I’ve played my Round 2 game… and I won! Not the 10–1 or even 9–2 of my dreams, but a solid 8–3 win with 180 MoV.
And more importantly, I didn’t get tabled!
Half jesting there, of course—but only half, as we shall see.
Opponent’s fleet: The Slippery Pigs (Mr Frisky, Rebels, 400 points)
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CR90A (Madine, Draven, HFZ, Jaina’s Light) – 84
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CR90A (Ezra, TRC) – 54
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MC30 Torp (Walex, OE, RR, HTT, Admo) – 90
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MC30 Torp (EST, OE, RR, HTT, Foresight) – 90
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GR-75 (Ahsoka, Parts, QS) – 24
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Squadrons: Rogue, Shara, Tycho, A-wing – 58
My fleet: Somehow, Vader Returned with an Onager (Green Knight, Empire, 400 points)
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Onager SD (Vader, IO, Varnillian, Vet Gunners, XI7, OBPC) – 177
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ISD Cymoon (IO, Gunnery Team, IF!, Spinals, XI7, Devastator) – 157
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Gozanti (Hondo) – 25
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Gozanti (Comms Net) – 25
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2x TIE Fighters – 16
Deployment & Opening
We both brought 400, he won the toss and—correctly—chose first player, taking my Most Wanted. I would have done the same (go first, that is). I managed to herd most obstacles off to one side and set up center-right, this time keeping my flotillas active and screening, while the Cymoon pushed speed early to stay relevant. Onager angled to cover the flank (lesson learned from Round 1).
Early Turns
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Round 2: I spent my pass token to force Admonition to play cagey. That worked: it stayed at long, but between MW + Vader + IO/own contain I landed a Structural Damage on its hull—foreshadowing things to come.
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Start r1 |
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Slightly into r2 |
Luck favored me in the squad game: two TIEs combined to delete Rogue Squadron early, and my last TIE didn’t die until the very end. This plus pressure on the GR-75 kept the A-wings from swarming unchecked.
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My Hondo Gozanti (red one) stayed well out of harm’s way the entire game.
Midgame
The Onager pulled its weight, pinning both CR90s against the board edge. One limped away, the other was reduced to 1 hull and then ram-killed.
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Round 4 |
Admo tried to sneak wide around my flank but ate a brutal sequence:
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Cymoon side arc (MW + CF)
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Cymoon rear arc (Spinals + MW)
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Onager side shot
Even with Madine’s dancing, that was too much: Admo evaporated.
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Round 5 |
Rebel Counterplay
It wasn’t all one-way traffic. Admo had earlier put significant hull damage into the Cymoon, and Foresight was in prime position to threaten. But with Admo dead and one CR90 gone, my opponent pivoted smartly: stop the bleeding, avoid losing Foresight or the last CR90, and instead pick off my Comms Net Gozanti and the final TIE. Given how low his ships’ shields were, that was the correct call.
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Start of r6 |
Key Decisions & Dice
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Turning Point: Spending the pass early and turning the Cymoon away from my fleet to chase Admo. Exactly what I had promised myself not to do after Round 1. Risky, but it worked: constant pressure forced Admo into bad positions. Had it escaped on 1 hull, it would have looked like hubris instead of genius.
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Dice: Mine were generally solid—rerolls and mitigation tech gave me the accs and crits I needed. The highlight was two TIEs erasing Rogue in one activation. His dice were decent too, though maybe a touch light on accuracy from the blues when he needed them most.
Result
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End state |
Final score: 8–3 win, 180 MoV (including the MW bonus).
A tense but very enjoyable game. Big thanks to Mr. Frisky for the match—best of luck for the rest of the tournament!
With 1 round of POD play left, I'm currently in the middle of the pack. So this could go a number of ways. I don't think reaching the top 3 (and the Gold League) is realistic, but I could end up in Silver if I win, or down in Chocolate (where I arguably belong) if I lose. We'll see. Stay tuned!
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