Round 2 map |
Things are getting interesting. Let's dive into turn 2 of RitR!
The Fleets
We needed more squadrons, so we got more squadrons. I won, so 2 Ints and 1 TIE for me. My fellows could afford no more than 1 Int each. Ouch. Double ouch when you see the potato + squads list taking another X-wing and a Scurrg. It's a legit fleet. The best of all 3 rebel task forces. But it's already at 111 pts of squads. None of my fellow commanders can handle that. So what do we do? We send my fleet and use the ally token and hope for the best. The rest of the rebels also got more squads but they aren't as extreme.
The Strategic Situation
The Empire has two goals: retain Mandalore so we can build a base there and take Nal Hutta away from the Rebel. Mandalore is the more important of the two. Nal Hutta is important because if we can take it away now, we can prevent Rebels from using ally tokens. That way we can maybe neuter the squads & potato list.
Assaults
We were under 2-1 in points so had the first assault.
1st assault: Sent the twin command Arqs + Raider vs Lothal. It's a nice system. Resources. Squads. Sits on the border between two sectors. Defended by Neb + CR90s.
Narrow win to Empire playing Holonet Override.
2nd assault: Rebels send their AF/TRC90 fleet against Dantooine. Not sure why they picked that planet but they did. We defended with Vic/Arq fleet.
Big win to Rebels playing our Most Wanted. The less said about this battle, the better 😅
3rd assault: GSD/Raider fleet sent with Ally token to attack Nal Hutta. squads & potato defending with ally token. As expected.
Big win to Empire playing his Capture the VIP (turns out he really should have Asteroids, but mixed up stuff - no worries).
2nd Battle of Nal Hutta
I used my Ally token to take 3xYV-666s. A strange choice, I hear you say. well, not in this case. The map is so small the low speed hardly matters. And I need both hull and firepower to deal with those pesky rebels. Heavy is a problem but I hope Maarek and my TIEs will last long enough for it not to matter. The rebel brings 2xYT-2400 (of course he does). And a HWK. I think a YT-1300 would be better but it's not a back selection. The only way this is going to work is if the Raider gets off a few good rounds of flak before dying...
Setup |
Everything went down in the middle. Objective token on the little asteroids. I'm focusing on squad-pushing and getting the raider into flak-position. GSD to move in and try to wipe out the flotilla with the objective token.
Start r2 |
Closing. Note how rebel squads have split up. This is a mistake that will hurt a lot later. Also, his two flotillas get crowded AND turn into the take to support the squads. Not ideal.
Glad speeds up and into attack position. But it actually never shoots at any flotillas bc there is so much bumping it's not needed. Raider flak hits all but 1 rebel squad. Rebels kill Empire squads but are greatly weakened. And away from the station.
Start r4 |
The squadron fight is intense and delicate. Rebels struggle to move as multiple Empire squads laugh at their grit. Rebels try but don't get a good enough run at the raider to kill it.
Stuff dies |
On both sides |
Start r5 |
Rebel transports bumped to death. Both sides are running out of squads. Raider has gotten 2 very powerful volleys off. Its near death so picks up the token and flies away.
Closeup |
Start r6 |
Endstate |
MoV is just shy of 150 so +1 XP for me for a 2/2 XP score. But most importantly Nal Hutta is ours. And we're NEVER giving it back 😆
No comments:
Post a Comment