Friday, March 9, 2018

Mothma MSU vs Madine 80+75

In this game, I tried out Mothma for the first time to give my MSU more staying power at the expense of the Ackbar side arc boost. I brought the titled MC30s plus a pair of CR90s (Jaina’s Light is my flagship with TRCs and the other is a B-type with engine techs and RBDs) with Shara, Corran, and a pair of YT2400s. My usual opponent, Andy, was fielding Madine on a Liberty, the MC75, a pair of flotillas, and a bunch of Z95s (Proxied with X-Wings). He also had a Strategic Advisor and a good sized bid, so he had the last/first - a recipe for trouble. Objective was most wanted. I made my non-flagship CR90 and his MC75 the objective ships.

Here was the setup (From left to right: Admonition, Jaina, Foresight, Generic CRambo):


I wanted to keep Admonition out of the fight for a round or two and was nervous about the last/first possibilities. I was also trying to turn my flagship away from that Liberty front arc. I moved Foresight in toward his 75 and was playing conservatively with my objective ship. Here is the close of round one:


I managed to get both flotillas at close range of Foresight, but poor Mon Mothma had that Engine Teching Liberty bearing down on her. Admonition was completely out of the fight. Shara very effectively tied up his fighter wing while Corran and the YTs hit the 75. Here is round 2 close:


Naturally, the Liberty activated first and assassinated my admiral (A diplomatic mission, really!). I responded in kind by clearing out both of his flotillas with my H9s on Foresight. I did a shoot and scoot with my objective ship rather than sticking around for the the ramming thing. It would not have been able to do it a second time to make it worth the loss. My three rogues harassed the MC75 on three arcs to reduce flak damage. Here is the close of round 3:


Not much happens on round four. The rogues are sticking to their target like parasites. Here is the close of the round:


Round 5 was similarly uneventful. I pushed Foresight into close range of the MC75, even though I had no chance of getting a shot, just to see if it could survive:


Round six closes with Foresight being wiped out by 75. Overall, a stinging defeat.

AAR:
This was not a well played game on my part. Looking at the setup, I was already in trouble. The asteroids were reasonably well placed in the center, but half my fleet was not placed to utilize the asteroid placement for cover. Also, my fleet started out together, but the directions of travel forced them apart when they should have stuck closer together to take down one or the other large base. Andy, on the other hand, started his ships a short distance apart, but planned for their convergence and mutual support - a much better approach. Placing my admiral on the CR90 instead of the much more survivable Foresight or Admonition was a bad move. My squadron group performed reasonably well. Shara dismantled his Z95s and the rogues put a bit of damage on the enemy, just not enough without any ship support. List-wise, being outbid and outactivated with an MSU is a recipe for destruction.

Lessons Learned:
- If running an MSU, either outbid or out activate the opponent, preferably both.
- Placing the admiral on a corvette is generally not a wise choice.
- Concentration of firepower is essential against heavy hitting large ships.
- MC30s cannot flank effectively as second player - they must attack the front on the first pass.

Monday, March 5, 2018

Vader Devastator vs Ackbar

In this game, I switched things up and tried running Imperials under Vader in his flagship, an ISD2 type Devastator with EWS. I also had a Demolisher and a Raider with external racks. The squadron fight consisted of four TIEs vs Shara/Tycho with predictable results. I took first and chose Jamming Barrier. I placed the Devastator in the left corner, anticipating the placement of the enemy fleet across from it due to the asteroids. I then placed Demo a ways to the left, planning to cut off the lateral MC80 movement.

The first image is part way through the first round:




I was moving fast and had to make a choice between the AF and the MC80 with the Devastator. I choose the AF so that it didn’t flank me. Here is the close of the second round:




After a light hit to the Pelta, Demo moved into the front arc of the MC80, keeping it in place for the round. Devastator did not have any discarded tokens quite yet, but it did put some damage on that AF as they closed. Here is the close of round 3:




My Demo was limping after taking hits from both the Pelta and MC80 and I was concerned that it may not last another activation from the 80. I elected to activate it first, putting hurt on the 80 and then moving past the dust cloud and getting a lucky hit on the AF to kill it before it got to shoot back. Devastator did not even get to use its titular ability. The Raider moved in to put some hurt on the 80 and lock it in place again. Here is the close of round 4:




The Raider activated first and put some more damage on the 80, but then got blown up in return. I was unable to maneuver in such a way as to keep out of the side arc, even with a ram. That was a misstep on my part as I could have waited him out instead of activating before the 80. Alternatively, I should have given him a slight turn inward toward the MC80 in the previous turn to try jumping over him if I decided against ramming. Here is the close of round 5:




Round six was uneventful and the game closed in my favor, though not the devastating victory I had hoped for from the Dark Lord.


AAR:

Demolisher was the MVP, hitting the MC80 hard and then finishing off the AF while getting away. It was the right move to set up with the goal of landing in the front arc of the 80. Devastator did not have opportunity to perform. I am not sure it was a terrible move to go after the AF, as I did not anticipate Demo even contributing to that fight, but it would have ended quite a bit differently had I gone after the 80 with my ISD. I pinned the MC80 behind that dust cloud for several turns, preventing it from contributing much with the side arcs. That was a good move.


Lessons Learned:

- Use the Devastator on the biggest threat rather than wasting it on the weaker targets.

- Demolisher double or triple tap is obscenely good.