It's been a while since last I updated our RitR campaign. Progress has been sooo slow I've lost a bit of interest. Here is a brief summary of Round 5 (1st battle Act 2).
A blog about Star Wars: Armada. Home of VASSAL Armada and the Armada WARLORDS fleet builder
Tuesday, June 29, 2021
Monday, June 28, 2021
Tarot-sized ship cards for Clone Wars factions
I just had to share some photos of these AMAZING tarot-sized ship cards I got from @petersaber over at the Armada Discord (link in sidebar). He prints these periodically, so do reach out to him if you're interested.
I absolutely HATE the smaller ship cards (and to a lesser degree, the bigger upgrades) so I was thrilled somebody was making 'em in the old size.
Here are a few closeups so you can appreciate the quality. Look how he managed to get the new ship keywords in there as well (right under the image). Very clever.
The paper used is VERy sturdy and has a "plastic" feeling to it. No chance of tearing or getting bent. I'm guessing it can even tackle a coffee spill (not going to test that).
Got a couple of these cute alt arts as a bonus. Now I want ALL the squads in this alternate format 😅😅😅
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!
Monday, June 14, 2021
Update VASSAL OP 21 Midsummer Madness fleet submissions
Midsummer Madness is now accepting fleet submissions!
Midsummer Madness format: You submit a list, but you NEVER play it. Instead you're randomly assigned someone else's list each round. Scoring is the total of your own points and the points your fleet has scored. Can you make 80 TP!?
4 rounds Swiss. 1 week per round.
Start round 1 is Thursday, 24th June... aka MIDSUMMER.
Be there or you don't count as a mad 'mada player!
Thursday, May 27, 2021
State of Vassal OP, Mid-2021 update
Talking about the state of Vassal Organized Play.
Thursday, May 6, 2021
VASSAL OP Midsummer Madness
Announcing "Midsummer Madness," a new VASSAL Organized Play event!
I got a new puppy...and covid is still a thing...so I don't think I'll be going anywhere this summer. So why not have a summer event on Vassal!?
Format
Here's the exciting bit: you get to decide the format. Take this survey to have a say.
Schedule
Starting late June/Early July. Details TBA
Listbuilding restrictions/rules tweaks
Depends on the format. Details TBA
Signup
Signup/fleet submission deadline: TBA
Discord channel
There is a dedicated Discord channel for the event.
Use it to chat and ask questions, but keep it related to the event.
Tournament software
We're using TTT to track players, scores, and matchups. You can find the event here.
Vassal Grand Championship
Read more here. Contribute to the prize pool here.
- Points for this tournament:
- Entry: 1
- Completion: 1
- Top 8: 1
- Runner-up: 1
- Winner: 2
- Special: TBA
Current score.
- Points for this tournament:
- Entry: 1
- Completion: 1
- Top 8: 1
- Runner-up: 1
- Winner: 2
- Special: TBA
Tuesday, April 27, 2021
Rebellion in the Rim pt. 5 (Round 4/1st Pivotal)
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| My name is Hermoine |
Due to Covid restrictions (among other things) the was a huge delay between this pivotal and our previous game. Not ideal but we make do!
We met early on a Saturday a couple of weeks ago (that puppy and my new job is the reason I haven't been able to post this before) for our first pivotal: Demonstration of Force, Rebels assaulting. I think it took about 6 hours all told, with the squad game slowing things down by a lot from r3 and out.
The Fleets
Fleets haven't changed that much but Rebels now have Adar to make the squad madness even worse 😅 and both non-squad fleets have Ion Techs (ouch).
Our duo-Arq fleet has EST on both ships and Iden on the Raider. This is VERY useful. It still suffers from a lack of dice mods so Ion Techs (totally OP) is next on the list). The VSD fleet has dice mods but not yet any EST. And both those fleets REALLY need more squad protection. Even 1 more Int would make it better. Preferably some RHD too (that goes from me as well). My only fleet picked up Demo last turn. Demo + Maarekdon...that's a lot of ship-killing ability.
EMPIRE
Demonstration of Force
Both sides spent 1 ally token. We took our staple 3xYV-666 and Rebels took 3xYT-1300. The 1300s were taken, I think, with Jan Ors in mind. Plus the 2400s die fast to YVs. But they never got anywhere near Jan so it didn't really help much.
We (Empire) didn't have much of a plan going into this pivotal. The only bit that we were going to focus on was not spreading out too much.
I put my stuff down to one side, but not all the way to the edge. My squadrons, including 3xYV-666 went on the inside so they could move centrally if needed to support the rest of the Empire battle group. Both Gozanti at speed 2 aimed at squadron commands. Raider to support squads with flak. Demo (with Nav I) lurking at speed 1 ready to jump forward. And this time I'd keep Jendon-Maarek in reserve.
The VSD fleet was placed in the middle with the Arq on the left flank. Squads to the left with the Gozanti ready to command them. We still need more squads in that ball. Howl + Int + Soontir is just a minor speed bump - at best.
Our dual-Arq+Raider-II fleet on the far left. But by "far" left I mean just a little bit to the left not all the way left. Deployed to either go wide to the (far) left to lure away some rebel ship or to curl inwards and present a total of 3 Arq broadside to the approaching enemy.
Rebels put their main squad fleet in the middle facing the VSD. Their "mixed" fleet with Neb+2xCR90 facing our duo-Arq, but deployed much further out (even after using Infiltrator + Spynet token). Facing my Demo-group was 1 AF, 1 TRC90 (JL), and BH backed by a squad ball augmented by the 1300s.
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| Closeup of rebel left flank facing my Demo. For some reason, Bright Hope is heading away and both rebel combat ships are clumped together. |
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| View of rebel center and right flank. They are spread out too much. The same thing happened in CC. |
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| Closeup of rebel chief of staff's hands. A most cunning and sinister plot is afoot! |
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| Early r1. Ships are edging forward. |
Submission deadline for VASSAL OP Q2 2021 "Unconventional Warfare" 16th May
This time we've been inspired by AMG's Unconventional Warfare event from May.
Short version: build your fleet a certain way and gain access to perks (they are quite potent). For every battle you fight, another perk is unlocked. Catch: you don't know what the future perks are until they are unlocked!
Type: Swiss
Rounds: 4
Time zones: 2 (EURO and NA - if there are enough players)
List building restrictions: Uses standard FFG/AMG fleet building but with an extra set of restrictions.
Errata: Hondo is unaligned (for funises), Moralo is Separatist (nerf).
The full rules are here.
The perk trees for round 1 are here.
Sign up for the torurnament here.
Join the tournament's Discord channel.
Tuesday, April 13, 2021
Final call for Vassal Team mini-league event (Sunday, 17th April)
(both Warlords and Vassal have been updated with the full set of cards. Some of the images are a bit grainy but I've already gotten some better scans so will be replaced shortly)
It's time to get the VASSAL OP H1 2021 event "Team mini-league" rolling.
Team leaders must submit fleets by Sunday, 18th April using this form.
If you don't have a team yet, try posting your name using this form and also join our Discord channel.
Warlords clone
You can build your fleets any way you like but to help you along I've created a Warlords clone that has all the errata, costing changes, and upgrade slot tweaks.
You need to create a new user to save your fleets as I didn't copy user data.
Most things should be coded in but there are a few oddities you'll have to manually check, like the Flagship limitation of Flag Bridge and the Star Destroyer limitation of SPHA-T to name a couple.
Custom Vassal module version
For the team league, we'll use a special version of module 4.4.0 called 4.4.0vop
4.4.0vop replaces standard 1.5 cards with their errataed versions and adds 3 new titles and 2 new squadrons. You can have it installed alongside 4.0.0 so there should be no problems at all.
Get the 4.4.0vop version here.
I haven't moved around existing stuff, so if the Republic wants to manually get Hondo in Slave I, he'll have to look under Empire --> Squads --> Firespray. Jango/Bo-Katan/Phoenix Nest are in a separate custom tab at the end.
Errata
Errata version 1.2.1 can be downloaded here.
Read it carefully and keep it at hand for reference!
Points changes/upgrade slot changes
These documents list out costs and upgrade slots (for ships):
The future
Last, but not least: have fun!
Friday, April 9, 2021
VASSAL Armada module version 4.4.0 is available
Module version 4.4.0 "We will have revenge" is available!
Download: http://www.vassalengine.org/wiki/Module:Star_Wars:_Armada
Checksum: a550828d
OVERVIEW
Full wave 10 release. Some images are of poor quality and will be replaced later on.
COMPATIBILITY
Armada 4.4.0 was built using Vassal 3.5.5. It should be compatible with module versions 4.0.0+ and Vassal 3.5.0+ but ALWAYS update to the most recent versions of both!
CRITICAL BUGFIXES
Onager has an additional range overlay that shows the exact ranges for the special arc.
OTHER BUGFIXES
Fixed some nomenclature errors.
MAJOR NEW FEATURES
Added remaining w10 cards.
Added quick-spawn functionality to all w10 cards.
Sounds can now be muted in-module (Preferences --> Sounds).
OTHER NEW FEATURES
Shu Mai can spawn round tokens.
Munitions/Parts Resupply can spawn respective command tokens.
Volume of "SET" sound slightly decreased.
Setup ("L") token added. It can rotate. Gink wanted it - I've forgotten why...
TO-DO
Add better quality card images as they become available.
IDEA BANK
Look at "locking pieces" functionality (to make accidentally nudging stuff not a thing).
Make shield dials toggleable (easier to resolve obstacle overlap corner cases).































