Tuesday, 26 February 2019

800 points of L-MSU

Tuesday night was another 800 point game for Task Force Orange.
Again we had three players.
This time we decided to play fleets of 400 - Rory chose a Tarkin fleet, and Hamish a Darth Vader fleet.
I decided to fly my Rieekan Corvettes (see previous posts for the full list) and a Dodonna MC75 and two MC30TFs with a Salvation for flank support.




The intial set up - Hamish is flying 2 ISDs (ISD2 on the right of screen, Cymoon in the middle) with 2 Goz supports.
Rory is flying Arquitens, Raider, 2 Gladiators, and a VicI with Tarkin. The Vic is in Hyperspace, as that is the objective I chose.

Beginning of turn 2 - LEFT. The Vic drops from Hyperspace double arc'ing one of Dodonna's MC30s (no title). I had the option of going first with the frigate and jumping away, but decided to risk it and hold on, in order to save my Jaina's Light which had jumped into medium range of the ISD2.
The MC30 survived (barely). It took 5 damage from the side shot, and then lost all shields but rear and took 3 cards of damage. I came so close to being very foolish.
As it was, the VIC sailed into its side and front arcs, and the various nearby corvettes were able to strip shields, supported by the fighters, until the Frigate activated very late in the turn and was able to destroy the VIC with some vicious rolling.


Beginning of turn 2 - RIGHT. Jaina's Light has jumped forward in order to be the first activation of this turn. In hindsight I ought probably have kept it at a safer distance to give options on the left. It shot, stripped some shields, and got out of the way. I had stupidly deployed Rieekan's Corvette behind Dodonna's Admonition, and I decided to let them ram in order to avoid moving forwards too quickly. Salvation waited until the ISD2 went then let loose with a rip-roaring seven damage from down range. Nice shooting, tex!

Beginning of turn 3 and my heavily damaged Frigate has gone forwards to threaten both the Demolisher (right Gladiator) and the Raider. I fully expected to activate this frigate first and then die horribly, but I had a traffic jam on the right side of the board - my Admonition had been forced to move a little too early in turn 2, and the ISD2 had come up close and put it in blue range. I had to choose to save my Admonition and Dodonna flagship...

This picture is taken just after the first activation of turn 3 - the Admonition is hiding behind the ISD2. The ISD2 had Xi7s, so it would have taken only 7 damage to kill. With Darth Vader rerolls I decided that was too high a risk to take (Lando Calrissian! Where are you!), so the Admonition went first, unloaded into the ISD2, and brought it very close to death (Thanks to some great Dodonna crits). The ISD was suddenly 2 hits away from dead (H9s work wonders when there are no ECMs!). Hamish now had a choice - activate Gladiator on my left and kill the mostly dead Torpedo Frigate, or activate the ISD2 before it was chopped to bits by Salvation.

A close up of the Star Destroyers converging on Salvation and the MC75. Jaina's Light is off screen to the right. A good Dodonna Crit choice meant the ISD had blinded gunners, and with no arc to the Nebulon's side, I thought Salvation was pretty safe. Hamish activated the ISD and moved shields, bringing the Nebulon to partly dead before ramming. But Salvation lived!

Because the ISD was activated on my right, my effectively dead frigate on the left was able to activate and smash Demolisher to smithereens (thanks, H9s!). A clever ram (if I say so myself) finished off both the Demo and my frigate.

Start of turn 4, and the little ships are skirmishing nicely. The Arquitens managed to knock out the Corvette behind him, while the one in the center danced out of range of the non-Demo Glad.

Turn 4 on the right, and Rieekan had skimmed past the Cymoon, stripping shields like crazy. The MC75 has lined up for the killing blow and Salvation will get some more shots in before being blown up by a Gozanti.

Start of Turn 5, and my right flank is on the way to rescue the left flank - but things are going fine, just fine here, how are you?

Rieekan (red corvette, center back) has to activate first to avoid being destroyed by the Gozanti, and the Gladiator botched its roll to kill the corvette on the right (2 damage from 3 black 1 red). The Raider tried desperately to avoid flying into the MC75 but didn't quite make it, letting the 3 red from the flank deliver the 3 damage required to punch through the 1 shield after brace and knocking out the last hull (the squads had chopped it to bits).

All in all, it was a great game. I am very much enjoying the 800 points size. Again, we started setting up (including the Imperials planning their lists) at 7:30pm, and finished the game and pack up by 10:45. Having few to no squadrons certainly helped.

I suggest Hamish put ECMs on his ISDs, and that the Gladiator be the "drop ship" in hyperspace assault.

I was pretty happy with my lists, and was surprised how "survivable" all my corvettes and frigates were even in this much larger game.

Thanks chaps! Same again next week!


Tuesday, 19 February 2019

800 POINTS OF FUN!

19/2/19

A regular Armada night at my place, but this time with some new faces. Josh and Rory came round for a game. We decided to put all our stuff on the table and see what happened (well, not all our stuff). We played 800 points a side.

My list started out as 400 points, six ships, no squads. The 800 point is ten ships, no squads. Ackbar in command.

 Rory and Josh brought Star Destroyers (4 ISDs), and Interdictor, a Gladiator, and a Goz. They had 8 activations with the adviser, I had eleven. I also won the roll (we both had 799 points) and chose to go first. I picked "Advanced Gunnery" since all my things had Gunnery Teams except the MC80.

I deployed facing to my right, with a plan to head for the short end fo the table, and oblige the Star Destroyers to come into my guns one at a time. 








 Start of Round Two and my Assault Frigate has jumped forward ready to put some shots on the AG ISDKuat and the Gladiator, but the Gladiator hung back and took no shots. Instead my AF waited until later in the turn. It took some hits from the Kuat, but survived happily. Also, the Gladiator just missed range on the AF2. My torpedo frigate held back until the Gladiator had activated so it could jump into perfect position on the following turn.

Turn 3 and my Torpedo Frigate is lined up against the Demolisher. It's a Scout Frigate, with TRCs, OE, ExRacks. And Ackbar. Never forget Ackbar.

And here's the roll. Thanks to Montferrat it was obstructed, so I dropped a red. Home One gave the needed accuracy to block the brace. ExRacks and OE and CF dial means 6 black dice. 13 damage. Demolisher = Dead.

 Turn 3 from the other end of the table. Ackbar is on the Corvette closest to screen, heading away from danger. He is worth more to the Rebellion alive!


Start of turn 4 - My MC75 has taken a real beating, but now activates first and finishes the AG ISD which is on very low hull.

Start of turn 5. We called it after a few activations here - the ISD heading into the camera knocked out the flotillas, but was then finished by the MC80 AC in the corner at long range, and the AF2.
The other ISDs would not have been able to engage effectively, heading piece-meal into my broadsides.


All in all, we had a great game - we played to a conclusion in under three hours - though it certainly helped that there were only two squadrons on the table. Perhaps that is what larger games of Armada require?

Home One was invaluable, handing out accuracies to my Gunnery Team broadsiders. I did mess us the MC80s orders here and there - giving far too many Repair orders. I should have thrown it forward into the battle more aggressively, or let it sit still at the rear of my formation as a heavy anchor.

I was able to flank the enemy formation effectively, and oblige them to turn into my guns.

It was a real joy to have so many ships on the table. I look forwards to more "big games"

Monday, 18 February 2019

Adventures of the Garnim

Again, not Armada, but a series of comics I made for "Lightning Made of Owls." I reproduce them here primarily for my storage.
































What a Mech-er!


In games other than Armada, I recently played a game of "What a Tanker" an intesting ruleset by a company called "Too Fat Lardies".

For the first game we used actual tanks - British and Nazi German.

For the second game I decided to use some mechs - using the same stats as the WW2 tanks, but with Mech figures and terrain.



 The Mechs themselves are from a copy of Risk 2210. The various skyscrapers and other buildings are from Monopoly City. The other hills and woods are from my 6mm Napoeonics battles.

From left to right in blue: A lend-lease Matilda, T-35B, and and T-34 (burning up).
The reds are a Stug and some kind of Tank Destroyer.

Fun was had. I'm not sure I'm super keen on the ruleset - it can certainly get repetitive after a while!

Friday, 8 February 2019

Warlords of the F'Tarq Sector


Warlords of the F’Tarq Sector

OBJECT
WotF’TS is a multiplayer forum game. The objective of the game is to win by scoring 10 victory points.

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 may be added later.

TURN 
There will be at least one turn per week, with hopes of two or three. Players are expected to reply to any message from the GM within 36 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by the side. The turn has four phases:
1.       Gather Credits
2.       Construct Units
3.       Jump
4.       Combat.
Each phase occurs simultaneously among players.

MAP
The map is map 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.

Thanks to The Jabbawookie for prettying the map


PLANETS
Planets have two attributes – the number of Credits (C) they produce each turn, and the Industrial Capacity (IC) of the planet. For example: Redjik 15/30. Redjik produces 15 credits each turn and has Industrial Capacity of 30. Planets can hold up to 10 Ground Forces (GF).

PHASE ONE: GATHER CREDITS
Credits are the currency of the game, representing resources for production, fuel for movement, and supplies for military forces. If a world is not blockaded, the produced credits are automatically added to the treasury of the side and can be spent at any non-blockaded world. Blockaded worlds still 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 a blockaded world produces are lost. 

PHASE TWO: CONSTRUCT UNITS
Industry (IC): credits may be spent each turn at a planet to produce ships, squadrons, and Ground Forces. A planet with IC of 10 can produce up to 10 points of units, assuming 10 credits are also spent. Ships and Squadrons have the same cost as in Armada. Ground Forces cost 10 credits / IC to be produced. Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

For example: Planet Redjik 15/30 produces 15 creds and has an IC of 30. Assuming the side has a full treasury, 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 creds to use all 30 IC 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 creds 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.

Industrial Capacity may also be used to increase a planet’s Industrial Capacity. The planet may spend 10 credits and use 10 IC of a planet to increase its IC by 1 the following turn. For Example: Redjik 15/30 can spend 30 credits to increase cred production by 3 to 18. Planets with 0 IC can never increase IC.

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.

Please note: Credits can be saved for future turns, IC cannot. If not used in a turn, the IC is lost.

PHASE THTREE: JUMP
The Jump to Lightspeed allows ships to travel between planets. Only ships may do this – squadrons and ground forces must be transported in ships. Ships may carry their Squadron value in squadrons or ground forces. So, a corvette can carry 1 squadron or 1 GF. An AF2 can carry up to 3.

For our purposes, all ships have the same kind of jump capacity. A ship can jump to any planet in the same system OR any planet in an adjacent system. Ships 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.

It costs 1 cred for each ship to Jump – this covers the cost of fuel. Flotillas cost 2 creds to jump.

PHASE THREE: COMBAT
Once all ships 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 2d6 and apply the following table:
1 or less: Attacker takes 0 casualties, defender takes 100%
2: Attacker takes 0 casualties, defender takes 75%
3: Attacker takes 10% casualties, defender takes 75%
4: Attacker takes 20% casualties, defender takes 50%
5: Attacker takes 20% casualties, defender takes 40%
6: Attacker takes 20% casualties, defender takes 30%
7: Both sides take 30% casualties
8: Attacker takes 30% casualties, defender takes 20%
9: Attacker takes 40% casualties, defender takes 20%
10: Attacker takes 50% casualties, defender takes 20%
11: Attacker takes 75% casualties, defender takes 10%
12: Attacker takes 75% casualties, defender takes 0%
13 or more: Attacker takes 100% casualties, defender takes 0%






























































GROUND COMBAT
ECONOMY
INDUSTRY
NAVIGATION
STARTING FORCE
INTEGRITY

A player wins when they have accumulated 10 victory points. Victory points may not be lost.













There will also be an adjustment for force disparity. Where equal force sizes (in points value of ships and squadrons) meet, there is no adjustment. But for every 10% difference, the superior side gains a +1 or -1 in their favour. For Example: if an attacking force of 400 points encounters a defending force of 300 points, the attacker gains a -1 to the die roll (57% to 43%). If the defender has 600 points and the attacker has 100, the defender gains a +7 to the roll (85% to 15%).

The casualty percentage is based on the size of the smaller fleet. For example, a fleet of 100 defeats a fleet of 200 points. If each fleet takes 30% casualties, both sides will lose 30 points.
Actual unit casualties will be randomly determined by the GM.

After a battle, the force with the lower points cost of ships and squadrons remaining must retreat. The combat is concluded, and the 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 very simple: Each defending Ground Force does 1/2 hits to attacking Ground Forces, while attacking each attacking Ground Force 1/3 hits to defending Ground Forces. Combat continues until one side is eliminated. For Example: An attacking force of 3 GF land on a planet defended by 2 GF. In round 1, both sides destroy one opposing GF. In round 2, the attackers do 2/3 damage to the defender, which does ½ damage to the attackers. In round 3, the attackers eliminate the remaining defender, while losing one of their two remaining GF. The invasion is successful, and the planet is occupied.

BOMBARDMENT
Any blockaded planet may be bombarded. A d6 will be rolled for each 100 points of fleet above the planet. On a roll of 1 or 2, a GF is destroyed. On a 3 or 4, the planet’s IC is reduced by 1. On a 5 or 6, the planet’s credit production is reduced by 1.

REPAIRS
Any ship that takes more than half its hull 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 a system with IC. 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 creds / IC to repair.
When a ship is scarred it will be marked as such in your roster.

FLEET SIZE
Ships and Squadrons may not exceed 500 points in any one location - planet, deep space.

STANDING ORDERS
A player may 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 suffer a modifier of 1 to their disadvantage in space combat.

CAPITAL
Each player’s starting system is their capital. Players cannot claim victory points if they do not control their capital planet.
Each capital planet comes with a bonus garrison of four Ground Forces. These Ground Forces may not leave the planet. Should any of this bonus garrison be destroyed they will automatically regenerate the following turn, unless control of the planet is lost. The bonus garrison does not count towards the maximum of 10 GF per planet.

FACTION MODIFIERS
Each side may choose to add a bonus to one of the following areas – the effects will be hidden from other players. Players may add up to 3 bonuses to any one area, but for every bonus after the first the player must choose another area to suffer a disadvantage.
SPACE COMBAT









WINNING THE GAME
Each player will have a secret objective to complete worth 2 victory points.
In addition, each turn a public objective will be revealed, with a variable number of points.
For example:
I occupied another player’s planet – 1 point
Or
I control 6 planets – 1 point
These objectives are revealed as the game progresses, but each player may only claim one public objective per turn, and each player may only claim each public objective once. A Player must control their Capital world to claim victory points.

For Example:
The turn one revealed objective is “I control 6 planets”, and the turn two objective is “I occupied another player’s planet.”
In turn 3, Stephanie occupies another player’s planet, and controls 6 planets. She may only claim one of the victory points.

END OF RULES

Sunday, 3 February 2019

2019 Bathurst Regionals Lists

Here are the lists from the 2/2/19 Bathurst Store Championships

{Edited to include 4th, most of Kristian. Still missing some of Theo}


1st Place
David Grounds 3/0 25 615/5.33 (Task Force Orange)

400 points
Most Wanted
Fire Lanes
Sensor Net

CR90A - Rieekan, TRC, ET
CR90A - TRC, ET, Jaina's Light
CR90A - TRC, ET
CR90A - TRC, ET
GRM - Quantum Storm, Slicers
GRM -

3xXwings, Jan Ors, 2xVCX100s (88)



2nd Place
Adam Dobney 2/1 24 665/4.78 (Canberra)


399 points
Opening Salvo
Fire Lanes
Solar Carona

MC75 Ordnance - Sato, Exodus Fleet, OE, REB, ACM
MC75 Ordnance - Exodus Fleet, Strategic Adv, OE, REB, ACM
GRM - Comms Net

Shara Bey, Tycho, Hera, Rogue Squad, Han Solo (101)

3rd Place
Felix Lie 2/1 22 520/5.78 (Parramatta Attack Wing)


399
Most Wanted
Capture the VIP
Intel Sweep
MC80BC - Bail, Caiken & Sholan, ET, Spinals, Xi7, Endeavour
MC75Armored - Lando, Boarding Troopers, ECM, ExRcks, Leading Shots, Xi7
GRM - Comms Net
GRM - Hondo

Shara Bey, Tycho, A-Wing, VCX (59)


4th Place

James Stead 2/1 21 399/5.00 (POHM, Canberra)


391 Most Wanted Contested Outpost Superior Positions
Gladiator I-class Star Destroyer - Assault Proton Torpedoes [5pts], Engine Techs [8pts], Ordnance Experts [4pts], •Captain Brunson [5pts], •Demolisher [10pts] Gozanti-class Cruisers - Comms Net [2pts]

Imperial II-class Star Destroyer - Electronic Countermeasures [7pts], Gunnery Team [7pts], Leading Shots [4pts], XI7 Turbolasers [6pts], •Admiral Sloane [24pts], •Avenger [5pts], •Governor Pryce [7pts] JumpMaster 5000 [12pts] Colonel Jendon [20pts] Maarek Stele [21pts] "Mauler" Mithel [15pts], •Valen Rudor [13pts] Ciena Ree [17pts]
(98)


5th Place

Nick Ward 2/1 20 522/6.67 (Parramatta Attack Wing)


385
Most Wanted
Contested Outpost
Solar Carona

ISD2 - Thrawn, Leading Shots, StratAdv, Avenger, Xi7, GT
Glad1 - Demolisher, APT, Brunson, Demo, OE
Goz - Slicer
Goz - Tua, Suppressor, Slicer, ECM
Raider 1 - Vader

No Squads (0)


6th Place

Theodore Crane 2/1 19 437/6.11 (Task Force Orange)

400
Advanced Gunnery
Fire Lanes
Sensor Net

MC80 - Strat Adv, Spinals, Dual Turbo Laser, ECM, ?
MC30T - OE, APT, H9s ?
CR90A - Dodonna, TRC, Jaina's Light
GRM - Comms Net
GRM - Comms Net

2 VCX, Hawk, Shara Bey, Gold Squad




7th Place

Steve H 2/1 18 297/6.11 (Parramatta Attack Wing)

391 points
Most Wanted
Capture the VIP
Intel Sweep

MC80SC - Intel Officer, Caitken & Shollan, ET, QBTs, HIE
CR90A - Raddus, Jaina's Lights, ET, TRC
CR90A - ET, TRC
CR90A - ET, TRC
GRM - Quantum Storm, Slicer Tools
GRM - Bright Hope, Hondo, Sliver Tools

No Squads (0)


8th Place

Jeremy Cooper 1/2 18 247/5.89 (Parramatta Attack Wing)


400
Precision Strike
Planetary Ion Cannon
Superior Positions

AF2B - Dual Turbolaster Turrets, ECM, QLT, Ackbar, Caitken and Shollan, Lano
CR90A - TRC, Jaina's Light
CR90A - TRC
CR90A - TRC
GRM
GRM

Rogue Squadron, 3xY wings, Dutch Vander, Gold Squadron




9th Place

Lachlan Gleave 2/1 17 232/4.44 (Parramatta Attack Wing)

395
Most Wanted
Contested Outpost
Solar Carona

MC80SC - Dodonna, StratAdv, xi7, GT, Leading Shots
AF2B - ECM, Caitken & S, Lando, Paragon, XX9
MC30T - APT, OE

Ten Numb, Dagger, 2 A-Wing, Shara Bey, Rogue Squad (87)




10th Place

Courtney Long 2/1 17 202/4.67 (Parramatta Attack Wing)
[400pts]
Station Assault
Fighter Ambush
Superior Positions

Gladiator I-class Star Destroyer - Assault Proton Torpedoes [5pts], Ordnance Experts [4pts], •Captain Brunson [5pts], •Demolisher [10pts] Gozanti-class Cruisers [29pts] - Boosted Comms [4pts], Comms Net [2pts]
Gozanti-class Cruisers [27pts] - Boosted Comms [4pts]
Imperial II-class Star Destroyer [166pts] - Electronic Countermeasures [7pts], Gunnery Team [7pts], Leading Shots [4pts], •Admiral Sloane [24pts], •Strategic Advisor [4pts]
Squadrons [98pts] 7x TIE Phantom Squadron [98pts]
11th Place

Iro Ken 2/1 14 131/6.44 (Parramatta Attack Wing)


393
Most Wanted
Hyperspace
Intel Sweep

CR90A - Cracken, TRC, Jaina's Light
MC30T - Lano, OE, APT, H9s, Admonition
GRM - Slicer, Quantum Storm
CR90A - TRC
CR90A - TRC
GRM - Flight Commander, Expanded Hangar Bay, Bright Hope

6 A-Wings (66)




12th Place

Guppy Jones 2/1 14 113/5.22 (Bondi Junction Debris Fielders)

398
Targeting Beacons
Planetary Ion Cannons
Solar Carona

MC80BC - Raddus, Mon Karen, StratAdv, Caitken & S, HIE
MC75Ordnance - Aspiration, Intel Officer, OE, ExRacks, APT, EWS
CR90A - Jaina's Light, Leia Organa, TRC

Tycho, Shara, Dash Rendar (57)





13th Place

Kristian Miller 1/2 13 140/4.11 (Bathurst)

Contested Outpost
Solar Carona
Advanced Gunnery

ISD Kuat - Thrawn, Avenger, ECM, exRacks, Leading Shots, StratAdv
Glad1 - ET, OR, APT, Demolisher
Goz - comms net
Raid1 - Impetuous

Howlrunner, Soontir Fell, Darth Vader, Ciena Ree




14th Place



Milo 0/3 13 0/5.44 (Bondi Junction Debris Fielders)

394
Opening Salvo
Hyperspace Assault
Solar Carona

Victory 1 - Motti, Grint, OE, QLTs, QBTs, OrdPods
Vicotry 1 - Kallus, OE, QLTs, QBTs, OrdPods
Victory 1 - Titus, OE, QLTs, QBTs, OrdPods
Victory 1 - OE, QLTs. QBTs, OrdPods

No Squads (0)



15th Place

Dave Moloney 1/2 12 140/4.67 (Bathurst)

398
Blockade Run
Contested Outpost
Solar Carona

ISDC - Darth Vader, GT
ISDC - SFO, GT
ISDC - Grint, Intensify Firepower!

No Squads (0)




16th Place

Hamish Singleton-Tait 1/2 12 87/4.67


Points: 388/400  
Commander: Darth Vader
Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Superior Positions

Arquitens-class Light Cruiser (54 points)
-  Hand of Justice  ( 4  points)
-  Intel Officer  ( 7  points)
65 total ship cost

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points)
25 total ship cost

Gozanti-class Cruisers (23 points)
-  Comms Net  ( 2  points)
25 total ship cost

Gladiator I-Class Star Destroyer (56 points)
-  Demolisher  ( 10  points)
-  Rapid Reload  ( 8  points)
74 total ship cost

[ flagship ] Interdictor-class Suppression Refit (90 points)
-  Darth Vader  ( 36  points)
-  Interdictor  ( 3  points)
-  G-8 Experimental Projector  ( 8  points)
-  Grav Shift Reroute  ( 2  points)
139 total ship cost

1 "Howlrunner" ( 16 points)
4 TIE Interceptor Squadrons ( 44 points)
60 total squadron cost



17th Place

Rory Murray 0/3 9 0/6.00

388
Station Assault
Contested Outpost
Minefields

ARQLC - Tagge, Hand of Justice, DTT
Glad1 - Demo, Montferrat, OE, Medical Team, ACM
GozC - Comms Net
ISDK - Chimarera, StratAdv, GT, Entrapment Formation, Hardened Bulkheads, ECM, ACM, Leading Shots

Ciena Ree, Whisper (37)