Showing posts with label Monster Truck. Show all posts
Showing posts with label Monster Truck. Show all posts

Wednesday, April 4, 2018

Monster Truck Mania!, part 5 (r2 battle report)

Wrong kind of Empire...

My round 2 game with PodRacer wrapped up yesterday. We started Monday, took a wifey break, resumed on Tuesday, had another family-related break, then managed to finally finish this thing. It's a good thing you can save a vassal game, because even with the both of us playing rather quickly, it takes time to move 9 ships and 30 squadron stands!

That's right. 30 squadrons. I had 12 squadrons. Pod had an astounding 18: Zertik Strom, 2 Advanced, 3 Jumpmasters, 3 Lambdas, Howl, and no less than 8 plain TIEs. With Sloane as his admiral he had 15 squadrons that could shoot blue dice at my ships. 3 Jumps AND Chiraneau meant he could pretty much be where he wanted to be and shoot right through my squads. With Expanded hangars on the ISD-1 and both of his Dictors, he could command 5+4+3+3=15 squadrons without using any tokens. And the combination of Flight Controllers on both ISDs + Howlrunner and 11 swarm buddies mean a lot of blue dice vs my aces if he chose to shoot at squadrons.

So going into the game I knew I had to deal with his squadrons before anything else. Fortunately I was 2nd player and had 1 more activation, so I could have both my Quasars go AFTER all his ships, meaning I would get a good start on the squadron game. Unless he decided to hold back all his squads until late game, which would also be kind of a victory.

The other thing I knew was that I should try to keep my fleet better organized. You know, keep stuff together, so it could maneuver like a fleet, and get all the various synergies that were range limited. I would also try to focus down 1 and 1 of his ships, rather than spread my fire around. In essence the complete opposite of my 1st game!

Pod had a 20 pt bid, and chose to go 1st, picking my Contested Outpost. In Moster Truck all MoV brackets are double, but CO also has its VP value double to 40. So If I hugged the station all game, I'd potentially get 240 points!

We set up like this. Pod had 4+9=13 deployments to my 5+6=11, so he had the ability to put down his ISDs last. I therefore set up rather closely packed, with the Quasars holding the station and the ISDs as my maneuver element. Sovereign at the center of the fleet, to avoid losing Tarkin early (as in my previous game) and to keep everything in range of the Sovereign effect.

Note Pod's 2 Grav Wells in my deployment area. Forced me to deploy speed 0, which was actually rather nice for me. Between Tarkin and Entrapment Formation! starting at speed 0 is NOT a disadvantage, but can actually be an ADVANTAGE. Also not that Pod's Grav Shift is in the center, focusing on rock-shifting. I've kept mine closer to the station, to push it closer to my side.


Post-Grav Shift. He's dragged rocks in front of my Chimaera and my Dictor. I've dragged the station close to me and pushed some debris in front of his Chimaera. If I use Navigate commands, EF! and maybe a Nav token, I should be able to clear those rocks. In the event my Chimaera and the Dictor lands on 1 rock each, but only because it's the lesser of evils. Fortunately I get no crippling crits, and is able to repair the damage.


Start of round 2 and already I'm regretting some of my decisions. That being the decision to speed up the Quasars to speed 1 and turn them into the board. The plan was to KEEP THEM AT SPEED ZERO FOR 1 ROUND. To prevent what's clearly going to become the roadblock of the century: my overreaching plan is to turn my fleet hard to the left, take out the Dictors and his ISD-1, while leaving his flagship (yellow box) hanging out on the flank (Sloane has already been forced to turn outside the rocks and debris, to avoid being boxed in by my fleet). So instead of having room to maneuver, this could turn into self-bump hell for me.

So why did I speed up? Simple: Quasar crews panicked when they saw an ISD charging their position. They lit their engines in direct contravention to Tarkin's orders, thereby jeopardizing the entire battle plan. All officers aboard have been court-martialed and found guilty, and are now enjoying time on Kessel.


On round 2 squadrons engaged. I held mine back, so Pod started by taking some shots at my Chimaera as it jumped forward (landing on said rock to at least make SOME room for the rest of the fleet). Then my Quasar activated, and Vader alone (with Jendon backup) promptly 1-shotted 2 Jumpmasters. The remaining 4 squads took out 3 unactivated TIEs. Suddenly I had 12 squads, mostly aces and Defenders vs Pod's 13, mostly generics with low hp.

In short that was the start of a snowball that eventually resulted in the destruction of Darth Vader vs all of Pod's squads. In Pod's defense my ability to potentially activate 12 high-quality squads with 2 Flight Controller Quasars AFTER his ships had gone were a HUGE advantage to me. Plus my mix of aces, Defenders and Lambdas were the absolute worst matchup for his generics. Even a plan Lambda gets 1 blue, 2 black with FC, which is excellent for cleaning up TIEs.

Top of round 3. I'm down Vader, Pod is down 5 TIEs, Howl, 2 Jumps, and an Advanced. His Avenger is pretty much out of the fight, so that part of my plan is working quite well. Quasar crews are now regretting their disobedience: if they had stayed put, they would be FURTHER from the ISD, and thus SAFER. And NOT in danger of mass collisions!


Start of round 4 the situation is rather hopeless for Pod. I've cleaned out all but 2 of his squads, and his Targeting Scrambler Dictor went down to fire from Chimaera (front), Sovereign (side), a couple of squads, Squall (front), and my Dictor (double arc). Despite this massed fire it only just barely died - tough buggers!

Avenger has a nasty double arc on my Chimaera's ass, but Pod HAS to activate his other ISD first, or it will be lost before getting to shoot. Then his dice go super-cold, with 3 blank blacks... and for some reason the ISD-1 has Overload Pules, not Leading Shots, and my wounded Quasars live...


I kill his ISD, remaining Dictor and last 2 squads, then hug the station until game's end, while Sloane sails away into the sunset, contemplating what she'll put into her report. Something about insubordination and a a catastrophic experimental retrofit failure.

This game is a good example of snowballing. It started with the squads, where I got the upper hand and it spiralled out of control. Then I was able to avoid fire from 1 of his ISDs, while concentrating my own forces. And since he has a shorter-ranged ISD-1 and no DCaps on the Dictors, he was forced to spread his fire. But nothing of mine actually died, whereas 1 of his Dictors got focused down. Then I was able to repair (good use of Tarkin tokens and Projection Experts too), while he was slowly worn down.


I'm definitely pleased with the end result: 10-1, MoV 800.

Most Valued Player this game was, like last time, Entrapment Formation! In combo with Tarkin and Sovereign I have TOTAL speed control. I'm hooked!

I'm not so terribly pleased with my Quasars abandoning all hope and speeding up on round 1. It very nearly choked up what little maneuver space I had. If my ships had been just a little bit off, this could had ended with mass self-bumps and the death of my entire fleet.

To quote the Bene Gesserit:

I must not fear.

Fear is the mind-killer.
Fear is the little-death that brings total obliteration.

I will face my fear.
I will permit it to pass over me and through me.

And when it has gone past I will turn the inner eye to see its path.
Where the fear has gone there will be nothing.

Only I will remain.

Monday, April 2, 2018

Monster Truck Mania!, part 4 (round 2 matchup)


Round 2 of Monster Truck Mania! is underway.

After barely managing a win in r1, I'm now paired vs PodRacer and his Sloane fleet. Seeing as how he's got a 20 pt bid, he's probably aiming for 1st player. He'd got 2 ISDs and 2 Interdictors, plus Strategic Advisers. I have 5 ships + strategic adviser, so I should be able to activate 2 ships after all his ships have gone, which is an advantage to me.

Both his ISDs are set up as carriers, with Flight Controllers and whatnot (he's got 3 Lambdas to realy through). One ISD is the the Avenger and the other Chimaera. The Dictors have GRav Wells (which I predict will have very close to zero impact due to Tarkin + Entrapment Formation!), and also Exp Hangars and Overload Pulse. Seems a bit schizophrenic to me, but maybe it'll work.

Speaking of carriers: we're both maxed at 200 points of squads. 400 points total of squads on the table. I have 12 stands of squads... Pod has 18, for a grand total of 30 squadron stands. This fight could take some time folks! Pod has Howl plus a mass of plain TIEs, with some Escorts protecting Howl, and Lambdas to keep everything within activation range. With Flight Controllers and Sloane backing them up... my aces could go away really fast if I'm not careful.

Faction: Galactic Empire       
Points: 780/800       

Commander: Admiral Sloane     

[ flagship ] Imperial II-Class Star Destroyer (120 points)
-  Admiral Sloane         ( 24         points)
-  Avenger         ( 5         points)
-  Strategic Adviser         ( 4         points)
-  Flight Controllers         ( 6         points)
-  Hardened Bulkheads         ( 5         points)
-  Electronic Countermeasures         ( 7         points)
-  Spinal Armament         ( 9         points)
-  Leading Shots         ( 4         points)
= 184 total ship cost


Interdictor-class Suppression Refit (90 points)
-  Captain Brunson         ( 5         points)
-  Fighter Coordination Team         ( 3         points)
-  Expanded Hangar Bay         ( 5         points)
-  Overload Pulse         ( 8         points)
-  Grav Shift Reroute         ( 2         points)
-  G7-X Grav Well Projector         ( 2         points)
= 115 total ship cost


Interdictor-class Suppression Refit (90 points)
-  Interdictor         ( 3         points)
-  Admiral Chiraneau         ( 10         points)
-  Fighter Coordination Team         ( 3         points)
-  Expanded Hangar Bay         ( 5         points)
-  Overload Pulse         ( 8         points)
-  Targeting Scrambler         ( 5         points)
-  G7-X Grav Well Projector         ( 2         points)
= 126 total ship cost


Imperial I-Class Star Destroyer (110 points)
-  Chimaera         ( 4         points)
-  Wulff Yularen         ( 7         points)
-  Flight Controllers         ( 6         points)
-  Expanded Hangar Bay         ( 5         points)
-  Hardened Bulkheads         ( 5         points)
-  Quad Battery Turrets         ( 5         points)
-  Overload Pulse         ( 8         points)
-  Entrapment Formation!         ( 5         points)
= 155 total ship cost


1        Zertik Strom ( 15 points)
2        TIE Advanced Squadrons ( 24 points)
3        JumpMaster 5000s ( 36 points)
3        Lambda-class Shuttles ( 45 points)
1        ""Howlrunner"" ( 16 points)
8        TIE Fighter Squadrons ( 64 points)
= 200 total squadron cost

Friday, March 16, 2018

Monster Truck Mania!, part 3 (r1 batte report)

Who comes up with these monsters!?

My first ever 800 vs 800 battle is over!

@Green Knight vs @Bantha ends with a 531 to 291 win for me (7-4 MoV 240). This should place me in the upper middle of the field for round 2 of Swiss pairing.

Man was it a challenging and chaotic affair. We both were at 800, looks like most folks wanted to cram the max amount of stuff into their lists, which is very thematic. So we rolled for it, and I got the choice, so I picked 1st player.

His objectives included Station Assault (no surprise since he's got 2 Dictors and all 3 of his ISD have Gunnery Teams), Solar Corona (again not very surprising), and finally Fleet Ambush. That was more of a surprise, since that objective is considered one of the worst objectives (maybe THE worst) for 2nd player.

BUT in this case you have 800 points of heavy ships that can't easily be killed facing you, so the amount of sneakiness you can pull as 1st player is limited. Plus Bantha has two Grav Wells in there, and thus can force everything in the ambush zone to start at speed 0.

Station Assault was the obvious choice: I would get to use my deployment advantage (5 ships + 6 squadron drops vs 5 ships + 3 squadron drops) to put my combat ships where they needed to be (on a flank, concentrating their firepower while maximizing defense). My squadrons would have time to clear his squads and start picking on exposed ships, without too much flak in return. Killing one station to even the points is easy. Killing two is entirely doable. And as 1st play I could use my grav shift to better effect than he could.

Solar Corona is not good for me: the setup disadvantage vs 3 ISDs + 2 Dictors is massive, especially vs 2 grav wells and 1 grav shift. Plus it eats accs, and those ECM-less Cymoons are vulnerable to accs, so I didn't want to give away that advantage.

But instead I selected his FLEET AMBUSH! I figured deploying my squadrons forward, and being able to use Tarkin --> Entrapment Formation! would offset my disadvantages. I would have full speed control and my Quasars could relay from the back.

And indeed all of that is true. However, I was thinking at 400 points, with a tried and tested fleet. At 800 points, with an untried fleets, and lots of stuff I don't normal use? My brain began melting even as we set up, and it got worse when the game began. I don't think I've ever played that slow... or at least I haven't in a VERY long time.

We both managed NOT to get logfiles (I often turn of the PC, without ending the logfile, so it doesn't get recorded), so this setup is approximate, and taken from my memory. I have real screen captures from start of round 5 (we had to save and resume) and from the final board state.

No matter how I do this, my ships will glide into range and get shot up. So I do the only sensible thing, I activate the Quasars first. This will expose my squads to flak, but I can take some of that. So Gar Saxon dies outright, while Vader+Maarek+Jendon+Defender go to work on Motti: I'm hoping to kill the flagship in a pincer, so the sooner I can get started, the better.

After the Quasars I just let my Sovereign and Dictor sit at speed 0, while Chimaera actually drops to speed 0 too! Anything to delay engagement, as my mind desperately tries to plan a few rounds ahead: and fails!

Setup complete, after all grav effects

Round 2 is mostly maneuvering and some squadron action. On round 3 and 4 a LOT happens. Bantha is too canny to let me focus down Motti, so my initial shots on the flagship are wasted as Motti just blasts through my fleet and escapes to the other side. My own flagship dies to a combination of canny play - and very hot dice on Bantha's part (and Intensify Firepower! is awesome at 800 points - I alrready knew it was good, but this is much better). I do get to use my DCO to counter MS-1 crits that would have exhausted my ECM, which is cool :-D

My own dice are overall rotten. Defensers roll mostly accs. My reds are mostly blank, even with rerolls. Plus Bantha has good control of his ships, giving away no freebie medium range shots. I really struggle for a while. Dice can be... frustrating... have I use up my good karma in the World Cup?

Good news is that with Motti clearly going to escape, I go for his centrally located Dictor instead, and it dies to a double arc from Sovereign before it's blown up. At this point my dice are a little warmer, with bombers scoring some hits and crits and my rerolls coming up ok.

I use my 1st player advantage and bombers to drill down his IF! Cymoon (top right). Without ECM these babies are fragile at medium or closer. And definitely no match for a double-arcing ISD-2 with squadron support.

My own Dictor tanks a lot of shots with Brunson and repairs. Brunson + Interdictor title is REALLY good. Even with my brace accuracied, she brings damage down to manageable levels. Twice a round!

 Start of round 5

Pic above shows start of round 5 when we picked up in our 2nd session. I activate my Dictor first, putting 7 dice into the side of the last Cymoon, expecting to really weaken it. Again the dice are horrible. 3 accs and 1 damge from 1 red and 3 blue. Next shot is average. 

Motti shoots up my Quasar next. It just survives, but dies to a ram. This activation order lets my Chimaera do some critical repair (I've completely forgotten about the title - and the Fleet Command at this point) and move to a better position. So when Bantha finally shoots with his Cymoon, he must go through several shields, making a kill VERY unlikely. I wonder if he had just let the Quasar go, he might have had a better chance of downing the ISD. 

I'm finally able to wear down the Cymoon with squads. Two rounds of shooting is more than the shield-less ISD can handle. But it is very close, as the Dictor failed to do the expected damage in round 5. Had the Cymoon NOT died - or had my own Chimaera gotten blown up - the score would have been very different.


I hope to be better prepared next game, now that I've tried 800 pts and my fleet. I'll try to do stuff like remember my own cards, and maybe I will actually be able to plan forward, beyond the immediate action.

Thank's to Bantha for being a very good and courteous opponent!

Tuesday, March 13, 2018

Monster Truck Mania!, part 2 (the Enemy)

Bantha poodoo!

I just heard back from my r1 opponent, @Bantha. We're doing this madness Wednesday. Maybe we can do it in one sitting, maybe not. He claims inexperience with Vassal, so maybe two sitting is more realistic. I'll make sure to record it and post a batrep.

Anyway, there is the list I'm up against: 800 points exactly of Motti ISDs, one ISD-2 with SAdv and two Cymoons, backed by a couple of Dictors. That's a LOT of hull to check through, 14 on each ISD and 11 on each Dictor. Taking out the Motti ISD is probably going to be impractical, so the only way is to go through all that hull. 

The Cymoons lack ECM fortunately. Already I miss Jonus - this was exactly the reason he was in the squadron setup in the first place. Told you I was going to miss him :-D They also miss reroll tech, except IF!, so let's hope he's not like me when it comes to throwing red dice!

His Dictors have G7-Xs, two between them, so he'll be able to make me start at speed 0. That's pretty much irrelevant vs my Tarkin list. Tarkin can just hand out Nav tokens, and every ship can be at speed 3 (2 for the Chimaera) immediately. His Grav Shift can mess with my objectives though - it's going to be tug of war :-)

He's got 143 points of rogues in there. I can't wait to see how they compare with my Quasar-commanded squadrons. He should be able to do some damage, but between my brace escorts and ability to Flight Controller all 12 of my squads I think I have the edge.

We're tied for the bid... exactly ZERO points between the both of us. With these fleets and equal activation I'm good with being both 1st and 2nd player. I mean 1st is always nice, but I would like to play my objectives and have the last activations. So I think I'm good either way!

Author: Bantha
Faction: Empire
Commander: Admiral Motti
Points: 800/800

Objectives: Redacted

SHIP: Imperial II-class Star Destroyer 120
Admiral Motti 24
Strategic Adviser 4
Gunnery Team 7
Electronic Countermeasures 7
Leading Shots 4
XI7 Turbolasers 6
Total Points: 172

SHIP: Imperial Star Destroyer Cymoon 1 Refit 112
Intel Officer 7
Gunnery Team 7
Spinal Armament 9
XI7 Turbolasers 6
Total Points: 141

SHIP: Imperial Star Destroyer Cymoon 1 Refit 112
Wulff Yularen 7
Gunnery Team 7
Intensify Firepower! 6
Spinal Armament 9
XI7 Turbolasers 6
Total Points: 147

SHIP: Interdictor Suppression Refit 90
Hondo Ohnaka 2
Disposable Capacitors 3
G7-X Grav Well Projector 2
Grav Shift Reroute 2
MS-1 Ion Cannons 2
Total Points: 101

SHIP: Interdictor Suppression Refit 90
Disposable Capacitors 3
G7-X Grav Well Projector 2
MS-1 Ion Cannons 2
Total Points: 97

SHIP: Gar Saxon Mandalorian Gauntlet Fighter 23
SHIP: Morna Kee VT-49 Decimator 27
SHIP: Boba Fett Slave 1 26
SHIP: IG-88 IG-2000 21
SHIP: Bossk Hound's Tooth 23
SHIP: VT-49 Decimator 22 Total Points: 23
Total Points: 143

Monday, March 12, 2018

Monster Truck Mania!, part 1 (the rules & the list)


@GiledPallaeon over at the FFG forums is running a custom tourney with an exiting, 800 point, no small ships allowed format! Other than that it's a standard, 3 round Swiss format tourney. I'm taking Tarkin, 2 ISDs (Sovereign and Chimaera both), 1 Interdoctor and two flotilla spam Quasars, plus about 200 points of squads (see below for the list).

He's actually divided the tourney into two - one North America, one Euro, like I did last year with some of my Vassal tournaments. It basically keeps scheduling hassle to a minimum and ensures that all the games get played. I think it's 12 NA players and 10 Euro players. My first opponent i @Bantha - no idea yet what he's running, but I'll give you a batrep.

------

LADIES AND GENTLEMEN (AND ASSORTED SMALL CHILDREN),

I PRESENT TO YOU

MONSTER TRUCK MANIA!

In an effort to wind down as we come out of yet another successful and stressful Vassal World Cup, I present our next Vassal tournament, MONSTER TRUCK MANIA, with one singular objective: HAVE FUN! Players are hereby encouraged to bear this in mind as we go through this tournament, and to seek to maximize fun, for both themselves and their opponents at every opportunity. This entire tournament is structured around controlled ridiculousness, so HAVE FUN!

Format

Tier: Relaxed. This is the definition of a casual event. Play nice, play fair, play to have as much fun as possible. First time Vassal players are welcome, but are strongly encouraged to practice on Vassal before your tournament games in order to help things go smoothly.

Structure: Custom. That's actually a lie, we're using the Basic Structure outlined in the Tournament Regulations document with one major change to the actual Swiss setup. Stealing from the success of the Autumn Tournament, there will in fact be two tournaments using the same rules running in parallel, one of Europe and one of everyone else. As of right now, plans are for three rounds of Swiss.

Rules

FOR THE PURPOSES OF MONSTER TRUCK MANIA, THE FOLLOWING RULES ERRATA ARE IN EFFECT AT ALL TIMES.

1. In keeping with maximum ridiculousness, fleet points cap is raised to eight hundred (800) points.

2. In keeping with making sure Rule 1 doesn't spiral out of control, squadron points allowance is lowered to twenty five percent (25%). For those too lazy to cut 800 in quarters (I am too, don't worry), that means there are two hundred (200) points maximum allowed for squadrons.

3. Commanders may only be equipped to Large base ships.

4. Fleets MAY NOT contain any Small base ships.

5. All Margins of Victory points requirements are doubled.

This means: 6-5 is MoV<119, 7-4 120->279, 8-3 280->439, 9-2 440->599, and 10-1 600+.

6. The following objectives are errata'd in the following ways:

Station Assault: Victory token value increased to 80 points.

Capture the VIP: Victory token value increased to 100 points.

Contested Outpost: Victory token value increased to 40 points.

Dangerous Territory: Victory token value increased to 30 points.

Intel Sweep: Final score bonus increased to 150 points.

All other rules for fleet-building (one of each objective, no doubling up on unique upgrades etc. etc.) REMAIN IN EFFECT PER FFG TOURNAMENT REGULATIONS AND THE RULES REFERENCE GUIDE. Anyone playing in the tournament may submit as many fleet lists as they desire. However, only their final submission will be considered as their legal list. Please don't blow up the form.

I have included in the signup form an option to offer to be a judge for games you are not playing. Please, we've gotten through three World Cups and I have no idea how many other tournaments without issue, please please please don't make this the tournament that starts that trend. Remember Rule No. 1 of Star Wars Miniature Gaming: Fly Casual.

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Here is my list, objectives and all. I'm at 800 exactly, and expect to be playing these, and anyway there are no surprises. Plus all those objectives have their points doubled, and all of them work well with Grav Shift, so there.

I started out with Thrawn actually, but then I found it hard to use the Fleet Commands since Gozanti are banned. So I had the bright idea: let's bring our TARKIN BABY. Haven't played him since like wave 1 or 2. Don't really like him, but in this format he seems solid. Plus NEW TOYS, in both Sovereign and Chimaera. Beyond that little thought went into the list. It's just for fun. I even shoehorned Ion Cannon Batteries into it to use all 800 points (this is the first time with 800 for me, so LEAVE NO POINT BEHIND). 

Hmm, seems I have done something odd here. I swear I had Captain Jonus in there, but not I have two Defenders... oh well, he probably got shafted during final editing. That probably means I'm going to miss him a LOT :-D

Name: Monster Truck aka. Leave No Point Behind
Faction: Imperial
Commander: Grand Moff Tarkin
Assault: Station Assault
Defense: Contested Outpost
Navigation: Dangerous Territory
Imperial II (120)
• Grand Moff Tarkin (38)
• Damage Control Officer (5)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Sovereign (4)
= 191 Points
Imperial II (120)
• Strategic Adviser (4)
• Gunnery Team (7)
• Electronic Countermeasures (7)
• Leading Shots (4)
• XI7 Turbolasers (6)
• Chimaera (4)
• Entrapment Formation! (5)
= 157 Points
Interdictor Suppression Refit (90)
• Captain Brunson (5)
• Projection Experts (6)
• Disposable Capacitors (3)
• Grav Shift Reroute (2)
• Targeting Scrambler (5)
• Ion Cannon Batteries (5)
• Interdictor (3)
= 119 Points
Quasar Fire I (54)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
• Squall (3)
= 68 Points
Quasar Fire I (54)
• Flight Controllers (6)
• Expanded Hangar Bay (5)
= 65 Points
Squadrons:
• Maarek Stele (21)
• 2 x TIE Defender Squadron (32)
• Colonel Jendon (20)
• 2 x Lambda Shuttle (30)
• Darth Vader (21)
• Zertik Strom (15)
• Tempest Squadron (13)
• Mauler Mithel (15)
• Valen Rudor (13)
• Dengar (20)
= 200 Points
Total Points: 800