Showing posts with label World Cup. Show all posts
Showing posts with label World Cup. Show all posts

Friday, March 2, 2018

I'll Have You Know (Vader All-Ship Fleet), part 3: the final battle

I'll see you over Scarif, fish-face!

The Vassal World Cup 2018 is over, and Lord Vader was narrowly defeated (6-5, MoV 12, 194-182) by Admiral Raddus. Or maybe I should say that I, Green Knight (aka Greenie Pie), lost to the reigning Vassal Champ, JJ's Juggernaut.

We've been here before. Last year, with different (wave 5) fleets (I had Vader, but JJ had Jerjerrod), but with the same end result. I lost, he won. But next year... we'll reenact the battle of Scarif in the final, and everything will be all right. You hear that Josiah? I'm coming for you in the grudge match of the year, 2019 edition :-D

Ginkapo was nice enough to stream/record the thing on YouTube, so you can watch (there is no sound, we did everything by text chat - on Vassal, and a private channel on Discord) all of it if you want. It's about 2 1/2 hours (mostly JJ's fault - he thinks too much, but maybe that's why he wins?). If not you can read about it here in less time.

THE BATTLE

I'm very pleased with my final game. I would have liked to win - because winning is much more fun than losing - but in this case I can't be salty. First of all it was a very close game indeed, one that I might have won, had I lost ONE GOZANTI LESS. Secondly it actually went FAR BETTER than my simulations: I did a few quick games vs myself in preparation, and I totally whipped my own ass every fucking time. Thirdly you just can't be let down by having such a close, intense game with such a skilled player in the final. Just not possible.

Last year was a bit different: then it was more a slow roll towards a loss. I did what I could, but it was clear that only a miracle could save me. That was much less fun.

Anyway. I had the bid so I took 1st player (obviously). Playing his Fire lanes with him having VCXs and no squads on my part? Not doable, unfortunately. Intel Sweep IS doable, but it's very tricky: you must preferably kill the rebel objective ship top of round 3 to prevent the points skew. This is possible, but not guaranteed. Against any other fleet I would have done this, but against Raddus, no. To get to the objective ship you become very exposed, and then I'd have three combat ships boxing me in. 

So that left me with Most Wanted. MW isn't an ideal choice either, but the 2nd player gets the least from this of the 3 options I had.

We set up like this. JJ exactly as predicted (bc why would he not). I dropped my ISD front and center, aiming for his flagship. He picked Demo as my MW ship and the right side flot for his. That told me he was probably not going to go all-in for the ISD. So I could afford to be more aggressive. It also meant that unless Demo ran like crazy, it WOULD DIE. Running away was not an option, so the key was to get max damage before it died.

So the idea here was to play a fun, offensive game. Show spectators what a game of Armada, even an elimination game, should look like!

Start game

Round 1 I rev the ISD up to speed 3, pointing it at Admo. I do not expect to kill Raddus outright. JJ has kept too far back for blue range. So I will get 6+1 (CF) red dice only, then 1 blue (devastator) for using Intel Officer on my own Contain token.

Against Admonition, this is like 99% not enough. Admo can discard 2 double reds, 1 with evade, the other with the Admo ability. So even with a super-good red dice, it's very unlikely, as I will be left with say 5 red hit and 1 blue hit (remember I have Vader rerolls and Intensify Firepower!).

I need 8 damage to kill Admo. 3 to clear shields, 1 more than can be redirected (XI7), then 4 for the hull. I only need 7 dmg if I full a Structural Damage, but an 8 in 52 chance isn't reliable enough. So to kill Admo at long range, I need FOUR double reds. Or THREE doubles AND a Structural. Sure, I've had even more amazing shots happen, but it's not something you can COUNT ON.

With BLUE range it's entirely doable, even vs Admonition. You get 6+1 (CF) red dice and 2+1 (Devastator) blue dice, with rerolls and IF!. After Evade/Admonition you are left with 8 dice. As long as all of those are hit/crits/doubles Admo dies. Not guaranteed, but a fair chance.

So my aggressive opening move is to try to A) force Raddus to drop early (JJ contemplated for a LONG time, but finally decided not to) and B) put as much damage into Admo as possible, make it NOT want to be part of a MC75/HH/Admo gangbang on my ISD!

Rest of the fleet moves in to support the ISD. Note Demo holding back to avoid a sudden drop from the left GR-75. And my 2 stalwart Gozanti to the lower right making it difficult to place a Hammerhead on my side.

Start r2

I open up with Devastator, a decent volley after rerolls and IF!, but only 1 hull damage and Crew Injured crit. A little under what I hoped for, but good enough to severely weaken Admo. I then slow and turn my ISD to the right. I think maybe in hindsight I should have gone more directly towards Admo - but I was still hoping to kill it, and didn't want to scare it away (speed 4 would put it far way towards the top right). MC30 doesn't have a full double side arc on ISD, but more importantly I cannot target it's shield-less side.

 End r2

Raddus pops in the MC75. He does not try to block my ISD. JJ is being careful and just wants to score points off my Demolisher, then probably run for it. He's being overly cautious though, and doesn't even pop in his Hammerhead (that nearly costs him the game, but in the end he pulls through).

I knew that he could drop in there, and that Demo was exposed. But with Raddus it's just too difficult to predict every permutation and possibility. He also has so many options to deploy differently, so if I had done this and that, he could have done this and that to counter it. Overall this was an OK situation - Demo will get to shoot at short range before dying, and ISD won't take many shots.

Downside is I probably won't ever kill Admonition. It can with great certainty get out alive. That means it will be a very tight MoV.

As you can see my Demolisher is double arced. It WILL DIE. The MC75 Ordnance cruiser will just do too much damage. Fortunately for me, JJ has misplaced it slightly, so I get the front arc shot, then do and inner turn with bump to give me a side arc shot as well, then finally a Engine Tech ram (I don't like intentional ramming bc it often comes bac to haunt you, but Demo is 100% dead next activation anyway). I roll very well indeed, putting 2 APT crits into the MC, 2 ram damage, and a total of 8 damage (after a brace). About as good as could be hoped for.

Start r3

MC75 reps some front shields, kills Demolisher, then does a little damage on the ISD with the front arc, but without External Racks and full defense tokens, it's not too bad. JJ then bumps the ISD, bringing the MC75 down to 4 hull and in a double arc at the ISD rear.

ISD shoots 1 red + 3 blue out the side, then 2 red + 2 blue out the back (spinals), bringing the bastard down to ONE FRIKKIN HULL. And to add insult to injury, all of my Gozanti are JUST OUT of blue range, so the Profundity will like to r4 and spew out the Hammerhead. Grrr.

I saw someone comment about why I hadn't more aggressively rerolled with Vader. That's  because at the time I had GOOD TO EXCELLENT rolls - and you don't reroll on those, because only the Emperor's foresight will let you know what will happen a few activations from now...

So I regret nothing regarding my dice manipulation. I just wish 1 or more Gozatni had been in attack range... but wishes and fishes and all that.

Note how JJ sets up Admo to hunt some Gozatni points. Unfortunately my Comms Net Gozanti has a Rep command, not a Nav, so it can't jump over Admo! Meanwhile I use my own flotillas to "slow" my ISD, to prevent it from getting out of range.

  End r3

Round 4 is simple. I start kill killing the MC75 with a rear shot from ISD, but it has already disgorged the HH (next to the station, dbl arcing my Gozanti). Now I regret bringing Gozanti "Nobody" into the fight. At the time I turned it into the fight, I was still sure the HH would pop out earlier. In hindsight I wished it was elsewhere. But the board state is what it is, and I must deal with it.

I then kill JJs MW flotilla, which is stripped of scatter already, then bump another of my flots to keep the ISD in place.

Meanwhile JJ pops a Goz with Admo (H9). Again, if that Gozanti had a nav... it could be relatively safe in Admo's rear arc (but then it would guaranteed have faced the HH instead, so it was always going to die). 

I try to jump over the HH/GR-75 with my Goz, but fail. I was almost sure it would not work. So why did I not turn towards the station? BC of front arc of HH, plus ram from HH, plus 3 full rounds of squads. If I could not jump over it was like 99% sure to die. So a fiddled for a while, then tried anyway.

 Start r4

Final board state. JJs last flotilla drifts into too-many-blue-dice range of my ISD, and is blown up (not shown). And JJ retaliates by taking out my leftmost Goz (not shown). I hear I might have saved that Goz by going first with it. I do not think so. It was already scatter-less and wounded, with 2 more rounds of squadron attacks. And even had it gotten away, it would also mean JJs final GR-75 had dodged away (bc of activation order). So the net result would be the same: win JJ.

 Right before the end 

What a match! It was tense from start to finish, and I really felt I had the ability to win, all the way to the end. That's the kind of games that makes Armada so great.

So could I have won? That is the big question. Sure I could. For example: Had I kept "Nobody" completely ut of the fight, by not turning it into the fight at all, I would have won. In theory, and only if all other things are equal.

But it's irrelevant: I made the decisions I made because they seemed right at the time. At no point during the game did I feel I made the wrong calls or that I was being outsmarted. I did my very best, and it was very nearly enough.

That said, I think JJ has a list of things HE might have done differently, starting with the later Hammerhead drop. And failing to block Demolisher's inner turn. And being double-arced twice by the ISD (from the rear/side, but still), and so forth. I've this feeling if we played this again... it might go WORSE for me, not better ;-)

META STUFF

I'd also like to mention that MY FLEET HAS NO SQUADS. And that it has blown apart both B-wing swarms and no less than FOUR Sloane fleets. It's been balancing on a knife's edge all the way tho... I'm not sure I would recommend trying this at home kids :-P

Current meta: No Squad beats Heavy Squad. Light Squad beats No Squad. And Medium Squad rulez?

I think someone has to rethink the incredible stupid "truth" of the so called rock-paper-scissor thing. Maybe replace it with rock-paper-scissor-lizard-Spock!

Relatedly: I missed having squads the most WHEN FACING RADDUS. I used my Gozanti to screen one flank, but a handful of squads could have kept Raddus out of my most vulnerable areas (which is where JJ's A-wings come in handy, to counter such nonsense).

FINAL THANKS

I'd like to finish by thanking BiggsIRL for managing the Vassal World Cup. Great work, as always. Maybe there be many more!

Wednesday, February 28, 2018

I'll Have You Know (Vader All-Ship Fleet), part 2: the road to the Vassal World Cup final


Another match, another Sloane, another win!

As it turned out, Tokra beat Aresius in their quarter final. Tokra was first player and picked Ares' Precision Strike. He started by removing some of Ares' activation padding, helped by an accidental self-ram, a facedown card flipped up (with Precious Strike) to a Structural Damage. The first Rebel flotilla died really fast, and then it went downhill from there.

Like I wrote in my previous post: I really didn't think I had the ability to win vs Tokra. First of all I think his ISD+4 build, using the same squads as my Nordics build, is superior to the ones I've been facing thus far. Vs my fleet, the Gozanti can just stay out of harm's way, while the ISD waits for the squadrons to soften me up. Also, the only squad I can realistically kill is Saber. Yes, in theory I can cause problems for other squads as well, but only kill them if the opponent makes placement mistakes or I get really, really lucky.

Tokra

Vassal World Cup 2018
Points: 391 / 400

[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
-  Admiral Sloane  ( 24  points)
-  Avenger  ( 5  points)
-  Damage Control Officer  ( 5  points)
-  Flight Controllers  ( 6  points)
-  Expanded Hangar Bay  ( 5  points)
= 157 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

Gozanti-class Cruisers (23 points)
-  Jamming Field  ( 2  points)
= 25 total ship cost

Gozanti-class Cruisers (23 points)
-  Jamming Field  ( 2  points)
= 25 total ship cost

1 Maarek Steele ( 21 points)
1 Dengar ( 20 points)
1 Colonel Jendon ( 20 points)
1 ""Howlrunner"" ( 16 points)
1 Ciena Ree ( 17 points)
1 Valen Rudor ( 13 points)
1 Saber Squadron ( 12 points)
1 ""Mauler"" Mithel ( 15 points)
= 134 total squadron cost

Despite a good bid, my bid was much bigger, so I selected 1st player. Anything else would be paramount to suicide.

From Tokra's objectives I chose Fire Lanes. The other options were Most Wanted, which would only cause my ISD to be focused down even faster. And Superior Positions, which is pretty much an auto-win in this matchup. With Fire Lanes I have a fighting chance - and more importantly, I know where his ships will need to be.

Fire lanes might seem strange in a fleet without Strategic, but it's actually quite good. There are very few fleets that can use strategic AGAINST this Sloane build. If they try, they lose their strategic/relay squads in the process. And relay Gozanti are really excellent for racking up Fire Lanes tokens.

In this match Tokra opted for max separation of tokens. One in the middle, and the other two as far to each side as possible. I countered by dragging them inwards and forward.

We then deployed. I divided my fleet in 3: ISD + Repair Gozanti in the middle, two Gozanti to the left, and one Gozanti + Demo to the right, where I was fairly certain Tokra would drop his ISD.

Dividing the fleet is usually not a good thing. But here I had to threaten the Fire Lanes tokens, or I'd auto-lose on points. It also has the benefit that the squadrons cannot engage my entire fleet - they must either go for the ISD in the center, or go to either flank, but cannot threaten both flanks.

In the event Tokra did NOT deploy his ISD to the side, but centrally, facing my Devastator. The red ring in the pic is where it was placed, while the blue arrow points to where it MIGHT HAVE BEEN.

In hindsight Tokra felt like this was a bad placement. And I can kind of agree. Facing Devastator with any ship, even and ISD is a bad idea. Especially if that ship has no ECM.

On the other hand it kept the ISD close to the squadron's firepower, where they together could deal with the ISD. He also did not have to have his ISD engaged by Demo early without any squadron cover, then having a by then token-less Devastator crash into Sloane's flagship late game. Plus his ISD could start by controlling two fire lanes tokens, which can be a very important leg up.

So it was not, I think, a bad placement. It was a very understandable placement, and one that could have worked.

What followed was a mistake on his part: he decided to go after my 2 Gozanti down to the left. it would have been a good tactic, to remove my activation padding, IF THE AVENGER HAD BEEN OVER IN THE CORNER. But with Avenger facing Devastator, there was not enough time. But the time he had killed 1 flotilla (his dice didn't help - not a single acc was rolled before Sloane died!) my Demo had one of his flotillas double-arced. By the time he took out the 2nd flotilla it no longer mattered: Devastator got the coveted last-first, end of r3/top of r4, and Sloane's Avenger was no more.

End state, start of r5

The image shows end state. We called it here, because there was no way a win could be achieved for Sloane: my ISD was nearly fresh and could not be killed. The only thing I could lose was 1 flotilla if Maarek-Jendon went for it. I could also kill 1-2 of Tokra's flotillas, plus claim maybe 5 more Fire Lanes tokens. Tokra's remaining Gozanti are marked in yellow, and the squads are obviously his. 

After the game we talked some, and yes, the original plan he had was keep his ISD far away initially, take away some of my padding, and then engage Devastator. But in the end he didn't, and that was the start of several decisions and turn of events that snowballed into a loss.

I am of course very happy that I did win, but I am left with the feeling that most days this would be a win for Tokra and his Sloane fleet. He's a very good player with a very good fleet. But sometimes stuff happens and you lose.

In the other semi final JJ beat Roquax. So like last year the final will be between the two of us. I'm not exactly thrilled :D Or I am, but JJ is a very good player! Last year it was his balanced Jerjerrod fleet vs my balanced Vader fleet (what! did I play Vader before wave 7 too!? omg I must be MAD!) and he whipped me good. He had initiative, and with his already great skill AND Jerry's agility, he ran loops around me. The end score wasn't so bad, but I very nearly only killed BLACK SQUADRON. Only at the very last moment I killed his ISD, but it was perhaps more a lucky crit than anything else :-)

This year JJ is playing Raddus. And Raddus is a VERY GOOD commander. If you don't think so, you're going to get a lot of nasty surprises in wave 7! In a sense he's a little like Jerjerrod: he gives an advantage in the maneuvering game. Not by giving extra yaw, but by letting you drop in a ton of firepower where you need it, when you need it.

To prove my point I'm going to show you 2 screenshots from the JJ vs Roquax match:


Here the Profundity comes out of Raddus-space, and the Hammerhead pops right into a close-range double arc on the side of the Yavaris. This was made possible by a lowly flotilla seeming coasting by at safe range. While the profundity cannot activate first - the Hammerhead totally can. Yikes!


Here is the result. HH with Ordnance Experts and Externa Racks, double arc and ram. No more Yavaris, and the game is effectively lost. To add insult to injury, the MC75 now has Gallant Haven boxed in and in a perfect double arc from the MC75!

Very good play by JJ there - and I've seen him do other tricks with Profundity in other games. In this case Roquax seemed a bit unprepared for Raddus. Raddus cannot hyper in ships overlapping squadrons, and Roquax failed to screen with his ships (and his flotillas for that matter). But that is perhaps easy to say after the fact!

At any rate, this is the fleet waiting for me in the finals:

JJs Juggernaut 

386 points

 MC75 Ordnance Cruiser
- Ordnance Experts
- Electronic Countermeasures
- External Racks
- Assault Concussion Missiles
- Profundity
Total = (128 points)

Hammerhead Torpedo Corvette
 - Ordnance Experts
 - External Racks 
Total = (43 points)

MC30c Torpedo Frigate
 - Admiral Raddus
 - Ordnance Experts
 - Assault Concussion Missiles
 - H9 Turbolasers
 - Admonition 
Total = (116)

GR-75 Medium Transports (18)

GR-75 Medium Transports (18)

Shara Bey A-wing Squadron (17)
Tycho Celchu A-wing Squadron (16)
VCX-100 Freighter (15)
VCX-100 Freighter (15)
Squadron Total = (63 points)

I have the bid, which is good, but JJ has already taken down a fleet similar to my own (thecactusman17, the original champion of Devastator builds) as 2nd player earlier in the tournament, so it won't be easy.

If you want to watch, the final is tomorrow Thursday 1st of march, 2000 GMT. On Vassal of course.

Monday, February 12, 2018

I'll Have You Know (Vader All-Ship Fleet)

Pun intended

You get it? The title of the blog... "I Have You Now", famous Darth Vader quote... is remarkably similar to "I'll Have You Know". My mastery of the English language is absolute, my wit without limit. If that didn't impress you, nothing will.

Today I want to take a look at an all-ship list, with some elements of wave 7 in it. This is my list in the Vassal World Cup 2018. At the time when we handed in our lists not all the wave 7 cards had been spoiled, so couldn't be used. So no Early Warning. No Strategic Advisor. Etc.

All ship you say? Isn't that INSANE in the current meta!? Well of course it is. There are just so many really powerful squad builds out there, including (but not limited to) Yavaris 2+3/4 and ISD+4/5. The former burns you down in moments with three double bomber taps, the latter is a death of a thousand cuts through relay (Maarek fucking Jendon).

After having played too much Sloane, and knowing my ISD+4 Sloane Aces would have the ability to reach the finals, I tossed that out the window and sat down to contemplate the power of the Dark Side:

Enter the Vader Devastator Cymoon, the Demolisher Cruise Missile, activation spam through flotilla abuse, and the op-ness of the last/first using ships with a high damage spike. The entire lists revolves around delaying activation of the ISD, then going last/first starting round 2 or 3, depending on board state. 

It's not complex per se, but you're balancing on a knife's edge. You must NOT give the opponent the opportunity to do more damage to the ISD than strictly necessary. And when you do pounce you must do so with great ferocity - and preferably hot red dice.

VWC 2018 - Darth Vader, in association with Devastator Productions, Demolisher Studios and Four Mighty Gozanti, proudly presents: "I HAVE YOU NOW"  
Author: Green Knight
Faction: Galactic Empire
Points: 383/400  
Commander: Darth Vader
Assault Objective: Most Wanted
Defense Objective: Contested Outpost
Navigation Objective: Solar Corona
[ flagship ] Imperial Star Destroyer Cymoon 1 Refit (112 points)
-  Darth Vader  ( 36  points)
-  Devastator  ( 10  points)
-  Intel Officer  ( 7  points)
-  Gunnery Team  ( 7  points)
-  Spinal Armament  ( 9  points)
-  X17 Turbolasers  ( 6  points)
-  Intensify Firepower  ( 6  points)
193 total ship cost
Gladiator I-Class Star Destroyer (56 points)
-  Demolisher  ( 10  points)
-  Intel Officer  ( 7  points)
-  Ordnance Experts  ( 4  points)
-  Engine Techs  ( 8  points)
-  Assault Proton Torpedoes  ( 5  points)
90 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
Gozanti-class Cruisers (23 points)
-  Repair Crews  ( 4  points)
27 total ship cost
Gozanti-class Cruisers (23 points)
23 total ship cost
Card view link
Fleet created with Armada Warlords
My POD matchups included 1 Rebel MSU (very hadsome win), 1 Yavaris Bee-wing swarm (tabling), and 1 Sloane list (very close to tabling). All 3 succumbed to the overwhelming power of re-rollable red dice and XI7, plus the usual Demolisher shenanigans.

MSU can't get a good angle of approach on the ISD, then pop easy from XI7

In the 1st elimination round I, with some lucky red dice, took down another Sloane list (rikash), losing the ISD in the process, but tabling my opponent. In the quarter final (karneck) yet another Sloane list and another tabling (again some pretty nice dice). 


Who needs Vader when you get this natural roll? 1-shot VSD from 1st elimination game

I expect very stiff opposition in the semi-final. Either ISD+4 Sloane aces (Tokra) or ET BC w/flotilla spam and some squadrons (Aresius). Aresius already has 6 activations, and Tokra the ability to eliminate one of mine to restore parity, meaning last/first won't work. I don't actually have a good solution against either list. I'll do my best, and maybe get lucky, but this is most likely the end of the line. And if by some miracle I get to the finals like last year, I'll most likely have to fight Roquax' horrible Yavarus 2+4 or JJs Juggernaut's Raddus Profundity bomb.

BUT, no matter how things end, I'm immensely pleased. I've kind of proven that an all-ship list can deal with most (not all) squad-heavy lists. That pleases me a lot.

What doesn't please me at all is flotillas: they power this list in a most abusive fashion, and while there is a certain elegance to the list, it's also super-abusive. Which is typical for almost all lists at the moment. Spam flotillas, use relay, prosper. IMO while it doesn't completely invalidate other list types, it makes list building options for competitive play VERY limited. And the risk/gain factor of both flotillas in general, and relay in particular, is not currently wholesome.

NERF FLOTILLAS. NERF RELAY.