Bases and presences start r6 |
This round took place a while ago but I haven't posted about it bc reasons. Bases were built and presence stickers placed but tbh team Empire didn't put a lot of thought into the process.
I forgot to mention in my previous post that the fleet cap was to 275 points for Act 2 (and 300 for act 3). Obviously a house rule. Why? Bc RitR is an incredibly dull and unbalanced campaign system, where you immediately max out your fleet with squads (and if you don't, you'll lag behind) and have also maxed out commander abilities before the first pivotal. We already increased the abilities to 6 tiers but that was only a slight speed bump.
Anyone who tries to tell me that RitR is better balanced than CC will get hit by the nerf-bat. CC doesn't always make a whole lot of sense but RitR is just as bad or worse in its own way. Playtesting must have been minimal at best and whoever designed this must have little experience with strategy games, to begin with.
I got Demo before the pivotal and have enjoyed that title. Now I have 3x Reserve Hangar decks to give my 4 Ints a second lease on life. I've been forced to take Fighter Group Leader to compete with the Rebel MAXIMUM squads list. That wasn't the plan at all but I refuse to be steamrolled by squads. My 2 companions are lagging behind on squads bc they have both lost games and chosen non-squad rewards.
Assault 1: Rebel mixed fleet attacked Smugger's Run and was opposed by the VSD fleet (destiny tokens are great for VSDs btw). Empire managed a win.
Assault 2: Our duo-Arq attacked Atollon with an ally token, defended by the potato+trc90+gr75 fleet. The idea is to give my teammates the opportunity to both attack and defend and try out playing with allies. No hugging that stuff bc I'm the more experienced player. Minor win Rebels.
Assault 3: Rebel squad spam, with ally, vs me. Rebel played used token for CR90A. With Ion Techs that's not a bad choice as it gave him activation parity. This turned out to be super-valuable and I must say probably a lot smarter than just having even moah squads that he'd probably not be able to command well.
Setup |
Setup was conventional. I intended to screen with my raider/goz/squads and pounce with Demo as the opportunity presented itself. With nav I it can jump from 1 to 3 speed with a token. And as a veteran it can conjure tokens at will.
We played Precision Strike. Location objective. Hard vs Rebel bomber heavy but Maarek-Jendon in PS can be mean too.
Round 2 |
But look, the rebel player has a plan. AF going all-in at speed 2. Where are my squads? They are on the right flank not appreciating the danger to the flagship. Demo gets a good attack run on the AF.
Round 3 |
Where did Demo go? Oops, it died 1st activation turn 3. Too many bombers, a lucky crit, but mostly overconfidence/lack of a plan on my part.
In the end I managed to claw my way back out of the hole. Instigator was in a good position and started popping squads. Even w/o the flagship my Ints added to the carnage. I got to use all 3 RHD and all 4 Ints eventually died. But by the end ALL rebel squads were dead save Norra, the AF2 was no more (Maarek/Jendon + the crit where you can't redirect if shields are down in that zone) and the BCC flotilla went down as well. 6-5 to me in tokens and a decent-sized win.
Tbh the rebel deserved to win this one. He had the ally token, I did not. he had a plan, I did not. But I'm a savvy squad player and refused to give up despite the loss of the flagship.
End of this round we're at 3-3 in points for this act. So 1 more round, then a pivotal.
EMPIRE R6
###
STRATEGIC TOKENS
Ally: 1
Destiny: 1
Resources: 3
Skilled Spacers: 1
###
Fleet: Why So Many Gozanti?
Commander: Commodore Drok Lodt (BJØRN)
Abilities (6): Ambush Gunner I (flagship), Fighter Group Leader (fleetwide), Master Navigator I (flagship), Ordnance Expert (fleetwide)
XP: 3
Conditions: None
Assault: Most Wanted
Defense: Abandoned Mining Facility
Navigation: Infested Fields
Gladiator I (56) [FLAGSHIP] [VET]
• Ordnance Experts (4)
• Demolisher (10)
= 70 Points
Raider I (44)
• Ordnance Experts (4)
• Reserve Hangar Deck (3)
• Instigator (4)
= 55 Points
Gozanti Cruisers (23)
• Reserve Hangar Deck (3)
= 26 Points
Gozanti Cruisers (23)
• Reserve Hangar Deck (3)
= 26 Points
Squadrons:
• Maarek Stele (21) [VET]
• Colonel Jendon (20) [VET]
• 4 x TIE Interceptor Squadron (44)
= 85 Points
Total Points: 262/275
###
Fleet: Dat Ole VSD
Commander: Fleet Captain Lex Ander (ALEXANDER)
Abilities (6): Ambush Gunner I (flagship), Master Gunner I (flagship), Master Navigator I (flagship), Ion Tech (fleetwide), Rockhopper I (flagship)
XP: 2
Conditions: None
Assault: Most Wanted
Defense: Contested Outpost
Navigation: Infested Fields
Victory I (73) [FLAGSHIP] [VET]
• Expert Shield Tech (5)
• Linked Turbolaser Towers (7)
• Harrow (3)
= 88 Points
Arquitens Light Cruiser (54) [VET]
• Expert Shield Tech (5)
• Linked Turbolaser Towers (7)
= 66 Points
Gozanti Cruisers (23)
• Reeva Demesne (4)
• Comms Net (2)
• Suppressor (4)
= 32 Points
Squadrons:
• Howlrunner (16)
• Soontir Fel (18) [VET]
• TIE Interceptor Squadron (11)
= 45 Points
Reserve:
• Skilled First Officer (1)
• Veteran Captain (3)
Total Points: 236/275
###
Fleet: Pimp My Ships
Commander: Flotilla Commander So Tham (THOMAS F)
Abilities (6): Ambush Gunner II (fleetwide), Ion Tech (fleetwide), Master Engineer II (fleetwide)
XP: 1
Conditions: None
Assault: Opening Salvo
Defense: Contested Outpost
Navigation: Infested Fields
Arquitens Command Cruiser (59) [FLAGSHIP] [VET]
• Expert Shield Tech (5)
• Dual Turbolaser Turrets (5)
= 69 Points
Arquitens Command Cruiser (59) [VET]
• Expert Shield Tech (5)
= 64 Points
Raider II (48) [VET]
• Iden Versio (6)
• Disposable Capacitors (3)
• Heavy Ion Emplacements (9)
= 66 Points
Squadrons:
• Ciena Ree (17) [VET]
• Valen Rudor (13) [VET]
• TIE Interceptor Squadron (11)
= 41 Points
Total Points: 240/275
Rebels
Strategic Effect Tokens
- Resource 2
- Skilled Spacers 3
- Destiny 1
- Ally 1
Eirik (244/200)
Commander:
- Master Gunner III
- Ion Technician
XP: 0
Objectives:
- Asteroid Tactics
- Surprise Attack
- Minefields
Condition: - None -
.
Assault Frigate Mark II B (72) (Veteran)
- Ezra Bridger (3)
- Dual Turbolaser Turrets (5)
= 80 total points
CR90 Corvette A (44) (Veteran)
- Jaina's Light (2)
- Intel Officer (7)
- Turbolaser Reroute Circuits (7)
= 60 total points
GR-75 Medium Transports (18)
- Bright Hope (2)
- Comms Net (2)
- Ahsoka Tano (2)
= 24 total points
.
Squadrons (80/200):
1x Millennium Falcon - Lando Calrissian (23)
1x Kanan Jarrus (19) (Veteran)
1x HWK-290 (12)
1x VCX-100 Freighter (15)
1x A-Wing Squadron (11)
.
.
Thomas T (249/249)
Name: Roosh flying circus
Commander:
- Engineer I
- Ion Technician
- Ambush Gunner I
- Infiltrator I
- XP: 1
Objectives:
- Assault: Surprise Attack
- Defense: Abandoned Mining Facility
- Navigation: Solar Corona
Condition: Low Fuel
.
CR90 Corvette A (44)
• Hondo Ohnaka (2)
• Turbolaser Reroute Circuits (7)
= 53 Points
CR90 Corvette B (39)
• Expert Shield Tech (5)
• Reactive Gunnery (4)
• SW-7 Ion Batteries (5)
= 53 Points
Nebulon-B Support Refit (51) Veteran
• General Draven (3)
• Auxiliary Shields Team (3)
• Spinal Armament (9)
= 66 Points
.
Squadrons:
• Corran Horn (22) Veteran
• A-wing Squadron (11)
• Rogue Squadron (14) Veteran
• Lancer Pursuit Craft (15)
• E-wing Squadron (15)
= 77 Points
.
.
Carl Thomas (264/264)
2nd Expeditinary Fleet
Commander:
- Master coordinator II
- Fighter group leader
- ion technician
- XP: 0
Objectives:
- Capture the VIP,
- Precision Strike,
- Infested Fields
Condition: - None -
.
Assault Frigate Mark II B (72)(V)
- Reinforced Blast Doors (5)
- Adar Tallon (10)
= 87 total points
GR-75 Medium Transports (18)
- Comms Net (2)
- Veteran Captain (3)
= 23 total points
GR-75 Medium Transports (18)
- Bomber Command Center (8 )
- Ray Antilles (7)
= 33 total points
.
Squadrons (121/200):
- 1x Norra Wexley Y-wing Squadron (17) (V)
- 3x Y-Wing Squadron (30) (1 scarred)
- 3x X-Wing Squadron (39)
- 1x Moldy Crow - Jan Ors (19)
- 1x Scurgg H-6 Bomber (16)
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