Angry Space Triangles: Titan Games, The Second Day

On a cold, dreary Sunday our two warriors stepped from their four-wheel drive, off-road vehicle onto the damp macadam of Lichfield’s long-stay car park. Across the road was the crucible, Titan Games, a charming and old-fashioned game shop in a timber-framed terrace.

The store was another winner – well-stocked, friendly staff, and really conveniently placed for car travelers – plus, right around the corner from a McDonald’s, the milkshakes of which would prove key to sustaining us through the day.

Armada weekend 1 (3 of 26)
A lovely photograph of James’ fleet – a rarity to find one with the ships all intact.

Sadly, Sam couldn’t join us today, so it was just James and I. There was another friendly face, though: Paul, whose Ackbar-led fleet had won the previous day’s tournament at Shadow Games.

Against us were four admirals of great renown and valour:


Paul – Rebels, led by Admiral Ackbar

  • MC80 Mon Calamari Cruiser Defiance
  • Two Mk. II Assault Frigates, with Gunnery Teams
  • Tycho Celchu

Paul (a second Paul) – Imperials, led by Admiral Motti

  • Imperial-II -class Star Destroyer
  • Imperial-I -class Star Destroyer
  • Gladiator -class Star Destroyer Demolisher
  • Firespray and an Aggressor – both unnamed.

Graham – Rebels, led by Admiral Ackbar

  • Two Mk. II Assault Frigates
  • MC30C Scout Frigate Foresight
  • Jan Ors, three A-Wing squadrons, and an X-Wing squadron.

Dan – Imperials, led by Admiral Screed

  • Imperial-II -class Star Destroyer, with Gunnery Teams, Electronic Countermeasures, X17 Turbolasers, etc…
  • Gladiator -class Star Destroyer Demolisher
  • Gladiator -class Star Destroyer
  • Dengar and several TIE squadrons

In the first round, I was set against Rebel Paul, James was to take on Imperial Paul, whilst Graham and Dan faced off on the third table.

Our lists were unchanged from the day before, and we’d had our practice now – today, no quarter would be given.

At least, not intentionally.


James’ Day

James had a solid start to the day. However, it didn’t look that way at first. Here’s his own description of how the match went:

Okay, so in my first fight I was the second player and he chose ‘Opening Salvo’, an interesting decision as I had more ships then he did, but I wasn’t complaining. I knew my ISD wouldn’t be able to out-position his two ISD‘s so I just aimed mine at his and hoped my dice didn’t fuck me. I positioned Insidious at an angle to make sure I could fit the rest of my fleet around the obstacles and so that hopefully I could get it round the back to deal out some damage.

My first mistake was to angle Insidious too far out when really it wasn’t going to get much thrown at it with my ISD there anyway, and it ended up not getting a single shot out, making my second player advantage a little slimmer. The second mistake was to remember that I had a second player advantage when I got my first shot off with my ISD; Paul offered to let me keep the token and use it next round but the rules are clear that it has to be the first shot so I didn’t take him up on that. However, my opening shots with the other two GSD‘s were able to add black dice into their pool allowing me to use my ACM‘s at long range. I targeted his ISD1 as it can deal out more damage at close range and I wasn’t planning on letting him past.

My third mistake was to position a GSD blocking his ISD2, I thought he would target my ISD in order to go for the win but instead he blew my standard GSD out of the sky so he could move past. This made the game effectively 5 rounds as we couldn’t do anything to each other in the 6th round that would have any impact on the game. However his Demolisher, that was quite loaded up with upgrades, didn’t manage to slow down in time before flying off the edge of the board, and I went from a loss of about 30 points to a win of 68.

Armada weekend 1 (12 of 26)
Who even brings two Imperial-class Star Destroyers to a tournament, anyway? Someone who knows what it’s all about, that’s who.

James’ second game was somewhat more one-sided. Facing off against his second Paul of the day, he went up against the Ackbar menace. Attempting to replicate an incredibly risky tactic he had seen employed in the previous round, James stormed his Star Destroyers past the minefield and directly at the head of Paul’s Rebel column, hoping to stop it in its tracks. But his timing was out, and as he tried desperately to engage the Rebels on their weak frontal arcs, he fell short – and the punishment from the Rebel broadsides was unrelenting. Imperial iron gave way to Rebellious fury as ship after ship succumbed to overwhelming firepower. As the guns abated, all three Rebel ships remained  – and all that was left of the Imperials was smoke and ashes. Paul’s 400-point margin of victory gave him ten tournament points.

Finally, James took on Dan’s Imperial fleet. Dan had, thus far, been put through the ringer, having suffered two nasty defeats already. James spared no sympathy, however, as he dismantled Dan’s vessels with extreme prejudice. With a numerical advantage of four ships to three, James set his guns and missiles blazing and stole a hefty victory, although he lost the Demolisher in the process. Nine tournament points in the bag, taking him to sixteen in total.

Armada weekend 1 (15 of 26)
Dan’s flagship meets her fate.

Jon’s Day

My first battle was against Rebel Paul, and I hope you will forgive me if I indulge in a little additional detail. I had seen Paul fight the day before, and he was a formidable tactician. He had flattened every fleet he had come across, and I was eager to face him today for the challenge. There had been talk that his Ackbar-led fleet was unstoppable, unbeatable, immortal – I wanted to prove that there was no such thing. Don’t get me wrong, Paul is a great guy who fights hard with a good fleet – but I needed to know if I was up to the task. And I knew that if I fared as poorly against him as everyone else, I would have no hope of seizing a win on the day.

He deployed his minefields to deter the approach of my sharp-prowed fleet. I placed my corvette, Instigator, on the far, far left of my deployment zone, and at maximum speed – this would be key later on. He deployed his vessels in a standard column, going from my right to my left with the Defiance, his MC80 Assault Cruiser, at the front. I set my flagship and the Relentless, my Imperial- class, to the right of the Instigator, going straight ahead, whilst I placed the Demolisher much further over to the right, angled towards the middle of the Rebel column – and carefully positioned to navigate through the minefield.

Everything then happened very, very quickly. In two turns, the Instigator crossed the entire map, ending up directly in front of the steadily-cruising Defiance. The Defiance slowed to avoid a collision, as the rest of the Imperial fleet sped towards the Instigator’s position. The Relentless headed straight for the side-arc of the Defiance and unloaded with her entire frontal battery as the flagship Gladiator cruised around following the path of the Instigator. The approaching Rebel Assault Frigates were too far distant to affect the engagement meaningfully, and the three Imperial ships tore the Defiance to pieces. The Instigator was lost, but her gallant crew had done their jobs admirably – stalling the Rebel line of advance and pinning the Rebel flagship in place for eradication. My flagship dealt the killing blow with a brutal short-range delivery of heavy ordnance.

Armada weekend 1 (18 of 26)
The final moments of the ‘Defiance’.

Meanwhile, the Demolisher slowed to a cautious advance through the minefields, before rushing up into the middle of the Assault Frigates. She didn’t remain intact against the two larger ships, but she put a crippling blow on the lead vessel, leaving it to be finished off by a volley from the Relentless. The surviving Rebel ship was largely untouched by the fighting, and departed towards the relative safety of the minefield. As the wounded Relentless desperately slowed to avoid leaving the combat zone, and then again to avoid a rogue asteroid, the battle ended with a solid Imperial victory – I took nine tournament points, with which I was very happy.

I should note here that, although I was pleased with the victory, to his credit Paul didn’t make a single mistake. He was a tough opponent to crack, and it was only the fact that I employed such a risky, incredibly aggressive strategy that I was able to do the damage I needed to do to win. When James tried to replicate it in the next game, Paul had already learned and adapted, and promptly took James’ fleet apart.

My second game was against Graham, who had secured a strong victory against Dan in the first round. Our ships each prepared their guns for a brutal opening salvo, and brutal it was. The Relentless suffered heavy damage in the earliest stages of the fighting, and this was worrisome – the Relentless wounded was worth as much to Graham as any other ship dead. However, she pulled away from the combat and set her damage control teams to frantic repairs, whilst my flagship Gladiator and Demolisher devastated Ackbar’s flagship; the Demolisher suffered heavy damage in the process. Without their admiral’s expert gunnery tactics, the Rebels’ fighting strength was diminished. Their Scout Frigate swept into a nasty crossfire between my flagship and Instigator, and was wrecked in the final stages of the battle. The Relentless repaired the last of her damage, and the score was tallied – I gained eight tournament points, with two to Graham.

Armada weekend 1 (16 of 26)
I have no idea what was happening at the time, but it must have been pretty intense.

The final fight was as climactic as it should have been. I faced Imperial Paul, and everything was to play for. He had suffered a minor defeat to James, but had trollied Dan, and now needed to beat me by a margin of victory of 70 points or more to take first place.

Two Imperial- class Star Destroyers was a threat I’d not faced before, and with Motti in command they were tough old beasts to kill. They approached at high speed, whilst my own fleet deployed in a tight cluster at low speed, to avoid unnecessary damage from a nearby minefield. The two Demolishers got stuck into each other quite quickly – Paul’s near-crippled my own, whilst mine put the wallop back on his, before rushing forward into the frontal arc of his ISD-I. My flagship finished off the Demolisher before also rushing into the front arc of both the ISD-I and the ISD-II. This was my first mistake of the battle.

My Demolisher was finished off casually by the enemy ISD-I, and the ISD-II put a devastating blow into my flagship. The Relentless was still slowly navigating around an asteroid, too distant to help. But my flagship survived, and in turn put both her forward and her broadside torpedo tubes into the ISD-I. My flagship sped between the two larger vessels, desperately trying to escape retribution. Set on their course, Paul’s two capital ships moved into engagement range with my own, and here, the Relentless shined. Unabashed by being outnumbered two-to-one, she launched salvo after salvo into the approaching aggressors, and she lived up to her name – she took their return fire like a champ. By the time they were nose-to-nose, she was ready to really go to work on them – in a single volley, she finished off the ISD-I at close range. Her crew cheered, and her admiral excitedly moved her forwards, forgetting – like the big stupid idiot he is, that she was yet to make a second shot against the enemy ISD-II, one which would surely have finished the beast off. This was my second mistake of the battle.

Armada weekend 1 (23 of 26)
‘Relentless’ living up to her name – she would have come out on top of this fight, had her admiral not been a moron.

Charitably, Paul allowed me to make a side-arc attack against his flagship, it in turn delivered a frontal assault into the rear of Relentless. She survived – barely – and was now departing the scene, hoping to avoid further punishment. And as she did, I made my final mistake, the one that would ultimately cost me the match. As Relentless‘ damage control teams set to work, I had the option to repair her hull, or regain some shields. A lone enemy Firespray was loitering abeam of my proud vessel, and I was, foolishly, not convinced that I would clear the guns of Paul’s rapidly-turning ISD-II. I regained shields on one side only, and Paul’s firespray subsequently attacked the opposite side, delivering exactly as much damage as was needed to kill Relentless and swing the match to his favour.

With tension, we calculated points, and after some double-checking of our maths, the score was settled – Paul had won with a margin of victory of 69 points. One solitary point short of the seven tournament points he needed to win the day. I am not even making this up.

Armada weekend 1 (26 of 26)
The wounded ‘Relentless’ tries to escape her own destruction.

Everyone Else

Dan had an rough day, having lost all three matches and having been tabled in two of them. He finished in sixth position, but hopefully he has learned what he needs to learn to come back another day and really bust some heads.

Graham finished in fifth, which surprised me to an extent, as he was a great player – very thoughtful, very deliberate and very focused. I worked hard – damnably hard – to defeat him, but his final match against Rebel Paul went against him.

Rebel Paul finished in third place, and played well all day. Defeating a rival Ackbar list can’t be easy, and he tabled James with fairly ruthless efficiency. However, I should imagine he was still fairly pleased after his tournament win the previous day.

Imperial Paul came in second, but only by a single tournament point (a common theme, it seems). He was a fantastic, incredibly sporting player – as was everyone – and he fought very, very hard indeed. In truth, I feel that with a bit of refinement to his list he could be unstoppable. Further, had he not flown his own Demolisher off the board in his first game, the scoreboard would have looked very different.

Armada weekend 1 (19 of 26)
Just two ships passing in a cliche.

To Summarise

James placed fourth for the second day in a row, but had a great time doing so. He was, admittedly, a little hungover again today, so it will be interesting to see what happens when he manages to stay sober – I imagine he’ll do rather well indeed.

I managed, by the skin of my teeth, to win. I was inordinately grateful to receive a pewter medal for my victory, but, in truth, I felt a little sad. The fact that it had come down to a single victory point in the last game, and then that I had won by only a single tournament point, left me feeling like this was an undeserved victory – almost as though I had won on a technicality, or by default, where Paul had been the better player.

I was proud of my performance in my first two games, but my blunders in the final game were crippling and unforgivable. I actually made a fourth mistake that game – turning my Instigator into the forward arcs of Paul’s ISD-II needlessly, handing him yet more victory points. And had I not gotten carried away with finishing off the ISD-I, I might have remembered to make my second attack and finish off Paul’s flagship, and everything would have changed.

However, as it was my sixth game that weekend – and I was already on a sleep deficit – my blunders were perhaps to be expected. I have made the promise to myself that I will simply do better next time, stay focused, and make sure that I really earn my victories.

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#tournamentswag

 

 

 

 

 

 

 

 

 

Angry Space Triangles: Shadow Games, the First Test

Note – Despite this being our first day, James didn’t take any pictures because he was so hungover that the paint started peeling off of his Star Destroyers when he breathed too heavily near them. I’ve included pictures that James expertly took from games we played a few weeks ago – please join me in pretending that they were taken today.

Today, James, Sam and I drove through gales and torrents of freezing rain to attend the Winter Tournament hosted by Shadow Games, in Rugby. This was a great venue – clean and tidy, loads of space, friendly and helpful staff – overall, I was very impressed.

Battle3

There were three other participants – Paul and Stephen, both with Rebels, and Craig with Imperials. Six players, three tournament rounds, nine games in total.

We had our fleets ready, and our opponents assembled theirs. We were facing off against the following:


 

Paul – Rebels, led by Admiral Ackbar.

  • MC80 Mon Calamari Cruiser Defiance
  • Two Mk. II Assault Frigates, with Gunnery Teams

Stephen – Rebels, led my Mon Mothma

  • MC80 Mon Calamari Cruiser
  • Two MC30C Torpedo Frigates, with Assault Concussion Missiles

Craig – Imperials, led by Admiral Motti

  • Two Victory-Class Star Destroyers with a myriad of upgrades
  • Gladiator-Class Star Destroyer Demolisher

 

Neil, the tournament organiser, wisely opted to split us three apart, so we each played someone new for the first round. Sam took on Paul, James took on Stephen and I faced off against Craig.

We started playing at 11 a.m. sharp.


Sam’s Day

Sam had a rough start to a tough day. Up against Paul in the first round, the long-range turbolasers of the Mon Calamari fleet made light work of Sam’s poorly-shielded Raiders and didn’t waste any time before steadily dismantling the remainder of the Imperial fleet. Despite the speed of the Imperial ships, they struggled to approach the Rebels quickly enough to bring their torpedoes and missiles into effective range, and Paul walked away with a 400-point margin of victory, and ten tournament points overall.

Battle6

Sam’s second game, against Craig, was less one-sided. Sam’s Demolisher was held in reserve, ready to arrive via hyperspace at the appropriate time. The two fleets approached, Sam at full speed, Craig more cautiously, although Craig did send his own Demolisher in on a fast attack to disable an isolated Raider on Sam’s flank. Sam’s flagship, Relentless, took a pounding as the gap between the two fleets narrowed. Worse, issues with Sam’s Demolisher‘s navicomputer led to it dropping out of lightspeed directly in front of Craig’s flagship – the Demolisher was soon smouldering ashes and, with the Relentless now out of action, so too was Sam’s hope of victory. The match finished with nine tournament points in Craig’s pocket.

Sam’s final game was against James. They had not played before, but it was a much more balanced match. Early successes from opening salvoes saw James’ own Relentless suffer the full brunt of the forward guns aboard Sam’s Relentless – the older Imperial-I class of vessel possessed a more potent short-range armament. However, Sam’s flagship finished the exchange of fire almost entirely unshielded and with an 82% loss in structural integrity. Sam’s Gladiators had already been ruined and abandoned, and a perfect shot from one of James’ Gladiators saw Sam’s flag set ablaze, the once-triumphant Relentless now on her way to the breaker’s yard. With a 50-point margin of victory James took six Tournament points, leaving Sam with four. This put Sam at five tournament points in total.


James’ Day

James had a similarly bleak start to the day as Sam. His first battle, against Stephen, saw a series of tactical blunders on James’ behalf that cost him the game – as his bleary-eyed attempts to seize an advantage failed, his fleet was quite comprehensively dismantled over a few turns by Stephens’ powerful formation of broad-sided vessels. I have to be honest, James was visibly struggling at this point, and I did feel badly for him – just not quite badly enough to resist making fun of him. Stephen achieved eight tournament points from this match, with two to James.

ISD3

James’ second fight was against me. And fortunately, despite the fact we have played each other many times before, we managed to maintain a mature attitude throughout the game – until James revealed his true colours as a backstabbing traitor by capitalising on all of my mistakes and punishing me for my poor decisions. Both our fleets had entered into dangerous territory to reclaim… something… from each of the scattered obstacles. On the first turn my flagship risked a collision with an asteroid to seize an objective, suffering critical damage which dropped its front shield, right in sight of James’ approaching gun line. This put me on the back foot for the rest of the match, and James promptly picked my Relentless to pieces and polished off my Raider with casual contempt. The final result was close, though – James claimed six tournament points, which meant four for me.

James’ final match against Sam has already been covered. Suffice to say, James was by this point sobering up, and Sam had already nearly doubled his experience with the game in the two preceding matches. The improvement in both players’ abilities was clear, but by this point we were all tired and growing lethargic. James finished his final fight on a six-point victory, giving him fourteen tournament points in total.


Jon’s Day

My day started off mostly positively. Craig claimed to be an inexperienced player, but he had a cool confidence with the game, and made me work hard for a narrow victory. I elected to assault a contested outpost held by Craig’s Victory-class Star Destroyers. Why I made this decision is beyond me – I was likely having a moment. It seemed like a good idea at the time, although I quickly learnt my lesson as I threw my attack force against his sturdy vessels, suffering heavy damage. Both of my Gladiators fell to combined attacks from his capital ships and his fighters – a key strike by Soontir Fel and three TIE Fighter squadrons put my Demolisher down for good. By the time the last laser blast had cleared, I had managed to control the outpost for four turns and burned a Victory and the enemy Demolisher. I was grateful for the seven Tournament points, but aware of how much effort I had to exert to account for my initial mistakes.

Battle2

My fight with James was, as described above, painful. The loss of front shields due to a misaligned projector on my flagship absolutely sent me reeling, and a damaged fire control aboard my Relentless, similarly gained due to asteroid collisions, pretty much did for me on the first turn. The misaligned projector was arguably the worst result I could have gotten at that point – I had hoped to repair any damage suffered from the asteroids in the subsequent turns, but the loss of my flagship’s forward shields turned me from a cautious attacker into a quivering defender, and James wasted no time in seizing the initiative and applying the pressure straight away.

My last battle was against Stephen, and I was glad for the chance to face some Rebels. Here, the dice were on my side, my gun crews ceaseless in the brutality they inflicted on the enemy vessels. Stephen’s flagship MC80 met its fate inside the front arcs of my Relentless and the two Gladiators at short range. My Raider proved its real worth here, racing ahead to block the advance of Stephen’s MC30Cs – the Raider perished in doing so, but the resultant collisions put the Mon Calamari torpedo boats in a bad state, and they were soon finished off by my Gladiators. Stephen maintained air superiority with his potent A-Wing force led by Han Solo – his eradication of my TIE Fighters and Han’s mortal strike against my Raider prevented me from achieving a full margin of victory – but I was still very pleased to be awarded nine tournament points – taking me up to twenty in total.


Everyone Else

Paul won the day – finishing on twenty-seven tournament points, he was well ahead of anyone else. He tabled Stephen in the second round, but came a bit unstuck in round three versus Craig, whose valiant Demolisher slotted an Assault Frigate – however, he still won with a solid seven tournament points.

Craig came third overall, just topping James by a single tournament point. He was using a tough list – two Victory-class vessels leaves you with a very slow fleet, but his use of the Demolisher saw him do very well for someone as relatively new to the game as he was.

Stephen placed fifth overall, and I feel he was let down by some poor dice and the limited range of his torpedo frigates – with only his MC80 in poessession of a long-range armament, I found that, at least against my own fleet, he struggled to apply enough pressure early on in the game, and consequently I was left brash in my attitude.

battle7


To Summarise

I have given James grief for not taking photos, but in truth I too failed in my duties, abjectly negligent of any note-taking or record-keeping. However, suffice it to say that it was an excellent day, and I am very glad we started our tournament run at Shadow Games.

Sam placed sixth overall, but his last game was several weeks ago, and he had only played a couple of times before that. He will be adding his own thoughts in a later article, but he has certainly claimed to have learned a lot and enjoyed himself whilst doing so – with a few modifications to his fleet, he will be back with a vengeance very soon.

James came fourth, but would have been third but for a single Tournament point. He has promised not to be so hungover tomorrow, which will hopefully see him crush a few more heads and take a few more names.

I came second, but was still seven points behind Paul, the lead player. I did learn a lot today, enough to work on over the next few matches. James and I only usually fight against each other, and it had been a few weeks since we had done even that – and I felt rusty. Tomorrow, I shall aim to be sharper and less dull-witted – I would dearly like to win one of these tournaments, if only so I can one day claim to have ever achieved anything in my life.

Tomorrow, we’re in Lichfield. Watch this space…

 

 

 

 

 

Angry Space Triangles: The Fleets

The Basics

For anyone unfamiliar with the game, there are some key concepts to Armada that any competitive player has to master. If you know the game well, probably best to just skip to the next section.

First off, you’ve got Initiative. At the beginning of each match, the player with the smallest fleet in terms of points gets to choose to go first or second for each game round. This means you’ve got to choose: do I use more points to get more stuff for my ships, or do I keep some back so that I can “bid” for Initiative? How many points do I keep for the bid? It’s a difficult and important choice.

You also have Activations. In a game round, the players take turns to activate one ship at a time. If you have fewer ships than your opponent, then you will have to activate your own ships earlier on, giving your opponent much more chance to respond effectively to your tactics. In essence, you can’t “hold anything back”. Again, this might not matter to some players and their fleets, but we all agree that having more ships in a fleet, and hence more activations, is important.

Finally, there are Squadrons. Armada is all about big, heavy capital ships duking it out with big laser cannon, but between them dart small craft of incredible power and speed. Squadrons broadly fall into two categories – bomber wings, which are dangerous to ships, and fighter wings, which are dangerous to bombers. Even if you’re not relying on squadrons in your own fleet, it can be dangerous to ignore an enemy’s bomber wings, because they can drop a lot of damage that can be very difficult to avoid.

These are probably the three biggest concerns when assembling a fleet with which to fight, or at least, they are for me. There are, of course, other things to consider, such as your Fleet Commander, who can drastically change the way a fleet performs. There are also upgrade cards galore, as well as ace pilots. And each class of ship has two variants which can make a big difference to how they are used.

It’s a very, very complex game, and I love it.


The Fleets

My own fleet is relatively balanced, I feel – I’ve got something of an answer to bomber-heavy opposing lists in the form of my Instigator and escorting TIE Fighters. I’ve kept myself to a minimum of four activations, and a healthy initiative-bid of eight points. I referred to the Fantasy Flight Community Page for ideas on objectives, and picked three based on the advice I received – objectives are difficult to get right.

Sam, meanwhile, had independently picked the exact same objectives for his bruiser of a fleet. With five activations, and a compelling bid for initiative, he’s likely to dominate any ship-to-ship action on the board. However, with no fighter support and no dedicated AA-platforms, he will take a lot of damage from enemy bomber wings. However, his proliferation of Overload Pulses and Assault Concussion Missiles means he’s making the most out of Screed with every activation.

James has taken a very hard-hitting list. His ISD and three, yes THREE Gladiators are sure to knock enemy ships about the map like the galaxy’s most explosive game of ping-pong. He has a small fighter wing, enough to bog down bomber wings for a spell or two. It’s the three lots of ACMs that scare me – in a single turn James could be rolling buckets of black dice, with every attack dealing two extra damage from the missiles. But his manoeuvres and timing will have to be flawless to make the most of his short-range vessels.

You may notice that I’ve linked to the really attractive web-based fleet-builder, Armada Warlords. This is a fantastic site that produces some really fancy-looking fleet lists in multiple formats. However, for printing and fleet-crafting, I used Fab’s Fleet Builder – this is a great tool, as you can tell it what you have in your collection and it will limit your options accordingly. It also produces neat, compact .PDFs for printing. Both are great for different reasons, and I’m very grateful to their creators.


Jon’s Fleet – The Bloody Spear

ISD1
The pride of the ‘Bloody Spear’ – the Relentless. And no, it doesn’t look like a tampon.

The Bloody Spear
Author: jhox

Faction: Galactic Empire
Points: 392/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Intel Sweep

[ flagship ] Gladiator I-Class Star Destroyer (56 points)
–  Admiral Screed  ( 26  points)
–  Assault Concussion Missiles  ( 7  points)

Gladiator I-Class Star Destroyer (56 points)
–  Demolisher  ( 10  points)
–  Ordnance Experts  ( 4  points)
–  Assault Concussion Missiles  ( 7  points)

Imperial II-Class Star Destroyer (120 points)
–  Relentless  ( 3  points)
–  Captain Needa  ( 2  points)
–  Gunnery Team  ( 7  points)
–  Electronic Countermeasures  ( 7  points)
–  Heavy Turbolaser Turrets  ( 6  points)
–  SW 7 Ion Batteries  ( 5  points)

Raider-I Class Corvette (44 points)
–  Instigator  ( 4  points)
–  Ordnance Experts  ( 4  points)

3 TIE Fighter Squadrons ( 24 points)


Sam’s Fleet – Battlegroup Relentless

Battlegroup Relentless
Author: Plumbership

Faction: Galactic Empire
Points: 394/400

Commander: Admiral Screed

Assault Objective: Most Wanted
Defense Objective: Hyperspace Assault
Navigation Objective: Intel Sweep

[ flagship ] Imperial I-Class Star Destroyer (110 points)
–  Admiral Screed  ( 26  points)
–  Relentless  ( 3  points)
–  Gunnery Team  ( 7  points)

Gladiator I-Class Star Destroyer (56 points)
–  Demolisher  ( 10  points)
–  Assault Concussion Missiles  ( 7  points)

Gladiator I-Class Star Destroyer (56 points)
–  Assault Concussion Missiles  ( 7  points)

Raider-II Class Corvette (48 points)
–  Overload Pulse  ( 8  points)

Raider-II Class Corvette (48 points)
–  Overload Pulse  ( 8  points)


James’ Fleet – Imperial Fury

Imperial Fury
Author: jhox

Faction: Galactic Empire
Points: 395/400

Commander: Admiral Screed

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

[ flagship ] Imperial II-Class Star Destroyer (120 points)
–  Admiral Screed  ( 26  points)
–  Relentless  ( 3  points)
–  Gunnery Team  ( 7  points)
–  Electronic Countermeasures  ( 7  points)
–  XI7 Turbolasers  ( 6  points)

Gladiator I-Class Star Destroyer (56 points)
–  Demolisher  ( 10  points)
–  Assault Concussion Missiles  ( 7  points)

Gladiator I-Class Star Destroyer (56 points)
–  Insidious  ( 3  points)
–  Assault Concussion Missiles  ( 7  points)

Gladiator I-Class Star Destroyer (56 points)
–  Assault Concussion Missiles  ( 7  points)

3 TIE Fighter Squadrons ( 24 points)