Rather than present full battle reports, which would undoubtedly be full of newbie errors and possibly lame commentary, I'm putting together some battle summaries of each game with random observations. Eventually, I'll build these into battle reports of both the text and video variety.
Dangerous Territory came up for this mission, and Todd and I set up the obstacles and got to work.
The Rebel Fleet
Either way, he's pieced together some fleets with variety, and whilst in this first game he was only using what he had available, it was a great opportunity to get our head around the core mechanics of the game.
Nebulon-B Escort Frigate - Mon Mothma, Ray Antilles, XX-9 Turbolasers, Yavaris
Nebulon-B Escort Frigate - H9 Turbolasers, Salvation
2 x CR90 Corvette A - Nav Team, Enhanced Armament
2 x X-Wing Squadron
The Empire Fleet - 'Bare Bones'
Interdictor Suppression Refit - Admiral Motti, Interdictor, G-8 Experimental Projector
2 x Arquitens-Class Light Cruiser
Raider I-Class Corvette - Rapid Reload, Impetuous
4 x VT-49 Decimator
I wanted an entry-level feel for the Interdictor without it ripping a major hole in my fleet, points-wise, and decided this was probably the cheapest way to achieve that. Having a subtle way to influence the enemy ships and hopefully slow them down, allowing for more attacks, was my strategy for this ship.
The pair of Light Cruisers were to be used for long-range support. Although I normally would fit them out with Enhanced Armaments, it is a big investment and I was looking to shave points from wherever I could.
The Raider is an incredible ship to support the fleet in regards to anti-squadron roles, and the speed of the ship and its manoeuvrability are just fantastic.
The Gozanti provides a cheap activation, and normally a sufficient home for bomber command, except I don't have any bombers.
Lastly, the Decimators would provide the backbone to my squadrons allocation. Their Rogue titles meant I could practically ignore the squadron command if I had to - they're also capable of dishing out the hurt.
I figured I had two options: ignore it and focus on the few tokens in front of me as well as the Rebel fleet, or match it with the Interdictor, leaving the rest of my fleet out-matched. Option A was chosen as ultimately, my grand plan to slow down enemy ships wasn't going to work that well out on the flank.
The Gozanti and Raider didn't have much of an opportunity to hit anything, but a squadron activation put some damage onto the nearby foes.
Todd's lone Nebulon-B continued to stack Engineering Command dials as it took objective tokens and in exchange for damage.
Finally, the Light Cruisers went on to destroy the remaining Corvettes in what went down as a win for the Empire.
The Interdictor was a nice change of pace from the Gladiator in the previous game, however I certainly did feel it doesn't spit out enough dice to warrant the price tag. I do notice how much influence it can have, though, and I'll have to play a tonne more games with it to form a conclusive opinion.
I love the Raider, the sheer speed and manoeuvrability of it along with it's anti-flak dice make it a perfect addition to the fleet. But I certainly didn't do right by it in this match, and although it didn't die in the game, it certainly didn't perform amazingly either, so that's something to work on.
The Gozanti was merely a dummy activation for this game. It wasn't a Bomber Command or anything remotely exciting, and I'm nearly tempted to drop it for another Decimator. I don't own 5 of them (yet).
Thanks for reading, and please be on the lookout for more Armada articles over the following fortnight.