Let's look at the 3rd campaign turn:
The Fleets
Nothing much has changed. We still have trouble handling the squad-heavy Rebel list and think it's a bit silly but we're not complaining. Much. I've temporarily maxed out my fleet on squads but I've planned to tone it down a bit. Or at least I want to. Not sure I can, given the number of squads in a certain rebel list...
My allies have their defensive aces and now 1 TIE Int each 😅 The Arq+Arq+Raider fleet won a green objective last turn and now comes with Iden and 1 EST. The Arq+VSD+Goz fleet could only afford Vet Captain and SFO.
Ally: 2
Resources: 3
Skilled Spacers: 1
###
Fleet: Why So Many Gozanti?
Commander: Commodore Drok Lodt (BJØRN)
Abilities: Master Navigator I (flagship), Ordnance Expert (fleetwide)
XP: 1
Conditions: None
Assault: Most Wanted
Defense: Abandoned Mining Facility
Navigation: Infested Fields
Gladiator I (56) [FLAGSHIP] [VET]
• Ordnance Experts (4)
= 60 Points
Raider I (44)
• Ordnance Experts (4)
= 48 Points
Gozanti Cruisers (23)
• Parts Resupply (3)
= 26 Points
Gozanti Cruisers (23)
= 23 Points
Squadrons:
• Maarek Stele (21)
• Colonel Jendon (20) [VET]
• 4 x TIE Interceptor Squadron (44)
• TIE Fighter Squadron (8)
= 93 Points
Total Points: 250
###
Fleet: Dat Ole VSD
Commander: Fleet Captain Lex Ander (ALEXANDER)
Abilities: Master Navigator I (flagship), Ion Tech (fleetwide)
XP: 1
Conditions: None
Assault: Most Wanted
Defense: Contested Outpost
Navigation: Infested Fields
Victory I (73) [FLAGSHIP]
• Veteran Captain (3)
• Linked Turbolaser Towers (7)
= 80 Points
Arquitens Light Cruiser (54)
• Skilled First Officer (1)
• Linked Turbolaser Towers (7)
= 61 Points
Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points
Squadrons:
• Soontir Fel (18) [VET]
• Howlrunner (16)
• TIE Interceptor Squadron (11)
= 45 Points
Total Points: 215
###
Fleet: Pimp My Ships
Commander: Flotilla Commander So Tham (THOMAS F)
Abilities: Master Engineer II (fleetwide)
XP: 0
Conditions: None
Assault: Opening Salvo
Defense: Contested Outpost
Navigation: Infested Fields
Arquitens Command Cruiser (59) [FLAGSHIP]
• Expert Shield Tech (5)
= 64 Points
Arquitens Command Cruiser (59)
= 59 Points
Raider II (48) [VET]
• Iden Versio (6)
• Disposable Capacitors (3)
= 57 Points
Squadrons:
• Ciena Ree (17) [VET]
• Valen Rudor (13) [VET]
• TIE Interceptor Squadron (11)
= 41 Points
Total Points: 221
REBELS
.
Carl Thomas
82nd Explorator fleet
Abilities:
- Master coordinator II
XP: 1
Objectives: Percision Strike, Capture the VIP, Infested Fields
.
(V) Assault Frigate Mark II B (72)
- Acting commander Tomakak (0)
= 72 points
GR-75 Medium Transports (18)
- Comms Net (2)
= 20 points
GR-75 Medium Transports (18)
- Bomber Command Center (8)
= 26 points
.
Squadrons:
1 Jan Ors (19)
1 Norra Wexley (17)
(S) 2 X-Wing Squadron (13)
(S) 2 Y-Wing Squadron (10)
1 X-wing Squadron (13)
1 Y-wing Squadron (10)
(S) 1 Skurrg H-6 Bomber (16)
= 121 points
.
.
Thomas T
Roosh circus (209pt)
Abilities:
- Master Engineer I
- Ion Technician
XP: 1?
Objectives:
.
Cr90a (44)
- Turbolaser Reroute Circuits (7)
= 51 points
Cr90b (39)
- Hondo (2)
- Reactive gunnery (4)
= 45 points
(V) Nebulon-B Support Frigate (51)
- Spinal arm (9)
- Aux shield team (3)
- Gen. Draven (3)
= 66 points
.
Squadrons
- A-wing 11
- Rogue sq 14
- (V) Corran horn 22
= 47 points
.
.
Eirik (231)
Crimson Vanguard
Abilities:
- Master Gunner I
- Ion Technician
XP: 0
Objectives: Surprise Attack, Astroid Tactics, Minefield
.
(V) Assault Frigate Mark II B (72)
- Skilled First Officer (1)
= 73 total points
(V) CR90 Corvette A (44)
- Intel Officer (7)
- Turbolaser Reroute Circuits (7)
= 58 total points
GR-75 Medium Transports (18)
- Comms Net (2)
= 20 total points
.
Squadrons:
1x Millennium Falcon - Lando Calrissian (23)
1x Kanan Jarrus (19)
1x HWK-290 (12)
1x VCX-100 Freighter (15)
1x A-Wing Squadron (11)
The Strategic Situation
We managed to wrest back control of Nal Hutta last turn before the Rebels could fortify it. Conventional wisdom indicates we should defend it at all cost and then base it. Meaning holding my fleet back with the ally token to defend against the squadron swarm (this time w/o ally token).
We decided not to. Too much min-maxing. We wanted the Rebels to have a shot at taking it back so they could base it and have fun with ally tokens. It becomes pretty skewed if only one side gets to hoard those valuable tokens.
Assaults
Points are equal so Rebels have initiative.
1st assault: Rebels sent their Neb+CR90A+CR90B fleet to Geonosis of all places. We figured it was some kind of feint and sent the old VSD to defend, earning it Low Fuel in the process.
It ended with a decent win for the Empire, playing the green objective. Yay, unique titles for Alex!
2nd assault: This is where we sent me against Dathomir instead of keeping me in reserve. I picked the green one: Hired Scum.
I won (see below) but it was my worst game in a long while 😅 But a win is a win and now I have Demolisher
3rd assault: Dual Arqs and Iden Raider with ally token (3xYVs again) vs the rebel squadron swarm. The rebel command picked the Recruit Allies objective - which 2nd player scored, securing a CR90A.
It ended with a moderate win for the rebels... that left the assault potato at 1 hull 😆 If it had died instead of lived it would have ended very differently. Good game. The YVs made it playable.
Battle of Dathomir
Setup |
Closing, squads jump in to kill scum |
GSD turning in to jump the debris and double arc AF |
The only dead ship was...no dead ships at all. The potato was in pretty bad shape, as were ALL of my ships. But nothing died. And I got all the rebel squads, including the scum ones, and still had some of mine left, so win for me.
IMO not a deserved win. Both the TRC90 and the AF did good work (Ion Techs helped a lot, as did some hot dice) but I was always able to use 1st player advantage to slip away before blowing up.
This win got me Demo - and the team a destiny token. If it proves a success maybe we'll build a base here?
Pivotal next!
We're Imps 5 - 4 Rebels so we are to play a pivotal next. Very exciting. Rebels have fewer total pts so they pick which one: Conquest or Demo of Force.
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