Thanks, Juergen! I was not expecting John’s squadron / station routine. It worked remarkably well. It’s fair payback for some of the previous Yularen / Ashoka shenanigans I’ve pulled in the past. :D - Ken
We noticed that also during post. We must have bumped the camera during filming that day, usually we have the whole box. Glad we can help you learn parts of the game though!
Great Battle report. Thank you. Just an FYI - that Rebel list is not actually legal in Armada 1.5 Rules - I used to run something very similar but it got obliterated by the new rule where you can only have 1 unique squadron for every 100 fleet points (i.e 4 uniques in a regular game). That, and the nerf to Yavaris kinda killed the Rieekan aces archetype. It's a shame because it was fun to fly and quite strong...
Not completely accurate. The limit is 4 Unique squadrons with Defense Tokens (“Aces”). Page 6 RRG under “Fleet Building. Rogue and Gold Squadron are unique, however they do not have defense tokens.
@@mathewjhawes Had to go back and check that we didn't do something we shouldn't have. In this case, glad we could clarify and help you make some meaner squadron fleets. ;) - Ken
Some questionable fleet building Ken, munitions Resupply wasn't needed. Taskmaster Grint in the Quasar would help the sqn push. An Escort or fel would of help howlrunner live a bit longer. Also you need to play the objective and not fall into John's Station tactics.
Munitions resupply was to power gunnery teams on the ISD while not forcing a comms net gozanti to only run confire dials. A Biggs Ball is a pretty tough match up for Sloane. If Ken had tried to fly his squads past the station with their speed, they would have been jumped. If he had sent squads after the mc30 the xwings would have eaten the ISD alive. There were not a lot of good options for Ken.
@@mastoebner Vanto could of fueled gun teams. I only saw it trigger once (cant remember if it did more) in that game so for effectiveness it wasn't there. Yes a biggs ball is hard to battle but you can pick your fights and use your speed as your advange over x-wings.
I am going to differ on your opinion. My ISD build needed a series of tokens, Munitions resupply was there to power Gunnery Team - freeing the Gozanti to do Squadron commands. I had a tough fight with a Biggs ball that I was not expecting. John forced me into several difficult decisions and controlled the game with obstacle placement and positioning of forces saved by Rieekan. He touches on this in his Backseat Admiral for this game. Long story short, John knows Sloane and Rieekan exceptionally well. I was doomed on this one before it began. I'm honestly surprised that minus the victory tokens, the game was fairly close. - Ken
That was some damage shuffling work John. Fantastic. Definitely put that station to work.
I was impressed.
- Ken
Yay more high quality Armada content!
You are too kind, redspec01. :)
Great work as usual, guys! Love watching these games -- especially when I'm not able to play as much as I'd like!
Thanks, Sam! We hope that we can continue to entertain you for years to come.
Great game, those tokens really add up quick. Good game from the both of you. Squadrons can be taxing.
Thanks, Juergen! I was not expecting John’s squadron / station routine. It worked remarkably well. It’s fair payback for some of the previous Yularen / Ashoka shenanigans I’ve pulled in the past. :D
- Ken
@@IONRadio Indeed, LOL they are great builds. Unfortunately, Imperials need to outnumber the Rebels by a decent margin to gain "Air Superiority" :)
Good game... Need to position the dice cam a little lower to capture all the dice action! Learned a lot from you both!
We noticed that also during post. We must have bumped the camera during filming that day, usually we have the whole box.
Glad we can help you learn parts of the game though!
Dude those rebel squadrons were a pain.
Great bat rep!
Thanks, J Robb!
Great Battle report. Thank you.
Just an FYI - that Rebel list is not actually legal in Armada 1.5 Rules - I used to run something very similar but it got obliterated by the new rule where you can only have 1 unique squadron for every 100 fleet points (i.e 4 uniques in a regular game). That, and the nerf to Yavaris kinda killed the Rieekan aces archetype. It's a shame because it was fun to fly and quite strong...
Not completely accurate. The limit is 4 Unique squadrons with Defense Tokens (“Aces”). Page 6 RRG under “Fleet Building.
Rogue and Gold Squadron are unique, however they do not have defense tokens.
@@IONRadio Nice. Great clarification. Can't believe I missed the defence token definition. Thank you.
I guess I'll revisit Rieekan myself now!
@@mathewjhawes Had to go back and check that we didn't do something we shouldn't have. In this case, glad we could clarify and help you make some meaner squadron fleets. ;)
- Ken
25:10 - yeah, with Sloane you could've removed that Brace. Counter is still an attack
It is. Sloane and Squadron play is still an area of needed improvement for me.
- Ken
Some questionable fleet building Ken, munitions Resupply wasn't needed. Taskmaster Grint in the Quasar would help the sqn push. An Escort or fel would of help howlrunner live a bit longer. Also you need to play the objective and not fall into John's Station tactics.
Munitions resupply was to power gunnery teams on the ISD while not forcing a comms net gozanti to only run confire dials. A Biggs Ball is a pretty tough match up for Sloane. If Ken had tried to fly his squads past the station with their speed, they would have been jumped. If he had sent squads after the mc30 the xwings would have eaten the ISD alive. There were not a lot of good options for Ken.
@@mastoebner Vanto could of fueled gun teams. I only saw it trigger once (cant remember if it did more) in that game so for effectiveness it wasn't there. Yes a biggs ball is hard to battle but you can pick your fights and use your speed as your advange over x-wings.
@@marswcw I think he was trying to avoid potential issues with the timing of when vanto gives a token (as well as let vanto him other tokens)
I am going to differ on your opinion. My ISD build needed a series of tokens, Munitions resupply was there to power Gunnery Team - freeing the Gozanti to do Squadron commands. I had a tough fight with a Biggs ball that I was not expecting.
John forced me into several difficult decisions and controlled the game with obstacle placement and positioning of forces saved by Rieekan. He touches on this in his Backseat Admiral for this game. Long story short, John knows Sloane and Rieekan exceptionally well. I was doomed on this one before it began. I'm honestly surprised that minus the victory tokens, the game was fairly close.
- Ken
I dont think biggs was playtested lol its not OP, but SUUUUPER ennoying