Friday, January 22, 2021

Corellian Conflict, All-out Assault, pt. 1 (Imperial Fleets)

 


Tomorrow I'll play the final Corellian conflict battle for the first time IRL. I've started the CC several times, both locally and online, but the campaign always fizzles...but NOT this time. We're only in round 5, but Imps (my team) have 10 CP (Rebels just 3) so we have to declare now, or we're sure to reach 12 and the campaign will be over without a mega-battle! 

The reason we have so many points: Rebel outposts on good systems. So the rebels grabbed a few hi-value systems early on, and we took them back, earning 2-3 CP each. Not optimal, but it's the first time playing the CC for most of us, so we need to play to learn.

In case you wonder: Rebels are in decent shape (they'll be featured in more detail in the next post). They are not maxed out at 500 like we are, but they are only a couple points short, except Agate which perma-lost a scarred GR-75 so she's 20 or so points behind.

On the Imperial side: GA Sloane (me), Romodi, and Motti.

On the Rebel side: GA Leia, Agate, Sato.

Note: Since we started before 1.5 landed, we've decided to finish using old rules and card costs. So old intel is in effect, same with evades, and everything else.


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Commander: (Grand) Admiral Sloane

This fleet (my feet) started out as a Romodi fleet, with only 4 squads. But then Romodi ended up with another player who wanted to test him, and I just threw in Sloane. That wasn't a perfect fit. For most of the campaign I've had way too few squads, but it's worked out anyway, and no I'm in a good place. Well, except that I don't like using the ISD as a carrier, but there it is.

I've managed to bring both ships and all relevant squads to veteran status, which is invaluable. Neither of my co-players has much love for squads, just a token screen each, which has been a huge problem for them throughout. So I guess it's up to Sloane to clear the skies...

Imperial II (120) VETERAN

• Admiral Sloane (24)

• Emperor Palpatine (3)

• Flight Controllers (6)

• Boosted Comms (4)

• Electronic Countermeasures (7)

• Leading Shots (4)

• Quad Battery Turrets (5)

• Avenger (5)

= 178 Points

Onager Testbed (96) VETERAN

• Captain Brunson (5)

• Ordnance Experts (4)

• Veteran Gunners (5)

• Orbital Bombardment Particle Cannons (5)

• Cataclysm (5)

= 120 Points

Gozanti Cruisers (23)

• Hondo Ohnaka (2)

• Comms Net (2)

= 27 Points

Gozanti Cruisers (23)

• Darth Vader (1)

• Comms Net (2)

= 26 Points

Squadrons:

• Mauler Mithel (15) VETERAN

• Dengar (20) VETERAN

• Howlrunner (16) VETERAN

• Soontir Fel (18) VETERAN

• Maarek Stele (21) VETERAN

• Colonel Jendon (20)

• Zertik Strom (15)

• 3 x TIE Fighter Squadron (24)

= 149 Points

Total Points: 500

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Commander: General Romodi

Romodi's job is to pour out red dice at the enemy while providing the rest of use with IF! dice fixing. To keep anyone wanting to brawl honest, he's got a Kuat to block with. The player deeply regrets having started with 2 ISDs and almost no squads, getting absolutely hosed by rebel squads. But now, with a full fleet and allied support, he's got the opportunity to shine.

Sovereign's job is to keep IF! going, and making sure Chimaera has the tokens it needs, so they will stay fairly close and linked the Romodi/Motti fleets. Sadly the Cymoon isn't a vet, but he has 2 Comms Nets, so it'll be fine. The Arq is a fun little flanker and token refresher. 4 Ints with RHD is ok, but not amazing. Jonus and Black will hang back until needed.

ISD Cymoon 1 Refit (112)

• General Romodi (20)

• Expert Shield Tech (5)

• Intensify Firepower (6)

• Gunnery Team (7)

• Linked Turbolaser Towers (7)

• Spinal Armament (9)

• Sovereign (4)

= 170 Points

ISD Kuat Refit (112) VETERAN

• Expert Shield Tech (5)

• Ordnance Experts (4)

• Electronic Countermeasures (7)

• Leading Shots (4)

• External Racks (3)

= 135 Points

Arquitens Light Cruiser (54) VETERAN

• Expert Shield Tech (5)

• Linked Turbolaser Towers (7)

• Hand of Justice (4)

= 70 Points

Gozanti Cruisers (23)

• Comms Net (2)

• Reserve Hangar Deck (3)

= 28 Points

Gozanti Cruisers (23)

• Comms Net (2)

• Reserve Hangar Deck (3)

= 28 Points

Squadrons:

• Black Squadron (9)

• 4 x TIE Interceptor Squadron (44)

• Captain Jonus (16)

= 69 Points

Total Points: 500

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Commander: Admiral Motti

Motti has suffered from the same lack of squads as Romodi. Last round he got absolutely HAMMERED by Leia's squads. Which is why we didn't bother fixing up his ISD, so it's scarred. It's the final battle, so not a big deal. It was either that or play with 480ish fleets.

Chimaera is the centerpiece here, providing the Imps with the right Fleet Command at the right time. The ISD is, sadly, not a vet, but hopefully, banking tokens + 1 Goz will be sufficient to keep it running. Motti's squad screen isn't much, but with Demo-II/Raider-I and a little support from Sloane, it'll be fine. I hope.

Imperial II (120) SCARRED

• Admiral Motti (24)

• Expert Shield Tech (5)

• Gunnery Team (7)

• Electronic Countermeasures (7)

• Leading Shots (4)

• Linked Turbolaser Towers (7)

• Chimaera (4)

• Entrapment Formation (5)

= 183 Points

Victory I (73) VETERAN

• Expert Shield Tech (5)

• Ordnance Experts (4)

• Linked Turbolaser Towers (7)

• External Racks (3)

• Harrow (3)

• Auxiliary Shields Team (3)

= 98 Points

Gladiator II (62) VETERAN

• Agent Kallus (3)

• Ordnance Experts (4)

• Auxiliary Shields Team (3)

• External Racks (3)

• Demolisher (10)

= 85 Points

Raider I (44)

• Ordnance Experts (4)

• Reserve Hangar Deck (3)

• External Racks (3)

= 54 Points

Gozanti Cruisers (23)

• Comms Net (2)

• Reserve Hangar Deck (3)

= 28 Points

Squadrons:

• Ciena Ree (17)

• Valen Rudor (13)

• 2 x TIE Interceptor Squadron (22)

= 52 Points

Total Points: 500

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