Wednesday 27 November 2019

Australian Nationals - 2019 - Battle Number Seven

Not to be confused with Mambo number five.

In a remarkable turn of events, my final game of 2019 Nationals was eerily similar to 2018. A win and a loss on the day, middle of the pack, no possible way of making it to first - so it's all out for second place!
2018 was a five activation Rieekan Yavaris Bomber list - 2019 a five activation Dodonna Yavaris Bomber list (well, 4+ Strat Adviser, but that's kind of like 5?).

My opponent (Chris) had just lost to Theo in the last round of day one to make the cut by MoV alone - 8th of 8. He'd smashed his day two round one opponent 9/2, then gone in against James' bomber list and lost 8/3 - Chris was our last best chance to take down James' bombers (in my mind anyway). If you want to see that battle, check out the stream at: https://www.youtube.com/watch?v=BY-qKQk4PAc and about 2.5 hours in..

Chris' list:



Chris had the bid, chose to go first, and selected my "Most Wanted". Ok.
This report might sound a bit arrogant, but I had a good idea of how this was going to go from the beginning - there were maybe two ways Chris could screw over my plan, and fortunately he didn't do either.

We deployed rocks on one side, and Chris chose to deploy facing into them. I deployed as shown - Rieekan on the far right, Jaina is the second CR from the left. Squads near the various GRs.
The ships facing left are at speed 1 - the flankers on the right are at 3.

I chose Yavaris and my generic GR as Most Wanted. I could have chosen the MC for the more points, but my plan was to ram the MC and shoot Yavaris. I kind of did both?

A few more points from the MC might have gotten me a 10/1 - but this seemed the safer option.

 Start of turn 2, and I'm flying slow on the left, gathering tokens. The flankers are speeding up (but not too much). This is going to take some precision timing. My small fear is that Chris will turn sharp into the center of the board and try to rush me before I'm ready - my big fear is that he will turn the other way and avoid showing his MC's nose to my CRs. Squads avoid contact.
Chris has some traffic problems and rams one his GRs into the other. He is flying pretty tight.

Start of turn 3, and Yavaris has found itself tailgating (drifting?) behind the MC. This is very ideal in my mind. The squads start scrapping this turn, and I definitely come out the worst for it - I don't see Biggs all that often, and I'm always surprised at how stupidly good he is. The X-Wing ball with Jan grinds my X-Wing ball to dust over the next two and a bit turns.

I'm getting worried now that the MC will turn away and that my flankers will be left too far behind...

Start of Turn 4, and now it's time to execute the plan - the MC is forced to ram my CR, which double rams,etc. My memory is hazy on the exact details, but I manage to put a heap of hurt on that MC without shooting it very much. Quantum Storm jumps in at just the right moment to slice the MC to (I think) CF. I didn't want squads or repair or even Nav. But maybe it was Nav. Quantum Storm survives a number of close shots, and ends up with one hull.
Yavaris has to drop to speed 1 to avoid ramming the MC.

 Start of turn 5 and everything is in place. Jaina takes the ram and dies and is Rieekan'd. The Flankers arrive just in time to shoot and ram Yavaris. Quantum Storm jumped out of the MC side arc and ends up facing the very edge of the board - but I promised that crew they would survive and they did.

A picture of mid turn - Christ is trying to ram Quantum Storm I think?

Eventually Chris surprised me by letting the MC die sooner (not bracing some shots, not redirecting) so that Yavaris could move up and hopefully activate some squads. I think he killed another X-wing or Jan Ors?

My flankers finished off Yavaris and got the table.



This was a tough but good game - very reminiscent of last 2018 Nationals. Lots of Ramming, lots of sacrificing squads.
MC80s are great ships, but they can't really get past a determined blocker - and my boys are determined to block.

457 to 165 (I lost 2 CRs and some squads). If I'd picked the MC as MW it would have been a 10/1 (and I don't recall ever really shooting at Yavaris anyway...).

That's a 9/2, and I'd snuck past Ian to be second on the day.


Here we are - the top 3, with Ian crouching comically to simulate us standing on a podium of some kind.

These are five of the top 8 who stayed to see the last bits of the fighting - one had dropped after round 1, and two others had left early to make sure they made their flights.


It was a great event and I enjoyed myself immensely. The Rieekan Six and Half Dozen is perhaps too brain-draining for such a long event - and it has some serious weaknesses (like ISD heavy bomber lists and other MSU). But it is such a joy to fly! And to ram things!






I'm moving in a few weeks to another city, so I might need to rename Task Force Orange to something else - but I look forward to Nationals 2020, and my coveted second place!

If you are a competitive Southern Hemisphere Armada player be aware! Trek Yourself Before You Wreck Yourself.

RIEEKAN AND PROSPER!


Sunday 24 November 2019

Australian National 2019 - Day Two - Top Eight

This is Day Two report from Australian Nationals. I made the top 8, ending in fourth position overall.
(The Day One report in the previous post in this blog).

There were two Rebel MSU lists in the top 8 - and we were paired for round 1.
Ian had the bid, and chose to go second. I looked at his objectives and chose Hyperspace Assault, since I could move the tokens and (maybe?) get a better possibility.

CR90 Corvette A (44)
• General Cracken (26)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 79 Points
CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points
CR90 Corvette A (44)
• Turbolaser Reroute Circuits (7)
= 51 Points
CR90 Corvette B (39)
• Electronic Countermeasures (7)
= 46 Points
MC30c Torpedo Frigate (63)
• Lando Calrissian (4)
• Ordnance Experts (4)
• Advanced Projectors (6)
• External Racks (3)
• H9 Turbolasers (8)
• Admonition (8)
= 96 Points
GR-75 Medium Transports (18)
= 18 Points
Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
• 2 x A-wing Squadron (22)
= 55 Points
Total Points: 396

This was not really a game I was looking forwards to - My list is meant to go second, or against big things that can't evade my TRCs. Against Cracken? Forget about it. My best chance would be to double ram some things to death and then try to escape.


Ian spaced out the tokens, and I deployed on the hard right, with Rieekan in the Centre, and Jaina's Light flying out to the extreme right (I'm not sure why I did this - I think I should have swapped Jaina and Rieekan in retrospect.
My VCXs moved the token closes to us, and everyone took a nav token.

(almost the) Start of round one, and Ian drops his Admonition from the central token. As my first activation I hurl a CR90 right into Admo's face, double ramming it. That CR is effectively dead, but hopefully I can trap Admo and finish him off next turn. (This photo is after my first activation).

I didn't manage to trap Admo, and he jumped into empty space. Unfortunately my CR90 that might have been able to ram him was going to fast and could not make the maneuver. The fighter battle was also not going super well. I wasn't going to get anything of his it seemed.
I activated Rieekan (the Green CR and headed for the hills). Ian got enthusiastic and rammed into Jaina's Light with one of his CRs - but ended up double arc'd, and Jaina ignores obstruction and Cracken, so I was able to JUST kill the CR with some lucky rolls and a handy CF command.


Start of turn 4, and my squads are being whittled down by Flak and A-Wings. Jaina acted first (I think?) and got as far away as possible. I tried to ram Ian's GRs to bits, but they kept escaping.

Start of round 5, and I think Ian will kill Jaina with Shara Bey or Tycho or something? Maybe not on reflection? I don't recall. I lost Jan Ors to flak. One of my CRs is coming back around to try for a "hail Caesar" on Ian's GR, but I don't quite have the range even with all my cunning.

Start of round 6 and it's all over bar the shouting. Ian has the game, and it's all over.

I do love Cracken, but only WHEN I AM CRACKEN.

Ian Scored 161 (Both my flotillas, one CR90, 3 Xwings, Jan Ors).
I scored 73 (One CR90, 2 A-Wings).
MoV - 88 for a 7/4 against.

I went into Round 2 behind the 8-Ball - particularly since James had scored a massive 10/1 (625 to 162)



Round 2: The Raddus Envelopment

Name: Felix Lie AusNats2019
Faction: Rebel
Commander: Admiral Raddus
Assault: Most Wanted
Defense: Capture the VIP
Navigation: Salvage Run
CR90 Corvette A (44)
• Admiral Raddus (26)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 79 Points
MC75 Ordnance Cruiser (100)
• Strategic Adviser (4)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• External Racks (3)
• Assault Proton Torpedoes (5)
• Profundity (7)
= 130 Points
Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• External Racks (3)
= 43 Points
MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• External Racks (3)
• H9 Turbolasers (8)
• Admonition (8)
= 86 Points
GR-75 Medium Transports (18)
• Slicer Tools (7)
• Quantum Storm (1)
= 26 Points
GR-75 Medium Transports (18)
= 18 Points
Squadrons:
= 0 Points
Total Points: 382
Felix had lost to Simon's SSD in round 1. He had finished second day one. His SIX+ activation squadless Raddus drop had a remarkable 18 point bid. He chose to go first, and selected my Most Wanted.

Most Wanted is a wonderful objective, except (perhaps) against Raddus - since the most valuable enemy ship is off the board when selecting targets. "Dur dur dur - we aren't stupid Dave" says the reading audience. "Well, stuff you then." I reply. "I shan't help you any further, you ingrates."

This is part way through turn 1. We deployed all the obstacles on one side, and then Felix split his formation with the GRs in the middle and Admo and Jaina's Light flagship on my left.
I deployed centrally (Raddus! I have some great tips for fighting him, but NO! You had to be rude up above with my Most Wanted thoughts. So tough teats!).

I took tokens and headed forwards, spreading out as I went. "Which ships are Most Wanted?" you ask? Figure it out for yourself, jackass.

Probably not a good idea for a blogger to insult his readers so much (even after I have crossed the 10,000 views record! Woo! etc.). I chose the Slicer Tool GR as MW, and my own naked GR as Most Wanted. Admo is worth more, but that would mean having to go into all those rocks. Instead I just decided to kill the GRs and make the MC75 drop near me - or for Felix to cede the game to my skill and excellence, accepting a 7/4.

Start of Round 2, and Felix is thinking about his Raddus drop. If he doesn't drop this turn I'll take out those GRs and bugger off. He does drop, but somehow I don't have photos of the drop or of turn 3. It also drops the

The MC 75 drops in between his GRs, but out of red range of all but one CR. He drops the Torpedo Hammerhead double arcing a CR. Felix activates the HH, hits the CR hard, but doesn't kill it. But almost. I'm thinking I'll activate the CR and double ram the MC75 before dying. But then I have another thought.
Quantum Storm is in range to make a valiant first activation, jump up to 3, then 1, to slicer the MC75 AND block it in place. That MC75 is going to get a lot of Squadron orders. Felix shoots some things, I shoot some things, and the MC75 rams the GR rather than shooting it. (or did he whiff the roll? I forget).

Sometime during turn 3 (not pictured) one of my CRs was forced into black range on the side of the MC75 and was obliterated - but by and large my ships stayed out of black range due to some clever navving. I lost another CR (the heavily damaged one? Or maybe it rammed in turn 2 and then the Slicer tools came in round 3? I don't remember. More photos required).

Start of turn 4.  The MC75 activates, killing the slicer but RIEEKAN. Jaina's light finishes the MC75 and we all head for the hills, me trying desperately to hunt down that MW GR which is on the far right, and avoid the chasing CR and Admo - but I have engine techs! And Felix does not!

Start of turn 5 - running! Running!

Start of turn 6 - and the MW GR is shot and rammed to bits. My GR survives thanks to the absence of an ACC and slips around the side.

Game over. It's a win, but only just - 174 to 144 (30, 6/5). This was also an interesting match - Raddus is a real pain - but my list is (I think) a mostly effective counter since I can spread out and TRC the big ship to death once it lands. He might get one of my CRs on the drop, but I can usually make up the points.

Looking back there are some things I should have done differently in turn 1 (more tokens, less ETing, better positioning) but overall I'm pleased with the outcome.

BUT! The big prize was now out of reach. A 4 and a 6, and I'm well behind the leader (James is on 18 points after round 1, and Ian on 17). Overall victory is impossible - we are now fighting for an Honourable Second Place.


Thursday 21 November 2019

Australian Nationals 2019 - Day One


Australian Nationals 2019 happened in the town of Gawler, on the outskirts of Adelaide, SA. An unusual location, but such is the nature of our continent sized Island of 25 millions, only one in five of whom can trace ancestry to convicts.

This was my fourth Nationals, and I traveled with Theo, my compatriot from Task Force Orange. We drove to Sydney, flew to Adelaide, hired a car, stayed in an Air B'n'B. Many of these experiences were novel for us both, so we both took our "old faithful" lists. For me that means the Task Force Orange standard - Rieekan, Four CR90As with TRC and ETs (one Jaina's Light), two medium GRs (one with slicers and Quantum storm), and a medium fighter wing of Jan Ors, 3 X-Wings, and 2 VCXs for strategic shenanigans. 400 points, no bid.

I had a regionals bye from my Bathurst victory earlier in the year, and I handed it to the TO and took it back about three times. I had indicated that I would take my bye only to avoid there being an odd number of players in the first round, and as each new regional winner stepped up to the table and handed theirs in, I took mine back or added it in as required. In all I think five players took their regional byes (Mariano, JASON PERKINS (whose name I try to say with all the passion and venom of Brian Blessed from Blackadder saying "Henry Tudor!" for reasons that are beyond explication), Felix, Luke, and Simon). These five byes gave us an even number of players, so I did not use my Bye (even though I had talked myself into doing it regardless the night before). There were 27 players total - probably half locals and half from interstate.

Game One
Trek yourself before your wreck yourself indeed!

Tabletop TO chucked a wobbly as the tournament began, and our opponents were determined by the handing out of Magic cards with numbers on them. I gained card 14, which was the lowest table but upstairs. The games shop was quite an interesting setup - a normal-ish store downstairs, with an upstairs that was just a bunch of rooms (like an old house above a shop). There were 7 tables upstairs: 1 to 6 and then 14 so that the guy running the stream in room 1 could play at 14 and always be in reach if something went wrong. It was an interesting setup - most games upstairs happened in a room with one or two tables (three at most), while the lower tables were downstairs in Stowage with the 3rd class passengers like on the Titanic.

My opponent was Jessie, who was flying a dual ISD with Thrawn list.

Name: Thrawn Grand Pair
Faction: Imperial
Commander: Grand Admiral Thrawn
Assault: Most Wanted
Defense: Planetary Ion Cannon
Navigation: Dangerous Territory
Imperial II (120)
• Grand Admiral Thrawn (32)
• Strategic Adviser (4)
• Gunnery Team (7)
• Quad Laser Turrets (5)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Seventh Fleet Star Destroyer (5)
= 190 Points
ISD Cymoon 1 Refit (112)
• Director Krennic (8)
• Shields to Maximum! (6)
• Gunnery Team (7)
• Quad Laser Turrets (5)
• XI7 Turbolasers (6)
• H9 Turbolasers (8)
• Seventh Fleet Star Destroyer (5)
= 157 Points
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points
Squadrons:
= 0 Points
Total Points: 397
Jessie had the bid and chose to go first - he looked at my missions and picked Most Wanted saying "at least I know what that one does." He had only been playing a few weeks having taken a crash course in Armada. I promised to beat the tar out of him very politely, and give him a few tips along the way. Apparently the Magic Cards had been kind to me, and my decision not to take the Bye had turned out alright - I had been handed that most wondrous of gifts - the baby seal.

 I don't have photos of the setup or the first two turns as my camera was busy taking photos of the other tables. Jessie has his ISDs at speed 1 and moving very cautiously. I'm setting up to encircle and destroy. I've chosen the flagship ISD2 (left of screen) as the Most Wanted (and the non-slicer GR). My plan is just to take out that one, avoid the front of the Cymoon, and take a solid win.

 Start of turn 4 and I have a CR ready to Rieekan when killed after double-ramming the ISD2 as the last activation of turn 3. Instead, Jessie activated something else, and the CR decided to shoot and scoot. It turned hard to the left, and put a few more shots into the ISD2 (I think it did the death blow in round 5?).

Start of Round 5 and I'm now starting to wonder if I can get both ISDs and the table. My squads were fiddling round trying to knock out the Gozanti - I think I got it it in the end, but the squads should have been in the fight a bit more.

Start of round 6, and the ISD2 is gone - the Cymoon has 3 CRs in its side who are ready to double ram and TRC it to bits. I have some uncertain memories about the end of the game - I activated something in a strange way to avoid the slicer tool ship dying, but it didn't work and I lost the Slicer and a CR. I managed to take out the Cymoon handily, which gave me the table plus the Most Wanted for a 520 to 85 (MoV 400 10/1).

As I said to my gathered admirers "That's why you don't take a first round bye."

Jessie knows that I speak with humourous exaggerated hubris - we had a good game, and I tried hard not to be an insufferable ass the whole way through. I explained a couple of things he had misunderstood about Thrawn (you don't have to take his order dials in a particular order), and pointed out a couple of alternative actions he could have taken (I waited until he had made a decision before pointing out alternatives - I'm helpful, not insane - it's a National Tournament). Jessie took the lessons I handed him and went and did good work in the bowels of the shop - he went 10/1 in the next two rounds and came into the fourth round in contention to make the top 8 - I was certainly cheering for my "young Padawan apprentice". He was actually ahead of me in round four, playing on table 3 against Ian's MSU. He ended up 10th on day one, so not really a "baby seal". 10/10, would play again.



Game Two - Shaun

Round Two was against Shaun from Broken Hill / ex Parramatta. Fervent readers of this blog will have heard tales of Shaun and and his double ISDs that somehow manage to thwart me every other tournament. I was determined not to fall foul of his plastic madness this time round...

Name: Shaun Vance Fleet
Faction: Imperial
Commander: Admiral Motti
Assault: Most Wanted
Defense: Planetary Ion Cannon
Navigation: Solar Corona
Imperial II (120)
• Admiral Motti (24)
• Captain Brunson (5)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Chimaera (4)
• Intensify Firepower! (6)
= 183 Points
Imperial II (120)
• Strategic Adviser (4)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
= 148 Points
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points
Squadrons:
• Ciena Ree (17)
= 17 Points
Total Points: 398

Shaun had the bid and elected to go second. I chose his Planetary Ion Cannons, knowing I could move them as needed and ignore them entirely. I massively outdeployed him, so chose to put my corvettes on a far flank to destroy one ISD. It's a strange setup from Shaun, but it works for him.


Start of Round 2, and Jaina's Light has jumped fowards at speed 4 + ET to line up an opening shot on the targeted ISD (not flag). I somehow managed to screw up the navigation after the fact and ended up with a Jaina's Light in a stupid place at the start of turn 3. My flanking corvettes adjusted speed as necessary to come in one at a time - the plan was that they would each get a "first activation" shot after taking a "last activation" shot the previous turn, like a series of hammer blows.

Start of turn 3, and you can see the problem with Jaina's Light - point right at the edge of the board at speed 4, and no token since I used the dial in turns 1 and 2 (or did I CF in turn 2? I don't remember). The other CR has to go first, and Jaina just shoots and rams.



The same turn from a closer angle. I cannot for the life of me work out how I screwed up Jaina's move so badly in turn 2 - shoot, scoot, run. Don't go toe to toe with an ISD that close to the edge of the board! 
My squads are lining up to take out that pesky Tie interceptor ace...

 Start of turn 4 - the Flag ISD is coming back in to threaten the various survivors of my raid - the other ISD is about to go down. I think I've rammed or shot one of the Goz to bits on the right in turn 3? Everything shoots and moves and tries to avoid the front arc of the swinging Motti ISD 2.

 
  Start of round 5 - Unlike round 1 I don't have any chance of taking out another ISD - not with Motti and one of my CRs gone. Everything just moves to avoid being shot, and we try to avoid losing anything else.
But it's not to be - one of my CRs has taken enough incidental hits along the way that it can be destroyed by the Goz and some lucky rolling.

 
Start of turn 6 and everything is just bugging out.

This was a good game, and closer than it needed to be - but Shaun knows what he is about with those ISDs and Motti - and it's a not a super easy win for my MSU.

I lost Jaina and a CR, giving Shaun 120. He lost an ISD, a GOz, and the Interceptor Ace, giving me 190. (70 MoV, 7/4).

10/10 would play again.

Now to the top table! Now to the stream!





Game Three - James
With a solid 10 and a 7 I was in second place heading into round 3, behind James (the eventual winner) who had gone 10 and 10. I guess I could have been third, equal with Simon who had gone 8 (Bye) and 9. Eitherway, I got James, who went on to get three 10/1s on day one, and a few more on day two.

This game was filmed and put out via the Stream of the Melbourne crew "Fly Casual."
It can be watched here: https://www.youtube.com/watch?v=BfGa3I5k8zc and jump ahead to about 5 hours 32 minutes.

I didn't take photos, and perhaps one day I will screen grab some pictures and put them here, but suffice it to say: I did not lose to James 10/1, which makes me best on field day one.

Name: Thrawn Nationals - James Stead
Faction: Imperial
Commander: Grand Admiral Thrawn
Assault: Precision Strike
Defense: Fighter Ambush
Navigation: Superior Positions
Imperial I (110)
• Grand Admiral Thrawn (32)
• Strategic Adviser (4)
• Boarding Troopers (3)
• Boosted Comms (4)
• Leading Shots (4)
• Avenger (5)
= 162 Points
Gozanti Cruisers (23)
• Darth Vader (1)
• Comms Net (2)
= 26 Points
Gozanti Cruisers (23)
• Bomber Command Center (8)
= 31 Points
Arquitens Light Cruiser (54)
• Captain Needa (2)
• Turbolaser Reroute Circuits (7)
= 63 Points
Squadrons:
• Colonel Jendon (20)
• Dengar (20)
• Maarek Stele (21)
• Major Rhymer (16)
• Mauler Mithel (15)
• 2 x TIE Bomber Squadron (18)
= 110 Points
Total Points: 392

James had initiative, chose to go second, and forced me to pick between his objectives. I decided to go for the red - Precision Strike. We deployed in opposite corners, and I proceeded to think deeply about running away and just taking the 6/5 loss, knowing I was in a good position for top 8 and day 2. I certainly did not want to rush into his fleet and risk it all and come out with a 10/1 loss.

James was also hesitant about fully engaging me - he only had two combat ships and was (in theory) liable to be tabled. He deployed with a lot of ships heading away from me, trying to goad me into engaging him.

In the end I was overcome by the influence of the camera watching, and rushed in at him on turn one when I should have moved more cautiously. I then chickened out and tried to goad his squads into attacking my squads in range of my flak so I could overcome the ball and win 6/5. Instead I made some mistakes and it ended up being a 7/4 against.

Not a super brilliant game on my part, but I was happy enough. The goal of day one is to make the top 8, and hope someone else can take out the fleet that your fleet has problems with. This was to prove a vain hope.

In the end James had 136, I had 15, and that's a 7/4 (MoV 121).

I should have just buggered off and taken the 6/5 loss. But that's dull!

I encourage people to watch the video, if only to hear James use offensive language and therefore technically forfeit Nationals to me, the non-F-bomb dropping player!



Game Four - Mariano

Round four brings me up against Mariano - he of Fly Casual fame, and the only other of last year's top 8 to come to this year's tournament.

In 2018 you needed 26 tournament points over four rounds to make the top 8. I was on 21, so I need a 5 or better to match the previous year's result. Mariano had gone 8 (bye), 4/7 (losing to Felix's Raddus), and 9/2 (beating Andrew B), putting him on 21, so a 5 or better would pretty much put him up to last year's number.


Mariano was flying Piett:
Name: Mariano Banchero 
Faction: Imperial
Commander: Admiral Piett
Assault: Surprise Attack
Defense: Contested Outpost
Navigation: Doomed Station
Imperial II (120)
• Emperor Palpatine (3)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• Sovereign (4)
= 145 Points
Interdictor Suppression Refit (90)
• Admiral Piett (22)
• Captain Brunson (5)
• Auxiliary Shields Team (3)
• Disposable Capacitors (3)
• Grav Shift Reroute (2)
• Targeting Scrambler (5)
• Heavy Ion Emplacements (9)
• Interdictor (3)
= 142 Points
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points
Gozanti Cruisers (23)
= 23 Points
Squadrons:
• Colonel Jendon (20)
• Maarek Stele (21)
• Saber Squadron (12)
• TIE Advanced Squadron (12)
= 65 Points
Total Points: 400

We both had 400 point fleets, so rolled for initiative. I won the roll and chose to go second. Looking a Mariano's list, I have no idea what I would have picked had I lost the roll. They are all bad choices as far as I am concerned. The game really came down to a die roll.

Marz looked chose Fire Lanes. I said (half joking): "Game over. I win."
Hubris, thy name is David.
Marz had also started a thread on FFG forums for Nationals asking "who will win?" I answered "me."


I deployed two fire lanes tokens on the right, one on the left. Marz moved the terrain. We deployed. I put Rieekan on his own on the left to control the one token, and the rest of the fleet on the right to control the other two and shoot at things.
Marz put his squads on my left, and I thought - ok, cool, he's not going to try to kill my VCXs. No, instead, he was gunning for my General.

Start of turn 2 and I make a mistake on my left, slowing Rieekan. I thought maybe those Imperial squads would head into the center of the map and Rieekan could drop to 0 and hold the token the whole game. Dumb. I should have sped up and away. Next time!


 Start of turn 3 and it's now clear to me that Maarek and Jendon are coming for the General. I can survive if he rolls badly (yeah, right - when does Maarek and his life partner ever roll badly?) The rest of the fleet is just controlling tokens and avoiding long range of the ships, waiting for them to come into range. I get some good shots on the Flagship Interdictor, but it's really a bad idea to even try to kill it. Stupid amounts of engineering, DCaps, etc.


Start of turn 4 - the Interdictor has turned away and is on the run. I stupidly think I can chase it down. I ought not have bothered. Disengage, take the victory the tokens are handing me. Maarek has range and kills Rieekan this turn.

 Start of turn 5, and you can see that Jaina's Light (the corvette nearest the Interdictor) has turned back towards it thinking to chop it to pieces. It might have worked if Rieekan had survived, but instead Jaina just gets chopped up and I go into full survival mode. Avoid long range at all costs!
I've also lost my Slicer tool ship in a stupid attempt to ram a Goz to death. What a pointless exercise. I can only blame a long day and fourth game dullness for that one.

These tables are also quite high, coming in at almost nipple height for me, so I'm climbing up on a stool to take these photos. Not ideal.

End of turn 6 and the tokens tell the story. Apart from turns 4 and 5 I got three tokens every turn. My VCXs did stellar work moving the tokens out of range of the ISD for as long as possible, and then dumping them under the ISD after it had moved for the technical points.
I lost Jan Ors and an X-Wing taking out a squad (I think? I don't really recall). I lost 2 corvettes and my slicer GR, but had 14 tokens to 0 (one of my CRs dove in at full speed to put 2 red die on the left token to just edge out the Goz's one blue. Marz was not very impressed.

The score was 289 to 226, MoV 63, which is 7/4 to me. I made the cut. Marz did not.

If Marz had won the roll, or even had a one point bid, he would have won handily. Had I flown a bit more cleverly I could have done 9/2 without firing a shot. Such is the nature of fire lanes.
Had he picked Most Wanted I think I would still have won, but the margin would have likely been even closer.

Sorry Marz. He ended up 13th on day one with 25 victory points. I ended up 4th on 28.
James was in the lead on 37 (and who took those 3 points from him? That's right - me! No perfect score for you, James!).

The cut for top 8 was the same as last year - 26. We had two players on 26 - Chris and Theo. Theo ended up 9th because of MoV (he was 300 MoV behind Chris). Theo won all 4 games day one. Chris won 2. But the 2 Chris won were both 10/1s, and Theo had had solid 6s and 7s all day.
To make matters worse, Theo had just beaten Chris 6/5 in the fourth round of the day, and then missed out on the cut to Chris in round 4. Nevermind Theo! Revenge is a dish best served the following day by a close compatriot!

Theo was also quite unwell heading into the tournament and really should have stayed home. Don't worry Theo - what happens in Adelaide airport stays in Adelaide airport. Your secret is safe with me.


We went out to dinner with the various folks from the tournament. The top 8 lists were all available on TTO, so we knew everything (including objectives, which is really not great, but such is life).

Two rebel MSU had made the top 8. Guess who paired up in round 5?

I had played four Imperial fleets day one (a total of 6 ISDs (but no Gladiators? What is up with you people?)).

Day two I would play 3 Rebels.

(TO BE CONTINUED)

Wednesday 23 October 2019

Warlords of B’Zaarcke

Warlords of B’Zaarcke


OBJECT
WoB is a turn-based strategy game for multiple players.  Each takes the role of a factional leader, building and commanding forces while conquering worlds.  Victory is achieved when a player controls more than half the sector or when all remaining players acknowledge one player's supremacy.

PLAYER
Each player controls planets, ships, squadrons, and ground forces. The ships and squadrons are those found in a normal game of Armada. Upgrades, officers, and commanders are not used.

TURN 
There will be at least one turn per week, with hopes of two or three. Players are expected to reply to any messages from the GM within 24 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by the side. The turn has three phases:
1.       Construct Units
2.       Jump
3.       Combat
Each phase occurs simultaneously among players.

MAP
The map is made up of planets, systems, and hyperlanes. Ships in a system may travel to any planet in the same system or a planet in a linked system in one “jump” – the distance a Capital ship can travel in a week. Ships do not have to end their move at a planet but can instead specify to land in deep space in a listed System.

PLANETS
Planets produce a number of Credits (C) each turn.
Planets can hold up to 10 Ground Forces (GF).

PHASE ONE: CONSTRUCT UNITS
Credits are the currency of the game, representing resources for production and fuel for movement.
A planet can produce up to its credit value of units each turn.
For Example: A planet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship).

Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

Ships and Squadrons have the same cost as in Armada. Ground Forces cost 10 credits.

Blockaded worlds produce credits but these can only be spent on production of Ground Forces at that world. Ships cannot be produced at blockaded worlds.

Any unspent Credits at the end of the turn are lost.

For example: Planet Redjik 30 credits.  Up to 30 credits can be spent each turn at Redjik to produce units. The planet could construct 3 Ground Forces; or 2 squadrons of X-wings and 4/13 of another; or build 30/39 of a CR90B. Only one partially constructed unit may be left at each planet per turn. If another unit is begun before the partial is completed, the partial is considered destroyed and any resources invested are lost. For example, Redjik spends 30 credits in turn 1. The player builds 2 A-Wings (11 each, 22 total) and 8/13 of an X-Wing. In turn 2, the Player decides to spend 30 credits investing in 30/57 of a Nebulon B Escort. The 8/13 of an X-Wing is lost.

Newly constructed units may jump / move in the same turn as they are constructed.

Credits may be spent to increase a planet’s Credit production. For each 10 credits spent the credit production of the planet increases by 1 the following turn.

Credits cannot be saved for future turns. If not used in a turn credits are lost.

PHASE TWO: JUMP
The Jump to Lightspeed allows ships and fighters to travel between planets. Ground Forces must be transported with fleets. Ships may carry their Squadron value in squadrons without having to pay the cost of hyperjump.

For Example: A Corvette can carry 1 X-Wing squadron and hyperjump for 1 credit – if the Corvette and X-Wing jump to 2 separate locations that would cost 2 credits.

For our purposes, all ships and squadrons have the same kind of jump capacity. They can jump to any planet in the same system OR any planet in an adjacent system. They can also jump to a non-planet place in a system – deep space. While in deep space the ship cannot be attacked – it is simply at some random place, and space is very, very big. Units in deep space MUST jump the following turn, and CANNOT jump to another deep space location.

It costs 1 credit for each ship or squadron to Jump – this covers the cost of fuel.

Please Note: It is Star Wars canon that not every fighter has hyperdrive capability - it is up to a player’s own discretion as to how they justify Tie fighters and Z-95s suddenly having hyperdrive capacity.

Ground Forces are transported alongside fleets - for every full 50 points of space units in location TWO ground forces may be transported.

For Example: A fleet of 432 points can carry up to 16 ground forces. A fleet of 801 points can carry 32 Ground Forces.

PHASE THREE: COMBAT
Once all units have jumped, planets that have units from two or more sides may have combat. For small or very one-sided battles the GM will simply roll a dice to determine an outcome. For very important or interesting battles players may have the option of “fighting it out” using vassal (or IRL? Possibly). But we can’t hold up the game for these purposes, so any such battles will have to be resolved quite quickly.

For auto-resolve purposes, the GM will roll 1d6 for every 50 points (or part thereof) of fleet. A result of 4+ inflicts 25 points of damage on the opposing fleet. A maximum of 11d6 and a minimum of 1d6 will be rolled in any given battle.

For example: An Imperial fleet of 401 points encounters a Rebel fleet of 51 points.The Imperial fleet would roll 9d6, and the Rebel fleet 2d6. Every result of 4+ will inflict 25 points of damage on the enemy.

Actual unit casualties will be randomly determined by the GM.

The force that inflicts the greater amount of damage on the enemy is victorious, the opposing fleet must retreat. The combat is concluded, and the defeated force MUST jump the next turn to another location. If it is unable to jump, it is considered destroyed. A retreating fleet may not take any GF off the planet it was defending before retreating. Only GF already loaded on the fleet may escape with the fleet.

INVASION
Once any space combats are resolved, the winning player may decide to launch a ground assault. Ground combat is resolved using standard RISK rules - up to 3d6 rolled for the attacker, 2d6 for the defender. Highest pairs of each side are compared, higher roll destroys the other side.
Where the pairs are tied, the defender wins.
Ground combat ends once one side is eliminated.

BLOCKADED
If a fleet of one player is in orbit of a planet controlled by another player the planet is blockaded. Blockaded planets may only construct Ground Forces and may not contribute credits towards Jumping.

BOMBARDMENT
If a planet is blockaded planet may be bombarded. A d6 will be rolled for each 50 points (or part thereof) of fleet above the planet. On a roll of 6 a GF is destroyed. You cannot Bombard and Invade in the same turn.

REPAIRS
Any unit that takes more than half its points in damage in battle is “scarred” and must be repaired before it can face battle at full strength. A scarred ship counts as half rounded down of its point for combat calculations (or if playing a vassal or irl game, give the ship damage cards equal to half (rounded up) of its hull value). To repair a ship it must be in orbit of a friendly planet. The cost to repair is equal to one quarter of the cost of the ship, rounded up.

For example, if a CR90B is “scarred” it would cost 10 credits to repair. If the planet it is located at has less than 10 credits in production, it may take multiple turns to repair. If the planet is part-way through production of another unit the ship may not be repaired until the production is completed OR the production is lost.

When a ship is scarred it must be marked as such in your roster.

FLEET SIZE
There is no limit to Fleet Size in any given location, but a maximum of 11d6 will be rolled for combat resolution.

STANDING ORDERS
A player should set some standing orders for all or some fleets to attack or not attack certain players forces if encountered. A player with a no-shoot order that is attacked will roll as normal, but only inflict damage on the enemy on a roll of 5+. These standing orders should be repeated in each set of orders to remind the GM of those that are appropriate.

MULTIPLE FLEETS IN ONE LOCATION
Multiple Players may have fleets in the same location, but planets may only have GF of one player at any one time.

In the event that multiple fleets arrive in a location in a turn with SHOOT orders the battle is resolved by pairing the two largest fleets, resolving battle, and then pairing the next two largest fleet. Battles will continue until only one force remains in the location.

OTHER THINGS
Matters not covered by these rules will be decided by the GM typically by shouting and then rolling some dice.

END OF RULES

Friday 9 August 2019

Defenders of the Gelron Sector - AI rules - possible AI Maneuver rules

I'm recently inspired to look at these rules again (thanks to Crabbok and his card driven attempt in this direction).

My Defenders rules were nicely formatted by Kezzamachine here: https://www.dropbox.com/s/4jv0dijeg320j83/Star%20Wars%20Armada%20AI.pdf?dl=0


However, those rules left out an AI system for maneuver - the rules suggested that the Imperial ships simply try to keep the focal point in their front arc (though this was never explicitly stated).
It also said that Imperial ships would try to move to double arc an enemy ship.
This was nebulous and unhelpful, so I've been thinking about coming back and resolving this.

Today is a snow day, so I've got time to sit and think some.

I don't want a bunch of cards on the table, and I don't want a separate chart for every ship. So this is my current idea (feedback welcome).


When it is time for an AI controlled ship to move, take a single blue die and roll it once for every speed and joint in turn. For every hit the maneuver tool is straight. For every crit, the tool is one click to PORT, and for every accuracy, the tool is one click to STARBOARD (from the ship's perspective). If this seems hard to remember, then think this way: CRIT has four letters,and so does PORT. (Port is "LEFT" and starboard is "RIGHT" in case people don't know (and yes, it's more complicated then that, I understand)).
If the ship cannot make a click at the current joint (by the ship's movement chart), then the movement is always straight.



For example: a Victory Star Destroyer is currently at speed 2. It does not have a navigation order or token, so you don't need to roll for the first joint of the maneuver tool, only the second.
Our victory rolls a crit, so will make a click to PORT at speed 2.



If a ship has the possibility of making a double click at a joint, roll the first die - if the result causes a click, then roll another dice - on a crit or accuracy, the ship makes a double click in the direction of the first roll.

For example: A Gladiator at Speed 1 rolls a CRIT and makes a click to Port. Another die is rolled, and an accuracy comes up. The Gladiator makes a double click to port at speed 1. Had the second roll be a HIT, the ship would have made a single click to port.


If the gladiator was travelling at speed 2 and did not have a Nav token or dial, then a double click at one is not an option, so you just roll 2 dice and see what happens.

For example:
This gladiator at speed 2 rolls a hit (straight one one) and a crit (port at two). There is only one option for the maneuver tool, so it is clicked in on the Port.

This gladiator at speed 2 rolls a crit (port 1) and accuracy (starboard at 2). If it clicks on the port it will overhang the tool, so it has to be clicked on the starboard.
(As pictured this is an illegal move)


This gladiator at speed two rolls an accuracy (starboard at 1), and a hit (straight at 2). This ship now has an option of doing an "inside" or "outside" turn. Roll a blue die - HIT means outside turn (click the tool on the starboard in this case), CRIT or ACCURACY means inside turn (click the tool on the port in this case).

Simple, yes? Let's turn it up a notch.

What if the ship has a NAVIGATION DIAL or TOKEN or BOTH ?

(or THRAWN, but if you are playing with THRAWN in an AI system you are insulting Timothy Zahn and he will come to your house and FINISH YOU. Oh,that's right, he knows where you live).


Nav Dials and Tokens give more options, so we will roll more dice.

Let's start with a Victory Class at speed 2 that has a navigation dial.
It could potentially either be going speed 1 or 2 (0 isn't an option for our AI (those sort of shenanigans are reserved for real life opponents)).

Because it has a dial, there are lots of options for potential movement for this ship - double port 1, single port 1, straight 1, single starboard 1, double starboard 1, double port 2, single port 2, straight 2, single starboard 2, double starboard 2, port 1 and starboard at 2, starboard at 1 and port at 2, port 1 and port 2, port 1 and straight 2, etc. etc. etc. Lots of options. And that's just for a Victory with the worst maneuver chart in the game (well, SSDs, I guess...). Perhaps you are beginning to understand the problems of producing a maneuver chart for an AI for Armada - even the dullest possible ship has more than 15 possible options for movement (Those heroes of the Aturi cluster guys had it EASY).

Anyway - here's how we do this:
Roll dice. One by one as each decision needs to be made. If the result requires the use of the nav dial or token, then use it, and then you get your result. Once there are no possible outcomes, stop rolling dice. If you have to ask a "yes or no" question to make a decision, roll a blue die - hit is yes, other is no.

For Example:  The Victory has a nav TOKEN and is speed 2. It rolls for the first joint, and gets a crit. Since the Victory can use the token to slow to speed 1 and make a single port click, this is what happens.

The Victory has a nav DIAL and is speed 2. It rolls for the first joint and gets a crit. Since the ship could make a double click at 1, roll again to see if it does (crit or accuracy it makes a double at speed 1). If it does make a double at 1, you know it slowed to speed one and used its dial for additional yaw.


The Victory has made its first joint click as a single or a straight. It now has the option of staying at speed 2, or slowing to one. Roll a blue die as you ask the question: Does the victory slow down? Hit is Yes, other is No. If yes, it makes a speed one maneuver and ends its turn. If no, roll the blue die again to determine what kind of turn it makes at speed 2.


If a ship reveals a Navigation Dial but does not use it during its maneuver, give that ship a navigation token. For Example: A Victory reveals a navigate dial, and at the end of its turn it did not speed up or down and did not use an extra click of yaw that ship gains a navigate token.


This is going to result in pretty random and nonsensical navigation results.

Remember the 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.

If a ship is going to ram one of its own side, keep rerolling until it doesn't. If a ship is going to fly off the board unless it does just one thing - make it do the one thing.

A Bit Simpler?

If this navigation system seems too complicated, just ask a series of yes/no questions, and roll a blue die - hit for yes, other for no. A Gladiator is at speed 1. "Does the ship go straight at speed one?" No. Ok. "Does the ship turn right at speed one?" No. Ok - so it must turn left. "Does the ship make a double turn at speed one?" No. Ok, so it's a single yaw left at speed one. "Does the ship stay at speed one?" No. Ok - the ship is going to make a speed two maneuver. "Does the ship go straight at speed two?" Yes. Ok - so the ship does a speed two maneuver with a left click of yaw at speed 1. "Does the ship make an inside turn?" No. Ok - the ship makes an outside turn. 

Even Simpler?

Just make decisions for the AI ships, keeping them in formation and heading towards the focal point. You could ask each turn "Does the focal point move?" If yes, follow the instructions in the setup portion of the rules. If no, it doesn't move.


As a general rule, the navigation doctrine of the AI should be dictated by the scenario guidelines.


Defence Tokens

There is a section in the original rules about defence tokens, and when an AI ship will use them. There is nothing about when an AI ships rolls an accuracy as to what it targets.

The AI will always use any accuracy rolled to ensure that the largest amount of damage cards are dealt to the enemy. If there are multiple equally good options, pose the question as a "yes or no" and roll a blue die to determine the outcome.

For Example:
A Victory rolls two double hits and an accuracy against a Nebulon B at long range. The Nebulon has been shot before, and has discarded one of its braces. The AI will roll a blue die to determine whether to target the remaining brace or the evade.