(Also, the fighters at the front corners are too close to the Victories - so move them out a bit otherwise they get overlapped automatically)


Imperial Expeditionary Force

Valorous
Victory I (73) - Flagship
- Enhanced Armament (10)
- Commander Kerazin
= 83 Points

Glorious
Victory I (73) - Flagship
• Enhanced Armament (10)
= 83 Points

TF1734
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• 2 x TIE Advanced Squadron (24)
• 4 x TIE Fighter Squadron (32)
= 56 Points
Total Points: 247



Rebel Forces may deploy in the setup area as normal.

R’yath Defence Force

Faithful Consort
CR90 Corvette A (44)
= 44 Points

Valiant Choice
CR90 Corvette A (44)
= 44 Points

Purposeful Defender
Nebulon-B Escort Frigate (57)
Captain Doya
= 57 Points

Squadrons:
• 2 x X-wing Squadron (26)
• 4 x Z-95 Headhunter Squadron (28)
= 54 Points
Total Points: 199
Captain Doya: The Rebel Player may reroll two dice per round.

Surviving Rebel Ships gain a Veteran Captain for the next battle.
One surviving X-Wing gains a Brace token, and one surviving Z-95 gains a Scatter token.




Edit:
I played this through against the AI, and made a number of mistakes, and the Rebels lost.

So I had another go, did slightly better remembering everything from the AI, and the Rebels won (by 5 points). Here is a LINK to the vassal log file so folks who want to play this (or watch the recorded battle).

Or here is a little video report as well...

Thursday, 24 May 2018

An Armada AI System - in Development


Star Wars: Armada

AI system for Imperials

v1.02

To promote solo and cooperative play


Overriding Rule – if the AI does something obviously dumb (ie, something no human would ever do) then override and make it do the obvious sensible action.

Obvious Target Rule – AI love rolling dice – to determine valid targets, the AI will always try to roll the maximum number of dice. If choosing between firing 3 red dice at a ship, or 4 dice at squadrons, the squadrons will be chosen. If there is a tied option, roll a die to determine target.

Double Arc Rule – When determining the Obvious Target rule, add all the dice that could be fired at the same target as one result.

For Example:

A Victory II has an enemy ship at long range in the front arc (3 dice), 3 squadrons in blue range to the side (3 dice), and a corvette double at long range in the side and rear (2 dice and 2 dice = 4). The AI will choose to shoot at the corvette with 2 shots of 2 red dice.


Weakest Arc – The AI will always choose to shoot the enemy arc with the fewest shields, as long as it can maximise dice.

Example:
The Victory II will shoot the Corvette with 6 dice (3 red, 3 blue).
It will choose to shoot the Corvette in the front arc even though it has shields, since shooting it in the side arc would mean losing 3 blue dice.


Defence Tokens – The AI will use any defence tokens it can to minimise damage.
It will not BRACE if there is an unactivated enemy in range with more dice to be rolled than the current attack.
AI will only use exhausted defence tokens if it would otherwise take damage cards, or in the case of BRACE, if it would otherwise be destroyed.


Example:
The Victory is being fired upon by the Corvette with 2 red and 1 blue. The Victory will not use its brace, as it is also in range of the MC80 Assault cruiser, which has not yet activated. The MC80 Assault has 4 red dice potentially on the victory. If the MC80 were a Command Variant (only 3 red from the side arc) the Victory would BRACE against the Corvette.



Squadrons


When activated with an order, Squadrons will move towards and engage the nearest enemy squadron with the closest squadron activating and moving first.

If there are no enemy squadrons in range, squadrons will attack the nearest enemy ship.

In general, squadrons that are unengaged in the Squadron phase will move to maintain their position in the formation.
Engaged squadrons will shoot at enemies in the following order – Escorts, non-counter, Counter. If there are multiple targets, Squadrons will fire on the enemy with the fewest hit points remaining. If there is a tie, roll a die to determine the appropriate target.

Example: Tie Fighter A is engaged with X-Wings, so must shoot them first (Escort).
Tie Fighter B is engaged with the Z-95 and the A-Wing. “B” will shoot at the Z-95, as it does not have COUNTER, even though the A-Wing is only on 1 health.






Playing the Game


Choose Imperial Commander style
Roll a blue – crit = aggressive, accuracy = cautious, hit = normal


Standard mission – deploy all player forces first. Place Imperial marker as Focal Point.


Focal Point (FP) is placed midway between Player’s ships (if two ships, halfway between – if three ships, on the middle ship, etc). Pull the FP back to the edge of the board (use an Imperial Victory Token to indicate FP.

Roll blue for FP adjustment.

Crit – move FP distance 3 to West (left of Player’s side). Roll blue again – if crit, move FP distance 3 West, otherwise ignore result. 

Accuracy – move FP distance 3 to East (right of player’s side). Roll blue again – if accuracy, move FP distance 3 East, otherwise ignore result.
            
Hit – leave FP in place





Roll blue for AI deployment.

Hit – deploy forces in centre of North zone (far side to Player), facing FP.

Crit – deploy forces on Western side of North Zone facing FP

Accuracy – deploy forces on Eastern side of North Zone facing FP.


Standard formations will be developed for different scenarios / commanders, but in general – flagship in the centre – fastest ships on the outside flank – slowest ships on the inside flank.
Cautious deploy at speed 1, Normal at speed 2, Aggressive at speed 3 if possible.
Cautious commanders deploy squadrons in contact with ships, Aggressive and Normal at out to range 2 of ships.


Activate ships in the following order:
1st – Ships with the most dice on enemy target – if tie, choose ships with a single enemy double arc’d – if still tie, roll die to determine which ship activates

2nd – Ships with Squad value and squads in range to be activated

3rd – Ships that can move without entering enemy range

4th – All others – roll die to choose if multiples


Command Dials
AI ships do not have a stack of command dials. As each ship activates, roll a blue to determine action.



For each ship as it activates:

1st – Measure to see if there is an enemy ship in range. If Yes, roll on the “IN” table. Otherwise, roll on the “OUT” table.
2nd – Roll a blue roll a blue die to determine its order (there is no command dial stack for AI ships)
Place a command dial set to the correct order by the ship to remind you of its order and that it has activated.
3rd – If the command chosen cannot be used this round (Squadron order taken but no squadrons in range to attack, repair but no shields or damage to repair) then take a token. If the ship already has a token of that kind, reroll blue die until a different result is generated.
4th – Ships will use Manoeuvre dials and tokens to maintain their position in the formation as much as possible – ships on the inside edge of a wheel will slow, those on the outside will speed up. Otherwise they will simply take the appropriate token.
The exception being if a ship can Manoeuvre in such a way as to bring about a double arc on an enemy ship – in this case it will break formation and make the appropriate manoeuvre.

CAUTIOUS COMMANDER TABLE
OUT – Hit=Repair, Crit=Squadron, ACC = Manoeuvre
IN – Hit = Repair, Crit – Squadron/Concentrate Fire, ACC= Manoeuvre

NORMAL COMMANDER TABLE
OUT – Hit=Manoeuvre, Crit = Squadron, Acc = Concentrate Fire
IN – Hit – Squadron / Concentrate Fire, Crit = Manoeuvre, Acc = Repair

AGGRESSIVE COMMANDER TABLE
OUT – Hit = Manoeuvre, Crit = Squadron, Accuracy = Concentrate Fire
IN – Hit = Concentrate Fire, Crit = Squadron / Repair, Acc = Manoeuvre


If the result is Squadron / Concentrate Fire, the ship will choose Squadron if there are squadrons in range to command – otherwise it will choose Concentrate Fire.




{These are the rules that I have used so far - if you try them, let me know. If you think there are changes that could / should / need to be made, let me know}


{EDIT: Some time ago a forum member made a nicely formatted version of these rules... Thanks Kezzamachine... they can be found here: https://www.dropbox.com/s/4jv0dijeg320j83/Star%20Wars%20Armada%20AI.pdf?dl=0}

{EDIT: Here are some additions to these rules for maneuver, etc https://daveswargames.blogspot.com/2019/08/defenders-of-gelron-sector-ai-rules.html}