Showing posts with label 600-points. Show all posts
Showing posts with label 600-points. Show all posts

Tuesday, August 5, 2025

The Dark Lord


I made another 400/600 point list... I think that's going to be a thing going forward. 

Anyway. This one is Empire, not Rebel Sato scummy yuck! In case you didn't know... Empire is THE faction the cool kids play. Now that you DO know you have no excuses!

It's inspired by my very old VASSAL WC list that - as usual - ALMOST won the damn thing 😆 It used Cymon/Devastator (with Gunnery Team in that case) to get rid of those tokens ASAP and start MURDERING things. Between the Cymoon and Devastator (who was as yet unnerfed), the list could kill almost anything in no time, while using gozanti spam to stall (no damn pass tokens back then, kids).

This is a more casual take on the same archetype, padding it (by necessity) with Raiders. It's tight; I'd like some OE on those raiders, but whatever. We're all friends here and you brought your casual list, so we'll be fine. Don't look at me like that... I didn't bring IO or Pryce or any of that stuff... it's 100% casual!

The 600-point version does a few things: it fleshes out the existing ships, it adds a Dcaps HIE Raider-II, and it adds squads. Squads are fun and mannerly, and besides, at 600 points, you're going to melt if you run into a squad-heavy list. Overall, I'm pretty pleased with it.

If you like these lists, go petition ARC, Legacy, or whoever to reduce the cost of Raiders slightly! All the smalls were radically devalued by the pass tokens... and all they got in return was a slight boost to Evade. Make Riader-I 42, Raider-II 44. 

### 400 points ###

Name: The Dark Lord 400

Faction: Empire

Commander: Darth Vader

Version: ARC01


Assault: Advanced Gunnery

Defense: Contested Outpost

Navigation: Intel Sweep


ISD Cymoon 1 Refit (112)

• Darth Vader (28)

• Commander Beck (3)

• Sensor Team (5)

• Intensify Firepower! (6)

• Spinal Armament (9)

• XI7 Turbolasers (6)

• Devastator (10)

= 179 Points


Gladiator I (56)

• Ordnance Experts (4)

• External Racks (4)

• Demolisher (10)

= 74 Points


Raider I (44)

• External Racks (4)

= 48 Points


Raider I (44)

• External Racks (4)

= 48 Points


Gozanti Cruisers (23)

• Munitions Resupply (3)

= 26 Points


Gozanti Cruisers (23)

• Comms Net (2)

= 25 Points


Squadrons:

= 0 Points


Total Points: 400


### 600 points ### 

Name: The Dark Lord 600

Faction: Empire

Commander: Darth Vader

Version: ARC01


Assault: Advanced Gunnery

Defense: Contested Outpost

Navigation: Intel Sweep


ISD Cymoon 1 Refit (112)

• Darth Vader (28)

• Commander Beck (3)

• Sensor Team (5)

• Intensify Firepower! (6)

• Spinal Armament (9)

• XI7 Turbolasers (6)

• Devastator (10)

= 179 Points


Gladiator I (56)

• Minister Tua (2)

• Ordnance Experts (4)

• Engine Techs (8)

• External Racks (4)

• Demolisher (10)

• Electronic Countermeasures (7)

= 91 Points


Raider I (44)

• Iden Versio (6)

• Ordnance Experts (4)

• Reserve Hangar Deck (4)

• External Racks (4)

• Instigator (4)

= 66 Points


Raider I (44)

• Ordnance Experts (4)

• Reserve Hangar Deck (4)

• External Racks (4)

= 56 Points


Raider II (48)

• Weapons Battery Techs (4)

• Disposable Capacitors (3)

• Heavy Ion Emplacements (9)

= 64 Points


Gozanti Cruisers (23)

• Munitions Resupply (3)

• Reserve Hangar Deck (4)

= 30 Points


Gozanti Cruisers (23)

• Comms Net (2)

• Reserve Hangar Deck (4)

= 29 Points


Squadrons:

• Ciena Ree (17)

• Vult Skerris (18)

• "Mauler" Mithel (15)

• Valen Rudor (13)

• 2 x TIE Interceptor (22)

= 85 Points


Total Points: 600

Sato Hammerswarm

 

Here are a couple of Sato fleets, one at the standard 400 and one at 600, that should make you smile. The fleets have MC30, Hammerheads, Rogues... if you don't think this looks fun, you're a sourpuss. 

I've only played the 400-point version (during ARC01 playtesting), and it was quite a bit of fun. It's definitely NOT the best way to run Sato if you want maximum efficiency, but the fun factor is there AND the thematic factor! And bc of nuSato, it's reasonably effective even. 

Still suffers from the normal Sato problem - how do you balance ships and squads - and the HH problem - you gonna bleed points. But for a casual game with your buddy? Try it out. 

The 600-point version is just a straight expansion of the original, with an extra MC30 and more squadrons. Why include this? Well, because 600 points is amazing for casual games and I want to convince more players to try it. Plays a lot like "normal" Armada, but you can fit more stuff and have even more fun, without it taking much longer to play (things go boom quickly).

### 400-points ###

Name: Sato Hammerswarm 400

Faction: Rebels

Commander: Commander Sato

Version: ARC01


Assault: Most Wanted

Defense: Abandoned Mining Facility

Navigation: Volatile Deposits


MC30c Scout Frigate (69)

• Commander Sato (25)

• Ordnance Experts (4)

• Assault Proton Torpedoes (4)

• Spinal Armament (9)

• Foresight (10)

= 121 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


GR-75 Medium Transports (18)

• Wedge Antilles (4)

• Jamming Field (2)

• Bright Hope (2)

= 26 Points


Squadrons:

• Han Solo (24)

• Luke Skywalker (20)

• Shara Bey (17)

• Tycho Celchu (16)

= 77 Points


Total Points: 400


### 600-points ###

Name: Sato Hammerswarm 600

Faction: Rebels

Commander: Commander Sato

Version: ARC01


Assault: Most Wanted

Defense: Abandoned Mining Facility

Navigation: Volatile Deposits


MC30c Scout Frigate (69)

• Commander Sato (25)

• Expert Shield Tech (5)

• Ordnance Experts (4)

• Assault Proton Torpedoes (4)

• Spinal Armament (9)

• Foresight (10)

= 126 Points


MC30c Scout Frigate (69)

• Walex Blissex (5)

• Ordnance Experts (4)

• Assault Proton Torpedoes (4)

• Spinal Armament (9)

• Admonition (10)

= 101 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


Hammerhead Torpedo Corvette (36)

• Disposable Capacitors (3)

• Assault Proton Torpedoes (4)

• Task Force Organa (1)

= 44 Points


GR-75 Medium Transports (18)

• Wedge Antilles (4)

• Jamming Field (2)

• Bright Hope (2)

= 26 Points


Squadrons:

• Han Solo (24)

• Luke Skywalker (20)

• Shara Bey (17)

• Tycho Celchu (16)

• Hera Syndulla (Ghost) (28)

• Ketsu Onyo (22)

• 4 x A-Wing Squadron (44)

= 171 Points


Total Points: 600

Monday, July 26, 2021

Casual 600-pointer: Obi-wan vs GA Thrawn



Another casual 600-pointer (we have a 150 pts squads/2 flotilla limit in place). This time I got to try the Republic. First time with real plastic for me. 

Played a few games with a Consular swarm on Vassal with Obi as my commander. He felt pretty Ok then so I wanted to give him a try in a bigger format. And yes, he's pretty solid. Like an advanced Motti that helps small ships as much as he helps the big guys. Evade + Obi is strong. Thermal + Obi equally powerful. Wish there was a evade/Thermal/Obi-capable ship 😅 I didn't count the damage he saved but it was a LOT. Both Consulars would likely be dead without his ability.

So basically the Clams are the heavy hitters, opening up with Swivels and APT at range, using IO to put pressure on braces/push damage and Thermals to stay alive. Implacable + Projection to heal the lead Clam. Consulars as flankers and a Ven-I to support with IF! (it had TEA! in an earlier version).

The idea was solid, I think, but the execution far from flawless. Clams bumped each other bc of my inexperience/their HORRIBLE nav chart. Implacable ended up leading. The flagship got separated (and blown up). But in the end, Obi pulled through, losing only the Pelta, the flag, and all squads but Ani. The Imps lost everything but the Arq and most of their squads.

I was 1st player and we played his Dangerous Territory. 4/2 to him in tokens. Btw that's where the bumping originating - Clams swung by the debris fields to pick tokens and became poorly placed for future maneuvering. Noob mistake!

Name: Obi 600 v6
Faction: Republic
Commander: Obi Wan Kenobi

Assault: Ion Storm
Defense: Fleet In Being
Navigation: Volatile Deposits

Venator I (90)
• Obi Wan Kenobi (28)
• Expert Shield Tech (5)
• Local Fire Control (4)
• Intensify Firepower! (6)
• Flak Guns (3)
• Ordnance Pods (3)
• DBY-827 Heavy Turbolasers (3)
• Tranquility (3)
= 145 Points

Acclamator II (71)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
• Implacable (4)
= 103 Points

Acclamator II (71)
• Intel Officer (7)
• Ordnance Experts (4)
• Thermal Shields (5)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
= 99 Points

Pelta Transport Frigate (45)
• Projection Experts (6)
• Munitions Resupply (3)
= 54 Points

Consular Charger C70 (45)
• Linked Turbolaser Towers (7)
= 52 Points

Consular Charger C70 (45)
• Linked Turbolaser Towers (7)
= 52 Points

Squadrons:
• Luminara Unduli (23)
• Anakin Skywalker (19)
• Axe (17)
• 3 x V-19 Torrent Squadron (36)
= 95 Points
Total Points: 600

THE OPPOSITION

Name: Untitled Fleet
Faction: Imperial
Commander: Grand Admiral Thrawn

Assault: Surprise Attack
Defense: Contested Outpost
Navigation: Dangerous Territory

Imperial II (120)
• Grand Admiral Thrawn (32)
• Emperor Palpatine (3)
• Gunnery Team (7)
• Reactive Gunnery (4)
• Leading Shots (6)
• XI7 Turbolasers (6)
• Chimaera (4)
• Entrapment Formation! (5)
= 187 Points

ISD Cymoon 1 Refit (112)
• Minister Tua (2)
• Gunnery Team (7)
• Linked Turbolaser Towers (7)
• XI7 Turbolasers (6)
• Reactive Gunnery (4)
= 138 Points

Gozanti Cruisers (23)
• Comms Net (2)
• Boosted Comms (4)
• Suppressor (4)
= 33 Points

Gladiator I (56)
• Ordnance Experts (4)
• Demolisher (10)
= 70 Points

Arquitens Command Cruiser (59)
• Expert Shield Tech (5)
• Linked Turbolaser Towers (7)
• Hand of Justice (4)
= 75 Points

Squadrons:
• Darth Vader (21)
• Dengar (20)
• Howlrunner (16)
• Soontir Fel (18)
• 2 x TIE Interceptor Squadron (22)
= 97 Points

Total Points: 600

Setup

That's a lot of miniatures and cards for a small table. The bigger upgrade cards aren't helping 😆 Anyway. This was the first time I got to use the awesome tarot ship cards from @petersaber.


Start r3

Only maneuvering before r3. I think maybe he spent his pass token to make a single shot vs a Consular which got evaded/Obiwaned to 0. Clams are working to get around on the flank. Not a bad plan. They do not, however, maneuver very well and will end up bumping. Twice. They are also repairing too much and not CFing but whatever. 

Implacable is the one taking fire so the title is pretty worthless. Implacable is also too far away from the flagship to help. Yelp.

Start r4

Shots have been fired, squadrons have engaged, I take down Vader. Then realize my list doesn't really have the squad-pushing potential I need...

No ship losses yet. That changes now in r4... Pelta goes boom after cumulative damage becomes too much. Damn you Thrawn CF dials! Ah well, it did the job before going down. GAR avenges the Pelta by taking down Demo right after. Another bad case of cumulative damage.  

Start r5

Venator is outside Cymoon's front. And double arcing its side. That's good. Unfortunately, it's nearly dead and if I don't kill Thrawn ASAP he'll repair and fly away. So Implace goes first, blows up Thrawn, then my flag goes down.

End of game

The last ISD, the Cymoon, goes down to the combined fire from Clams and Consulars. Speed 1 is not a good speed in rounds 5-6...



Saturday, June 26, 2021

Casual 600-pointer: Mar Tuuk vs Mr. Red Fish

 


Had a nice casual 600-pointer yesterday. Been too long since I played a battle of any size bigger than RitR 😅 

600-pointers* are my fav for casual games. It feels a lot like 400 (including how objectives affect the game) but with room for more of everything. You can have a good selection of ships of all sizes and still have a decent squad complement. You can also afford some suboptimal picks and not feel that too keenly. 400 points is a good choice for tourneys - a compromise between the feeling of a full fleet and time limitations.

* We have a 150 points in squads/2 flotilla limit in place.

I knew I wanted to run a CW faction because now I have the models but haven't played them before IRL only on Vassal. I tried making a Republic fleet but with only 1 squad pack I couldn't quite get the fleet I wanted so I gave up and ran with Seppies. Having only 4 Vultures meant I was going ship-heavy 😆

Simple fleet really: put as much plastic on the table as possible, keep it simple, roll a bunch of dice. IF! + Linked takes care of dice fixing, Mar Tuuk adds in dice (his drawback is really very small for ships with decent dice pools). 

BTs on the Recusants was a last-minute addition to give them some close-up punch. That worked REALLY well. The red flak/LTT also kept enemy squads hiding for most of the game so was decent. But Light Destroyer with Swivel would probably have been even better. 5 red + 2 black at long range. I'll try those next time.

TI-99 and RHD don't really mesh too well but I had to try something to keep the Vultures around long enough for flak to matter. Muni is there to keep the flag alive if it brawls. Same with BoB. In this game that didn't happen (you don't run your flag to brawl into the Ackbar death zone) but IMO it's a solid little trio.

Any hope of staying at range evaporated as my opponent turned out to be Ackbar with H1 (goodbye braces and useless Thermals) and 2 GT potatoes. We were both as 600. Rolled for initiative and my opponent picked 2nd. I went for Opening Salvo. No guts, no glory!

I wanted to kill Ackbar as quickly as possible. Failing that, get an activation advantage. Both of those didn't work. About the only thing that DID work was preventing a circling conga and having the rebel fleet spend its objective tokens piecemeal while I got more mileage out of my (red) bonus dice).

It was quite bloody, ending with the rebels being table 1st activation turn 5, for the loss of 1 Rec, 1 Muni, 1 Battle Refit, 3 Vultures, and a Rec at half points.

Mar Tuuk is a pretty solid commander. Call him simple or unimaginative but he gets his red dice more easily than Romodi. And once you're shooting into unshielded hull zones that's maybe better than extra dice. His drawback only comes into play once the enemy ship is nearly dead and if you've got more than 3 dice chances are that you can toss 1 die without trouble and still get the kill.

After the match, we discussed the fleets and the games: 

We agreed that taking out Intel Officer from the AFs to make room for X-wings was a mistake. Same with counting on H1 being safe the entire game and not needing def retros. HFZ/Draven on JL was a specific response to my consistent use of Counter squadrons and not some crazy stunt. It didn't do much here but against my usual fleets it melts my poor TIE Ints 😢

As for the game it was halfway lost at setup with rebels going in two directions and almost crashing and me blocking in an exposed Ackbar. Still, with all the dice being thrown - stuff was regularity doing 7-8 or more damage per shot with blocked braces - things could have gone differently.

Very fun game!

Thursday, February 25, 2021

AAR: Agate vs Konstantine 600 points (casual)


Yesterday I was finally able to play a big battle: 600 points.

I've been playing a lot of Empire lately, so I moved over to rebel scum for this one. Also, I wanted to play with the Starhawk. Not done that yet outside of Vassal.