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xApolinar

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  1. Great minds! Lol. Just checked this out - awesome. 😄 Haven't done the second report in this series yet unfortunately. Life happened and pulled me away from painting for awhile (haven't painted since the Veers/Leia expansions) but I'm hoping to get back into it soon and then get to work on this battle series, finally the joint Legion-Armada Corellian Campaign conversion.
  2. These are great! Love the still format and the added graphics really help paint a scene. I appreciated your "top-down" overview of the battlefield leading into Turn 5. Helped with getting my bearings and put the "action shots" into perspective.
  3. Whats the color scheme of your commandos in the top pic Tauntaun? I'm shooting for a similar scheme with my commandos.
  4. Thumper - Unfortunately we didn't take any pictures for the preliminary X-Wing match. Full disclosure: it was actually kind of an audible we put together after two of our group had to cancel last minute (so 1v1). But essentially we had a Rebel GR-75 and 2-3 X-wings vs an Imperial Assault Carrier and 4 TIEs. The Rebels would succeed if they successfully got their GR-75 across the board (from their deployment zone to the Imperials) with working engines. If the GR-75 was destroyed the Imperials won. It actually worked out great thematically. We set up an asteroid field in the center of the table, reasoning the Rebels had to exit hyperspace in order to navigate through the asteroid belt then return to hyperspace (i.e. the Imperial deployment zone) onward to their destination. And while the narrative outcome would have remained the same (Imperials discover Rebel base) it was fun to see: 1) how they discovered it (Rebel Victory: tracking device on GR-75; Imperial Victory: coordinates in databanks) and 2) how it would impact Legion game above (Rebel Victory: Can use AT-RT/T-47; Imperial Victory: Denial of those assets as they were destroyed in GR-75). If there was one thing I would change about the whole campaign so far though, I think it'd be the deployment of the Rebels in the Legion game above. Our first few turns probably would have been more interesting if we forced the Rebels to deploy a few of their units further up the field. This probably would have led to earlier engagements as well as some interesting player choices (keep forces split, regroup at the front lines or fall back to the base). Ultimately the deployment of the Rebels at the far end of the table behind LoS blocking terrain led to a turn or two of of "move-move" actions that were arguably uninteresting for the Imperial player.
  5. Hey Jabby! Not sure which particular terrain piece you are interested in, but I'll try to give you a quick run down of what I can remember: - FFG Legion: Priority Supplies and Starter Barricades - Battlefield in a Box: Asteroids (rocks,floating rocks) - Rushing Waters Wargaming Rivers - Scenery Pack Miniature Game Corvus Belli (buildings, shipping containers, urban placemat - Although they are designed for the Infinity miniatures game I can't recommend this or one of its sister sets enough. They're essentially printed cardstock boxes that you can unfold between plays and easily store in your miniatures box or bag so you'll always have terrain with you. Plus I've seen them for cheap; think I got mine for $8-10. Be warned they do have English print and Arabic numbers on them, just in case you'd prefer to avoid that sort of break in your immersion.) - Rocky outcroppings/hills were a 3-set piece ordered off Etsy or E-bay.
  6. Great write up, and great looking minis/table.
  7. Thanks man. These guys were actually my first stab at painting minis. All the effects are from an iOS app called “LASERSWORDS”, not sure if it’s on Android or not.
  8. Definitely. Conflicting schedules in our group probably means we won't get to game 2 for another month or so, but perhaps its a blessing in disguise as I slowly work through my painting backlog. Either way, we plan on doing another write up for games 2 and 3 so standby!
  9. Thanks noggin! These guys were actually my first stab at painting minis. I got spoiled with the pre-paints in Armada/X-wing , and the temptation of an army-based Star Wars wargame did me in. ?
  10. Hey Red! All the effects are from an iOS App called LaserSwords. Can’t remember if it was free or $.99 though.
  11. Thanks for dropping a line guys. Glad you enjoyed it (or at least some of it )!
  12. We were brainstorming ways on how to get some cross-game interactions going both ways but haven't pinned down a Legion --> Armada interaction we were happy with. Given some feedback, we're now going back and forth with having an"orbital gun" or "planetary cannon"(operated via an action by a trooper unit at a control terminal) dish out ion effects vs X dice of damage.
  13. BACKGROUND This is the first mission in a Star Wars Armada/Legion 3-mission mini-campaign based off the "Assault on Tralus" campaign I discovered on SteelStrategy.com, which allows for 2v2 matches (1 Admiral and General per side, simultaneous play). My group and I hope to use this mini-campaign to test out mechanics and scenario balancing prior to starting a large scale Armada/Legion campaign based on Armada's Correllian Conflict Campaign Expansion. Prior to this mission, we played a prequel X-Wing scenario where Imperial forces successfully intercepted and destroyed a Rebel GR-75 transport, which thematically led to the discovery of the Rebel outpost (which would have happened regardless) and mechanically prevented the Rebellion from utilizing AT-RTs and other heavy/support units in the initial defense of the outpost. SCENARIO Following the successful interdiction of a Rebel convoy transporting obsolete AT-RT scout walkers, Imperial Naval Intelligence discovered Rebel rendezvous coordinates on Talfaglio, Correlian Sector within the destroyed GR-75's data banks and quickly dispatched an ISD under the command of Admiral Tarkin - already the vicinity - to investigate. Upon arrival at Talfaglio, the Imperials detected unnatural energy spikes emanating from the planet and launched a regiment under the command of General Veers to search for its source. Veers deployed the regiment to scour the planet for any indications of a Rebel presence, but became the first - along with his security platoon - to discover and initiate contact with elements of the Rebellion's 14th Mobile Infantry and Jedi Knight/terrorist Luke Skywalker. However, unbeknownst to Tarkin or Veers, the Rebels had detected the Imperial's arrival above Talfaglio and successfully requested assistance before Imperial technicians were able to jam known Rebel frequencies in the system. In response, Mon Mothma hastily assembled a squadron of corvettes to by-pass any Imperial blockade and reinforce the besieged Rebels planet-side. OBJECTIVES Imperial Admiral: 300 point fleet - For every ship with an objective token (CR-90 corvettes and GR-75 transports) destroyed, the Empire gains Victory Tokens equal to the number of objective tokens assigned to that unit. Imperial General: 500 point army - Gain one Victory Token for every unit leader in the Rebel General's deployment zone. Rebel Admiral: 300 point fleet - For every ship with an objective token (CR-90 corvettes and GR-75 transports) in the Empire's deployment zone at the end of the game, the Rebellion gains Victory Tokens equal to the number of objective tokens assigned to that unit. Rebel General: 400 point army - The Rebels gain one Victory Token for every Rebel unit that has half or more of its miniatures remaining, and is not damaged. TURN 1 Armada: Mon Mothma exits hyperspace to find Tarkin's ISD position to support Veers planet-side and unprepared for the arrival of a Rebel fleet. As the ISD slowly re-positions to address the unexpected threat, its escort - a Arquitens-class light cruiser - and squadrons burn to attack range. Legion: Rebel troopers man the ramparts while Imperial stormtroopers advance on their position. Zooming over rocky outcroppings and river crossings, Imperial speeder bikes strafe Rebels manning the outpost's main checkpoint. 2 troopers become the first casualties of the day. TURN 2 Armada: Rebel A-Wing pickets - led by Shara Bey - engage Imperial bombers and their accompanying escorts, thwarting an Imperial alpha strike on the small corvettes. Legion: Imperial scout bikes continue to make their presence known, downing two more Rebel troopers at the checkpoint. Return fire by the Rebel squad's surviving Sergeant and Z-6 gunner miss their mark. Other Rebel units, realizing they are out-ranged by Imperial heavy weapons and outgunned by the speeders, abandon their positions on the roof top and trench line in order to lure the Imperials into range of their blasters.... and Luke. Veers, noticing the withdrawal of Rebels from their positions, orders his platoon to advance with haste. TURN 3 Armada: The Imperial light cruiser shoots volley after volley of anti-squadron fire into Shara Bey's A-Wings but is answered with turbolasers from the Rebel's Hammerhead. Despite the Hammerhead's best efforts, the anti-squadron fire from the light cruiser find their mark and Shara Bey is finished off by a squadron of TIE Advanced fighters. Shara's death was not in vain, however, as Rogue Squadron capitalizes on their sacrifice to finish off Mauler Mithell and his dreaded squadron of TIE fighters. Legion: With the speeder bikes now within range, Rebel troopers (previously on the roof top) exit cover and - due largely to an extraordinary un-aimed roll by the Z-6 - destroy both bikes (who were also in cover) in a single volley, saving the sole survivor of the squad at the checkpoint. Emboldened by the destruction of the bikes, the last Rebel squad reoccupies their initial fighting position and fire on the advancing stormtroopers, hoping and failing to suppress the Imperials as they near the river. Shrugging off the poorly aimed Rebel shots and equipped with environmental gear, a squad of stormtroopers ford the river while a second squad assumes an overwatch position to support the imminent assault into the Rebel compound. TURN 4 Armada: Finally in position to contribute its significant firepower to the battle, Tarkin's ISD unleashes a broadside into the nearest CR-90, crippling its weapon systems. Meanwhile, the Hammerhead escort - equipped with external racks of close range torpedoes - unleashes its own ordinance into the Imperial light cruiser, critically wounding the vessel and overloading what remained of the cruiser's shields. A CR-90 subsequently capitalized on the opening created by its Hammerhead escort and destroys the Imperial cruiser. Legion: Imperial stormtroopers assault the Rebel trench line, throwing concussion grenades into the Rebel fortification, eliminating 2 troopers, and suppressing the remaining troopers. Sensing the collapse of the Rebels right flank (probably through the force... of those concussion grenades ?), Luke launches himself into the assaulting stormtrooper squad, leaving no survivors in his wake. Meanwhile, the Rebel's left flank continued to pour fire into the advancing stormtroopers, felling one. TURN 5 Armada: Tarkin continues to make his presence known, destroying one of the objective CR-90 corvettes as it neared the planet's surface (deployment zone). Meanwhile, Rogue Squadron and a squadron of Y-Wings led by "Dutch" finish off the remaining Imperial squadrons, granting the Rebellion squadron supremacy by the end of Turn 5. Legion: Skywalker force jumps over the river and onto the hillside, cutting down two of the stormtroopers protecting Veers himself. While his stormtroopers continued their melee against Luke (landing 1 critical wound on the Jedi), Veers orders an orbital strike from Tarkin's ISD overhead on the Rebel squad pinning down his men and thwarting their attempts to enter the outpost, killing all but 2 of the troopers and paving the way for his stormtroopers to finally set foot within the compound. TURN 6/RESULTS Armada: Turn 6 was fairly uneventful as the Rebel fleet made their final moves to try reach the Imperial deployment zone (and thus break through the blockade and score victory points) and the Imperial fleet's remaining ISD wasn't in position to destroy any of the objective ships. Although Tarkin was only able to destroy 1/3 of the objective vessels, the daring actions of the captain of the Arquitens-class light cruiser charging virtually unsupported into the jaws of 4 Rebel warships prevented 1 of the surviving objective ships from making land-fall (did not end Turn 6 in the Imperial deployment zone). Final Score: - Rebels: 1 - Imperials: 1 Legion: Likewise, Turn 6 on the planet was similarly uneventful, with no unit in position to damage/eliminate an opposing unit in a way that would affect victory points. Although Luke's desperate attempt to save the Rebel trooper squad on the right flank from losing > half of its troopers succeeded, he suffered one wound when he attacked the second stormtrooper squad (therefore he could no longer count as a victory point for the sake of our game). While this would've still resulted in a 2:1 victory for the Rebels, Veers' order for an orbital strike targeted one of the half health+ units and successfully damaged that unit below half health. Final Score: - Rebels: 1 - Imperials: 1 WHAT'S NEXT Given both games were a draw, we will likely draft some sort of balanced scenario (in terms of both units and terrain/starting points, etc) for the second mission. We were originally planning on having the winner of the space battle gain "space supremacy" which would allow them to deploy bomber squadrons to conduct airstrikes in support of their faction's ground campaign, but the tied game had us briefly thinking about forgoing this inter-theater interaction entirely. However, we all wanted to experience some sort of cross-theater support in this campaign so we're currently thinking about allowing both factions to request (in Legion) air strikes and deploy bombers (in Armada) to fulfill those requests. We may even allow the Admirals to send fighter squadrons to the surface as well to engage opposing bombers/ protect their bombers and ground units. From the Admiral's perspective this could lead to an interesting balancing of resources due to the desire to ensure the success of the ground mission (especially if we tie the majority of the campaign's narrative to this element), while not losing in space (and potentially the ability to support ground forces in future missions due to loss of "space supremacy" or in this case "shared supremacy."
  14. BACKGROUND This is the first mission in a Star Wars Armada/Legion 3-mission mini-campaign based off the "Assault on Tralus" campaign I discovered on SteelStrategy.com, which allows for 2v2 matches (1 Admiral and General per side, simultaneous play). My group and I hope to use this mini-campaign to test out mechanics and scenario balancing prior to starting a large scale Armada/Legion campaign based on Armada's Correllian Conflict Campaign Expansion. Prior to this mission, we played a prequel X-Wing scenario where Imperial forces successfully intercepted and destroyed a Rebel GR-75 transport, which thematically led to the discovery of the Rebel outpost (which would have happened regardless) and mechanically prevented the Rebellion from utilizing AT-RTs and other heavy/support units in the initial defense of the outpost. SCENARIO Following the successful interdiction of a Rebel convoy transporting obsolete AT-RT scout walkers, Imperial Naval Intelligence discovered Rebel rendezvous coordinates on Talfaglio, Correlian Sector within the destroyed GR-75's data banks and quickly dispatched an ISD under the command of Admiral Tarkin - already the vicinity - to investigate. Upon arrival at Talfaglio, the Imperials detected unnatural energy spikes emanating from the planet and launched a regiment under the command of General Veers to search for its source. Veers deployed the regiment to scour the planet for any indications of a Rebel presence, but became the first - along with his security platoon - to discover and initiate contact with elements of the Rebellion's 14th Mobile Infantry and Jedi Knight/terrorist Luke Skywalker. However, unbeknownst to Tarkin or Veers, the Rebels had detected the Imperial's arrival above Talfaglio and successfully requested assistance before Imperial technicians were able to jam known Rebel frequencies in the system. In response, Mon Mothma hastily assembled a squadron of corvettes to by-pass any Imperial blockade and reinforce the besieged Rebels planet-side. OBJECTIVES Imperial Admiral: 300 point fleet - For every ship with an objective token (CR-90 corvettes and GR-75 transports) destroyed, the Empire gains Victory Tokens equal to the number of objective tokens assigned to that unit. Imperial General: 500 point army - Gain one Victory Token for every unit leader in the Rebel General's deployment zone. Rebel Admiral: 300 point fleet - For every ship with an objective token (CR-90 corvettes and GR-75 transports) in the Empire's deployment zone at the end of the game, the Rebellion gains Victory Tokens equal to the number of objective tokens assigned to that unit. Rebel General: 400 point army - The Rebels gain one Victory Token for every Rebel unit that has half or more of its miniatures remaining, and is not damaged. TURN 1 Armada: Mon Mothma exits hyperspace to find Tarkin's ISD position to support Veers planet-side and unprepared for the arrival of a Rebel fleet. As the ISD slowly re-positions to address the unexpected threat, its escort - a Arquitens-class light cruiser - and squadrons burn to attack range. Legion: Rebel troopers man the ramparts while Imperial stormtroopers advance on their position. Zooming over rocky outcroppings and river crossings, Imperial speeder bikes strafe Rebels manning the outpost's main checkpoint. 2 troopers become the first casualties of the day. TURN 2 Armada: Rebel A-Wing pickets - led by Shara Bey - engage Imperial bombers and their accompanying escorts, thwarting an Imperial alpha strike on the small corvettes. Legion: Imperial scout bikes continue to make their presence known, downing two more Rebel troopers at the checkpoint. Return fire by the Rebel squad's surviving Sergeant and Z-6 gunner miss their mark. Other Rebel units, realizing they are out-ranged by Imperial heavy weapons and outgunned by the speeders, abandon their positions on the roof top and trench line in order to lure the Imperials into range of their blasters.... and Luke. Veers, noticing the withdrawal of Rebels from their positions, orders his platoon to advance with haste. TURN 3 Armada: The Imperial light cruiser shoots volley after volley of anti-squadron fire into Shara Bey's A-Wings but is answered with turbolasers from the Rebel's Hammerhead. Despite the Hammerhead's best efforts, the anti-squadron fire from the light cruiser find their mark and Shara Bey is finished off by a squadron of TIE Advanced fighters. Shara's death was not in vain, however, as Rogue Squadron capitalizes on their sacrifice to finish off Mauler Mithell and his dreaded squadron of TIE fighters. Legion: With the speeder bikes now within range, Rebel troopers (previously on the roof top) exit cover and - due largely to an extraordinary un-aimed roll by the Z-6 - destroy both bikes (who were also in cover) in a single volley, saving the sole survivor of the squad at the checkpoint. Emboldened by the destruction of the bikes, the last Rebel squad reoccupies their initial fighting position and fire on the advancing stormtroopers, hoping and failing to suppress the Imperials as they near the river. Shrugging off the poorly aimed Rebel shots and equipped with environmental gear, a squad of stormtroopers ford the river while a second squad assumes an overwatch position to support the imminent assault into the Rebel compound. TURN 4 Armada: Finally in position to contribute its significant firepower to the battle, Tarkin's ISD unleashes a broadside into the nearest CR-90, crippling its weapon systems. Meanwhile, the Hammerhead escort - equipped with external racks of close range torpedoes - unleashes its own ordinance into the Imperial light cruiser, critically wounding the vessel and overloading what remained of the cruiser's shields. A CR-90 subsequently capitalized on the opening created by its Hammerhead escort and destroys the Imperial cruiser. Legion: Imperial stormtroopers assault the Rebel trench line, throwing concussion grenades into the Rebel fortification, eliminating 2 troopers, and suppressing the remaining troopers. Sensing the collapse of the Rebels right flank (probably through the force... of those concussion grenades ?), Luke launches himself into the assaulting stormtrooper squad, leaving no survivors in his wake. Meanwhile, the Rebel's left flank continued to pour fire into the advancing stormtroopers, felling one. TURN 5 Armada: Tarkin continues to make his presence known, destroying one of the objective CR-90 corvettes as it neared the planet's surface (deployment zone). Meanwhile, Rogue Squadron and a squadron of Y-Wings led by "Dutch" finish off the remaining Imperial squadrons, granting the Rebellion squadron supremacy by the end of Turn 5. Legion: Skywalker force jumps over the river and onto the hillside, cutting down two of the stormtroopers protecting Veers himself. While his stormtroopers continued their melee against Luke (landing 1 critical wound on the Jedi), Veers orders an orbital strike from Tarkin's ISD overhead on the Rebel squad pinning down his men and thwarting their attempts to enter the outpost, killing all but 2 of the troopers and paving the way for his stormtroopers to finally set foot within the compound. TURN 6/RESULTS Armada: Turn 6 was fairly uneventful as the Rebel fleet made their final moves to try reach the Imperial deployment zone (and thus break through the blockade and score victory points) and the Imperial fleet's remaining ISD wasn't in position to destroy any of the objective ships. Although Tarkin was only able to destroy 1/3 of the objective vessels, the daring actions of the captain of the Arquitens-class light cruiser charging virtually unsupported into the jaws of 4 Rebel warships prevented 1 of the surviving objective ships from making land-fall (did not end Turn 6 in the Imperial deployment zone). Final Score: - Rebels: 1 - Imperials: 1 Legion: Likewise, Turn 6 on the planet was similarly uneventful, with no unit in position to damage/eliminate an opposing unit in a way that would affect victory points. Although Luke's desperate attempt to save the Rebel trooper squad on the right flank from losing > half of its troopers succeeded, he suffered one wound when he attacked the second stormtrooper squad (therefore he could no longer count as a victory point for the sake of our game). While this would've still resulted in a 2:1 victory for the Rebels, Veers' order for an orbital strike targeted one of the half health+ units and successfully damaged that unit below half health. Final Score: - Rebels: 1 - Imperials: 1 WHAT'S NEXT Given both games were a draw, we will likely draft some sort of balanced scenario (in terms of both units and terrain/starting points, etc) for the second mission. We were originally planning on having the winner of the space battle gain "space supremacy" which would allow them to deploy bomber squadrons to conduct airstrikes in support of their faction's ground campaign, but the tied game had us briefly thinking about forgoing this inter-theater interaction entirely. However, we all wanted to experience some sort of cross-theater support in this campaign so we're currently thinking about allowing both factions to request (in Legion) air strikes and deploy bombers (in Armada) to fulfill those requests. We may even allow the Admirals to send fighter squadrons to the surface as well to engage opposing bombers/ protect their bombers and ground units. From the Admiral's perspective this could lead to an interesting balancing of resources due to the desire to ensure the success of the ground mission (especially if we tie the majority of the campaign's narrative to this element), while not losing in space (and potentially the ability to support ground forces in future missions due to loss of "space supremacy" or in this case "shared supremacy."
  15. Not going to lie bud.... Didn't even know a Battle Report thread existed. Haha. Guess since the Armada forum doesn't have one I just assumed. Good to know though! Sure Frost! I use two iPhone apps: Laser Sword for the laser effects, and SpaceEffects for the different explosions, shielding, etc. One of the apps was free and the other was like .99. Coupled with the iPhone's standard editing options you can make some pretty cool shots. Good way to kill time in a waiting room, the bus, or the "throne room".
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