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lpfankabe

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  1. Like
    lpfankabe got a reaction from OgRib in BatRep: Testing Independence   
    Wanted to give the Independence Bwings a try. Imps brought a boring list. Imps chose Contested Outpost (over Precision Strike/Superior Positions)
     
    [ REBEL FLEET (397 points)
    1 • MC80 Command Cruiser - General Dodonna - Boosted Comms - Electronic Countermeasures - Independence (145)
    2 • Jan Ors Moldy Crow (19)
    3 • X-wing Squadron (13)
    4 • X-wing Squadron (13)
    5 • B-wing Squadron (14)
    6 • B-wing Squadron (14)
    7 • B-wing Squadron (14)
    8 • B-wing Squadron (14)
    9 • B-wing Squadron (14)
    10 • Assault Frigate Mark II B - Gunnery Team - Electronic Countermeasures (86)
    11 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits (51)
    http://armada.fabpsb.net/permalink.php?sq=r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7 ]
    r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7
     
    [ EMPIRE FLEET (398 points)
    1 • Imperial I-class Star Destroyer - Admiral Motti - Wing Commander - Gunnery Team - Boosted Comms - Expanded Hangar Bay (156)
    2 • Major Rhymer TIE Bomber Squadron (16)
    3 • TIE Bomber Squadron (9)
    4 • Dengar Punishing One (20)
    5 • TIE Advanced Squadron (12)
    6 • TIE Advanced Squadron (12)
    7 • Victory II-class Star Destroyer - Gunnery Team - H9 Turbolasers - Warlord (108)
    8 • Gladiator I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes (65)
    http://armada.fabpsb.net/permalink.php?sq=e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4 ]
    e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4
     
    (NB: with sold-out fighterpacks, I only have 2 Bwings. I divided the models between 5 empty 5-hull stands. Hard to see in the pictures.)
     
    Deployment:
    AF went down first, the Victory positioned across from it. Then, both sides deployed fighters. The Rebels had a good idea what the board would look like before the Independence ever hit the table. What you can't see is that the rebel fighter swarm is in an asteroid field, which the Independence is sure to hit on turn 1.

    Indy and the AF both had squadron commands. 4 Bwings went zooming out to the station, with the X-wings and Jan following behind. The Imperials took advantage and got a few shots off against unguarded Bwings. Independence takes a faceup and can't resolve crits anymore. The Glad hopes to block the AF's path. Rebels control the outpost.
     
    End of Turn 1:

    The AF gets there first, and the small conga line isn't stuck. Independence drops Jan and her Xwings in to free up the Bwings for their attack run. The AF takes a beating from the Glad, while the VSD is starting to get swarmed. Anti-squadron fire from Warlord softens up the targets and the TIEs take down the first Xwing. Navigation commands bring everyone into position, and the Rebels still control the outpost.
     
    End of Turn 2:

    The Glad gets a hefty shot from the AF, but throws a handful of hits at Independence before flying off to lick its wounds. The Bwings peck away the VSD's shields, but overlapping breaks the escorts away from their bombers. Jan goes down from a combined effort, thanks to Dengar's intel. The ISD takes evasive maneuvers to avoid plowing into the back of the crippled VSD, but manages to slip out of the TRCR's range. The Empire gains control of the outpost!
     
    End of Turn 3:

    A lot happened this round, and I can't remember it all. The AF activated first—its repair command was lost due to comm noise. Instead, it took evasive maneuvers, swinging out away from the thick of the fight—and those Rhymer bombers. The VSD went down as expected (maybe to the AF's fire?) The TIEs, heartened by their defeat of Jan, took down the last Xwing and started in on the Bwings with Dengar's help. But Bwings can fight back. They dished out a pile of damage (adding to what Jan's counter 2 had dished out before she died) and anti-squadron fire from the Independence finished off both TIE Advanced. Empire maintains command of the Outpost.
     
    End of Turn 4:

    In order to free up the Bwings for attacks, Independence activated first. They took down Dengar in short order, thanks to accuracies in their rolls. All four got into position to hit the ISD next turn, but only two would its Point Defense fire. Independence smashed into the AF, and they both took damage. Foolishly, Independence left herself undefended against Rhymer, who stripped down her last shield points. The TRCR was down to 2 hull after a few rounds of fire from the ISD's rear arc, and by the end of the turn, she was staring a Gladiator in the face... Empire has the base.
     
    End of Turn 5:

    Activating first again, Independence ordered her bombers to drop their last torpedoes and return home to defend her. They stripped the last of the ISD's shields and tied up Rhymer's defenseless duo. Independence just barely skirted out of firing range, and just in time, with about 6 hull damage. Amazingly, the CR90 managed to survive a broadside from the Glad, whose rolls and re-rolls came up short. The Glad was in rough shape also, but stayed alive thanks to Motti. 
     
    End of Turn 6:

    With the destruction of Warlord and most of the Imperial fighter force, yet with heavy squadron losses themselves, the Rebels withdraw to hyperspace, and the Imperials launch trooper transports to retake the Station. The battle is over, for now...
     
    Wrap-Up:
    I realize now that I made a mistake and activated those Bwings twice on turn 6. (you can see they're set to blue...) They managed to kill the vanilla bomber with that activation, so the game was even closer than I originally thought: Rebels 201>Imperials 167, a 25 point Margin of Victory, 5-5 in Tournament points.
     
    Independence certainly works. It's just not all that impressive to spend 8 fleet points for one use. Once they're in the middle of the action, you never use it again. Still, assuming deployment goes well, the ability to leap in 4-6 Bwings and free them up with Jan is formidable—especially if the target is a slow-moving VSD. Better placement or even another Xwing might have helped Jan last another turn. She is the real star. Dengar with 2 Advanced is a strong answer, though. It's hard not to see a situation where everyone gets split up by ship overlaps, at least in Red vs. Blue. The Imperials will always be coming at you, driving into your swarm. The Imperials were effective in making sure that the Xwing couldn't get near Jan once he got separated.
     
    ISD I... it's a good carrier, but you lose its effectiveness. Need those red and blue dice. Need room for ECMs or AP. Two ISDs might feel better, but if there's just one, it has to be ISD II, I think.
     
    I'll echo the IFF sentiment: Wave 2 feels right. Lots of options. Great game.
  2. Like
    lpfankabe got a reaction from Stasy in BatRep: Testing Independence   
    Wanted to give the Independence Bwings a try. Imps brought a boring list. Imps chose Contested Outpost (over Precision Strike/Superior Positions)
     
    [ REBEL FLEET (397 points)
    1 • MC80 Command Cruiser - General Dodonna - Boosted Comms - Electronic Countermeasures - Independence (145)
    2 • Jan Ors Moldy Crow (19)
    3 • X-wing Squadron (13)
    4 • X-wing Squadron (13)
    5 • B-wing Squadron (14)
    6 • B-wing Squadron (14)
    7 • B-wing Squadron (14)
    8 • B-wing Squadron (14)
    9 • B-wing Squadron (14)
    10 • Assault Frigate Mark II B - Gunnery Team - Electronic Countermeasures (86)
    11 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits (51)
    http://armada.fabpsb.net/permalink.php?sq=r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7 ]
    r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7
     
    [ EMPIRE FLEET (398 points)
    1 • Imperial I-class Star Destroyer - Admiral Motti - Wing Commander - Gunnery Team - Boosted Comms - Expanded Hangar Bay (156)
    2 • Major Rhymer TIE Bomber Squadron (16)
    3 • TIE Bomber Squadron (9)
    4 • Dengar Punishing One (20)
    5 • TIE Advanced Squadron (12)
    6 • TIE Advanced Squadron (12)
    7 • Victory II-class Star Destroyer - Gunnery Team - H9 Turbolasers - Warlord (108)
    8 • Gladiator I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes (65)
    http://armada.fabpsb.net/permalink.php?sq=e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4 ]
    e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4
     
    (NB: with sold-out fighterpacks, I only have 2 Bwings. I divided the models between 5 empty 5-hull stands. Hard to see in the pictures.)
     
    Deployment:
    AF went down first, the Victory positioned across from it. Then, both sides deployed fighters. The Rebels had a good idea what the board would look like before the Independence ever hit the table. What you can't see is that the rebel fighter swarm is in an asteroid field, which the Independence is sure to hit on turn 1.

    Indy and the AF both had squadron commands. 4 Bwings went zooming out to the station, with the X-wings and Jan following behind. The Imperials took advantage and got a few shots off against unguarded Bwings. Independence takes a faceup and can't resolve crits anymore. The Glad hopes to block the AF's path. Rebels control the outpost.
     
    End of Turn 1:

    The AF gets there first, and the small conga line isn't stuck. Independence drops Jan and her Xwings in to free up the Bwings for their attack run. The AF takes a beating from the Glad, while the VSD is starting to get swarmed. Anti-squadron fire from Warlord softens up the targets and the TIEs take down the first Xwing. Navigation commands bring everyone into position, and the Rebels still control the outpost.
     
    End of Turn 2:

    The Glad gets a hefty shot from the AF, but throws a handful of hits at Independence before flying off to lick its wounds. The Bwings peck away the VSD's shields, but overlapping breaks the escorts away from their bombers. Jan goes down from a combined effort, thanks to Dengar's intel. The ISD takes evasive maneuvers to avoid plowing into the back of the crippled VSD, but manages to slip out of the TRCR's range. The Empire gains control of the outpost!
     
    End of Turn 3:

    A lot happened this round, and I can't remember it all. The AF activated first—its repair command was lost due to comm noise. Instead, it took evasive maneuvers, swinging out away from the thick of the fight—and those Rhymer bombers. The VSD went down as expected (maybe to the AF's fire?) The TIEs, heartened by their defeat of Jan, took down the last Xwing and started in on the Bwings with Dengar's help. But Bwings can fight back. They dished out a pile of damage (adding to what Jan's counter 2 had dished out before she died) and anti-squadron fire from the Independence finished off both TIE Advanced. Empire maintains command of the Outpost.
     
    End of Turn 4:

    In order to free up the Bwings for attacks, Independence activated first. They took down Dengar in short order, thanks to accuracies in their rolls. All four got into position to hit the ISD next turn, but only two would its Point Defense fire. Independence smashed into the AF, and they both took damage. Foolishly, Independence left herself undefended against Rhymer, who stripped down her last shield points. The TRCR was down to 2 hull after a few rounds of fire from the ISD's rear arc, and by the end of the turn, she was staring a Gladiator in the face... Empire has the base.
     
    End of Turn 5:

    Activating first again, Independence ordered her bombers to drop their last torpedoes and return home to defend her. They stripped the last of the ISD's shields and tied up Rhymer's defenseless duo. Independence just barely skirted out of firing range, and just in time, with about 6 hull damage. Amazingly, the CR90 managed to survive a broadside from the Glad, whose rolls and re-rolls came up short. The Glad was in rough shape also, but stayed alive thanks to Motti. 
     
    End of Turn 6:

    With the destruction of Warlord and most of the Imperial fighter force, yet with heavy squadron losses themselves, the Rebels withdraw to hyperspace, and the Imperials launch trooper transports to retake the Station. The battle is over, for now...
     
    Wrap-Up:
    I realize now that I made a mistake and activated those Bwings twice on turn 6. (you can see they're set to blue...) They managed to kill the vanilla bomber with that activation, so the game was even closer than I originally thought: Rebels 201>Imperials 167, a 25 point Margin of Victory, 5-5 in Tournament points.
     
    Independence certainly works. It's just not all that impressive to spend 8 fleet points for one use. Once they're in the middle of the action, you never use it again. Still, assuming deployment goes well, the ability to leap in 4-6 Bwings and free them up with Jan is formidable—especially if the target is a slow-moving VSD. Better placement or even another Xwing might have helped Jan last another turn. She is the real star. Dengar with 2 Advanced is a strong answer, though. It's hard not to see a situation where everyone gets split up by ship overlaps, at least in Red vs. Blue. The Imperials will always be coming at you, driving into your swarm. The Imperials were effective in making sure that the Xwing couldn't get near Jan once he got separated.
     
    ISD I... it's a good carrier, but you lose its effectiveness. Need those red and blue dice. Need room for ECMs or AP. Two ISDs might feel better, but if there's just one, it has to be ISD II, I think.
     
    I'll echo the IFF sentiment: Wave 2 feels right. Lots of options. Great game.
  3. Like
    lpfankabe got a reaction from Ophion in BatRep: Testing Independence   
    Wanted to give the Independence Bwings a try. Imps brought a boring list. Imps chose Contested Outpost (over Precision Strike/Superior Positions)
     
    [ REBEL FLEET (397 points)
    1 • MC80 Command Cruiser - General Dodonna - Boosted Comms - Electronic Countermeasures - Independence (145)
    2 • Jan Ors Moldy Crow (19)
    3 • X-wing Squadron (13)
    4 • X-wing Squadron (13)
    5 • B-wing Squadron (14)
    6 • B-wing Squadron (14)
    7 • B-wing Squadron (14)
    8 • B-wing Squadron (14)
    9 • B-wing Squadron (14)
    10 • Assault Frigate Mark II B - Gunnery Team - Electronic Countermeasures (86)
    11 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits (51)
    http://armada.fabpsb.net/permalink.php?sq=r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7 ]
    r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7
     
    [ EMPIRE FLEET (398 points)
    1 • Imperial I-class Star Destroyer - Admiral Motti - Wing Commander - Gunnery Team - Boosted Comms - Expanded Hangar Bay (156)
    2 • Major Rhymer TIE Bomber Squadron (16)
    3 • TIE Bomber Squadron (9)
    4 • Dengar Punishing One (20)
    5 • TIE Advanced Squadron (12)
    6 • TIE Advanced Squadron (12)
    7 • Victory II-class Star Destroyer - Gunnery Team - H9 Turbolasers - Warlord (108)
    8 • Gladiator I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes (65)
    http://armada.fabpsb.net/permalink.php?sq=e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4 ]
    e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4
     
    (NB: with sold-out fighterpacks, I only have 2 Bwings. I divided the models between 5 empty 5-hull stands. Hard to see in the pictures.)
     
    Deployment:
    AF went down first, the Victory positioned across from it. Then, both sides deployed fighters. The Rebels had a good idea what the board would look like before the Independence ever hit the table. What you can't see is that the rebel fighter swarm is in an asteroid field, which the Independence is sure to hit on turn 1.

    Indy and the AF both had squadron commands. 4 Bwings went zooming out to the station, with the X-wings and Jan following behind. The Imperials took advantage and got a few shots off against unguarded Bwings. Independence takes a faceup and can't resolve crits anymore. The Glad hopes to block the AF's path. Rebels control the outpost.
     
    End of Turn 1:

    The AF gets there first, and the small conga line isn't stuck. Independence drops Jan and her Xwings in to free up the Bwings for their attack run. The AF takes a beating from the Glad, while the VSD is starting to get swarmed. Anti-squadron fire from Warlord softens up the targets and the TIEs take down the first Xwing. Navigation commands bring everyone into position, and the Rebels still control the outpost.
     
    End of Turn 2:

    The Glad gets a hefty shot from the AF, but throws a handful of hits at Independence before flying off to lick its wounds. The Bwings peck away the VSD's shields, but overlapping breaks the escorts away from their bombers. Jan goes down from a combined effort, thanks to Dengar's intel. The ISD takes evasive maneuvers to avoid plowing into the back of the crippled VSD, but manages to slip out of the TRCR's range. The Empire gains control of the outpost!
     
    End of Turn 3:

    A lot happened this round, and I can't remember it all. The AF activated first—its repair command was lost due to comm noise. Instead, it took evasive maneuvers, swinging out away from the thick of the fight—and those Rhymer bombers. The VSD went down as expected (maybe to the AF's fire?) The TIEs, heartened by their defeat of Jan, took down the last Xwing and started in on the Bwings with Dengar's help. But Bwings can fight back. They dished out a pile of damage (adding to what Jan's counter 2 had dished out before she died) and anti-squadron fire from the Independence finished off both TIE Advanced. Empire maintains command of the Outpost.
     
    End of Turn 4:

    In order to free up the Bwings for attacks, Independence activated first. They took down Dengar in short order, thanks to accuracies in their rolls. All four got into position to hit the ISD next turn, but only two would its Point Defense fire. Independence smashed into the AF, and they both took damage. Foolishly, Independence left herself undefended against Rhymer, who stripped down her last shield points. The TRCR was down to 2 hull after a few rounds of fire from the ISD's rear arc, and by the end of the turn, she was staring a Gladiator in the face... Empire has the base.
     
    End of Turn 5:

    Activating first again, Independence ordered her bombers to drop their last torpedoes and return home to defend her. They stripped the last of the ISD's shields and tied up Rhymer's defenseless duo. Independence just barely skirted out of firing range, and just in time, with about 6 hull damage. Amazingly, the CR90 managed to survive a broadside from the Glad, whose rolls and re-rolls came up short. The Glad was in rough shape also, but stayed alive thanks to Motti. 
     
    End of Turn 6:

    With the destruction of Warlord and most of the Imperial fighter force, yet with heavy squadron losses themselves, the Rebels withdraw to hyperspace, and the Imperials launch trooper transports to retake the Station. The battle is over, for now...
     
    Wrap-Up:
    I realize now that I made a mistake and activated those Bwings twice on turn 6. (you can see they're set to blue...) They managed to kill the vanilla bomber with that activation, so the game was even closer than I originally thought: Rebels 201>Imperials 167, a 25 point Margin of Victory, 5-5 in Tournament points.
     
    Independence certainly works. It's just not all that impressive to spend 8 fleet points for one use. Once they're in the middle of the action, you never use it again. Still, assuming deployment goes well, the ability to leap in 4-6 Bwings and free them up with Jan is formidable—especially if the target is a slow-moving VSD. Better placement or even another Xwing might have helped Jan last another turn. She is the real star. Dengar with 2 Advanced is a strong answer, though. It's hard not to see a situation where everyone gets split up by ship overlaps, at least in Red vs. Blue. The Imperials will always be coming at you, driving into your swarm. The Imperials were effective in making sure that the Xwing couldn't get near Jan once he got separated.
     
    ISD I... it's a good carrier, but you lose its effectiveness. Need those red and blue dice. Need room for ECMs or AP. Two ISDs might feel better, but if there's just one, it has to be ISD II, I think.
     
    I'll echo the IFF sentiment: Wave 2 feels right. Lots of options. Great game.
  4. Like
    lpfankabe got a reaction from Blail Blerg in BatRep: Testing Independence   
    Wanted to give the Independence Bwings a try. Imps brought a boring list. Imps chose Contested Outpost (over Precision Strike/Superior Positions)
     
    [ REBEL FLEET (397 points)
    1 • MC80 Command Cruiser - General Dodonna - Boosted Comms - Electronic Countermeasures - Independence (145)
    2 • Jan Ors Moldy Crow (19)
    3 • X-wing Squadron (13)
    4 • X-wing Squadron (13)
    5 • B-wing Squadron (14)
    6 • B-wing Squadron (14)
    7 • B-wing Squadron (14)
    8 • B-wing Squadron (14)
    9 • B-wing Squadron (14)
    10 • Assault Frigate Mark II B - Gunnery Team - Electronic Countermeasures (86)
    11 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits (51)
    http://armada.fabpsb.net/permalink.php?sq=r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7 ]
    r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7
     
    [ EMPIRE FLEET (398 points)
    1 • Imperial I-class Star Destroyer - Admiral Motti - Wing Commander - Gunnery Team - Boosted Comms - Expanded Hangar Bay (156)
    2 • Major Rhymer TIE Bomber Squadron (16)
    3 • TIE Bomber Squadron (9)
    4 • Dengar Punishing One (20)
    5 • TIE Advanced Squadron (12)
    6 • TIE Advanced Squadron (12)
    7 • Victory II-class Star Destroyer - Gunnery Team - H9 Turbolasers - Warlord (108)
    8 • Gladiator I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes (65)
    http://armada.fabpsb.net/permalink.php?sq=e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4 ]
    e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4
     
    (NB: with sold-out fighterpacks, I only have 2 Bwings. I divided the models between 5 empty 5-hull stands. Hard to see in the pictures.)
     
    Deployment:
    AF went down first, the Victory positioned across from it. Then, both sides deployed fighters. The Rebels had a good idea what the board would look like before the Independence ever hit the table. What you can't see is that the rebel fighter swarm is in an asteroid field, which the Independence is sure to hit on turn 1.

    Indy and the AF both had squadron commands. 4 Bwings went zooming out to the station, with the X-wings and Jan following behind. The Imperials took advantage and got a few shots off against unguarded Bwings. Independence takes a faceup and can't resolve crits anymore. The Glad hopes to block the AF's path. Rebels control the outpost.
     
    End of Turn 1:

    The AF gets there first, and the small conga line isn't stuck. Independence drops Jan and her Xwings in to free up the Bwings for their attack run. The AF takes a beating from the Glad, while the VSD is starting to get swarmed. Anti-squadron fire from Warlord softens up the targets and the TIEs take down the first Xwing. Navigation commands bring everyone into position, and the Rebels still control the outpost.
     
    End of Turn 2:

    The Glad gets a hefty shot from the AF, but throws a handful of hits at Independence before flying off to lick its wounds. The Bwings peck away the VSD's shields, but overlapping breaks the escorts away from their bombers. Jan goes down from a combined effort, thanks to Dengar's intel. The ISD takes evasive maneuvers to avoid plowing into the back of the crippled VSD, but manages to slip out of the TRCR's range. The Empire gains control of the outpost!
     
    End of Turn 3:

    A lot happened this round, and I can't remember it all. The AF activated first—its repair command was lost due to comm noise. Instead, it took evasive maneuvers, swinging out away from the thick of the fight—and those Rhymer bombers. The VSD went down as expected (maybe to the AF's fire?) The TIEs, heartened by their defeat of Jan, took down the last Xwing and started in on the Bwings with Dengar's help. But Bwings can fight back. They dished out a pile of damage (adding to what Jan's counter 2 had dished out before she died) and anti-squadron fire from the Independence finished off both TIE Advanced. Empire maintains command of the Outpost.
     
    End of Turn 4:

    In order to free up the Bwings for attacks, Independence activated first. They took down Dengar in short order, thanks to accuracies in their rolls. All four got into position to hit the ISD next turn, but only two would its Point Defense fire. Independence smashed into the AF, and they both took damage. Foolishly, Independence left herself undefended against Rhymer, who stripped down her last shield points. The TRCR was down to 2 hull after a few rounds of fire from the ISD's rear arc, and by the end of the turn, she was staring a Gladiator in the face... Empire has the base.
     
    End of Turn 5:

    Activating first again, Independence ordered her bombers to drop their last torpedoes and return home to defend her. They stripped the last of the ISD's shields and tied up Rhymer's defenseless duo. Independence just barely skirted out of firing range, and just in time, with about 6 hull damage. Amazingly, the CR90 managed to survive a broadside from the Glad, whose rolls and re-rolls came up short. The Glad was in rough shape also, but stayed alive thanks to Motti. 
     
    End of Turn 6:

    With the destruction of Warlord and most of the Imperial fighter force, yet with heavy squadron losses themselves, the Rebels withdraw to hyperspace, and the Imperials launch trooper transports to retake the Station. The battle is over, for now...
     
    Wrap-Up:
    I realize now that I made a mistake and activated those Bwings twice on turn 6. (you can see they're set to blue...) They managed to kill the vanilla bomber with that activation, so the game was even closer than I originally thought: Rebels 201>Imperials 167, a 25 point Margin of Victory, 5-5 in Tournament points.
     
    Independence certainly works. It's just not all that impressive to spend 8 fleet points for one use. Once they're in the middle of the action, you never use it again. Still, assuming deployment goes well, the ability to leap in 4-6 Bwings and free them up with Jan is formidable—especially if the target is a slow-moving VSD. Better placement or even another Xwing might have helped Jan last another turn. She is the real star. Dengar with 2 Advanced is a strong answer, though. It's hard not to see a situation where everyone gets split up by ship overlaps, at least in Red vs. Blue. The Imperials will always be coming at you, driving into your swarm. The Imperials were effective in making sure that the Xwing couldn't get near Jan once he got separated.
     
    ISD I... it's a good carrier, but you lose its effectiveness. Need those red and blue dice. Need room for ECMs or AP. Two ISDs might feel better, but if there's just one, it has to be ISD II, I think.
     
    I'll echo the IFF sentiment: Wave 2 feels right. Lots of options. Great game.
  5. Like
    lpfankabe got a reaction from Green Knight in BatRep: Testing Independence   
    Wanted to give the Independence Bwings a try. Imps brought a boring list. Imps chose Contested Outpost (over Precision Strike/Superior Positions)
     
    [ REBEL FLEET (397 points)
    1 • MC80 Command Cruiser - General Dodonna - Boosted Comms - Electronic Countermeasures - Independence (145)
    2 • Jan Ors Moldy Crow (19)
    3 • X-wing Squadron (13)
    4 • X-wing Squadron (13)
    5 • B-wing Squadron (14)
    6 • B-wing Squadron (14)
    7 • B-wing Squadron (14)
    8 • B-wing Squadron (14)
    9 • B-wing Squadron (14)
    10 • Assault Frigate Mark II B - Gunnery Team - Electronic Countermeasures (86)
    11 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits (51)
    http://armada.fabpsb.net/permalink.php?sq=r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7 ]
    r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7
     
    [ EMPIRE FLEET (398 points)
    1 • Imperial I-class Star Destroyer - Admiral Motti - Wing Commander - Gunnery Team - Boosted Comms - Expanded Hangar Bay (156)
    2 • Major Rhymer TIE Bomber Squadron (16)
    3 • TIE Bomber Squadron (9)
    4 • Dengar Punishing One (20)
    5 • TIE Advanced Squadron (12)
    6 • TIE Advanced Squadron (12)
    7 • Victory II-class Star Destroyer - Gunnery Team - H9 Turbolasers - Warlord (108)
    8 • Gladiator I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes (65)
    http://armada.fabpsb.net/permalink.php?sq=e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4 ]
    e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4
     
    (NB: with sold-out fighterpacks, I only have 2 Bwings. I divided the models between 5 empty 5-hull stands. Hard to see in the pictures.)
     
    Deployment:
    AF went down first, the Victory positioned across from it. Then, both sides deployed fighters. The Rebels had a good idea what the board would look like before the Independence ever hit the table. What you can't see is that the rebel fighter swarm is in an asteroid field, which the Independence is sure to hit on turn 1.

    Indy and the AF both had squadron commands. 4 Bwings went zooming out to the station, with the X-wings and Jan following behind. The Imperials took advantage and got a few shots off against unguarded Bwings. Independence takes a faceup and can't resolve crits anymore. The Glad hopes to block the AF's path. Rebels control the outpost.
     
    End of Turn 1:

    The AF gets there first, and the small conga line isn't stuck. Independence drops Jan and her Xwings in to free up the Bwings for their attack run. The AF takes a beating from the Glad, while the VSD is starting to get swarmed. Anti-squadron fire from Warlord softens up the targets and the TIEs take down the first Xwing. Navigation commands bring everyone into position, and the Rebels still control the outpost.
     
    End of Turn 2:

    The Glad gets a hefty shot from the AF, but throws a handful of hits at Independence before flying off to lick its wounds. The Bwings peck away the VSD's shields, but overlapping breaks the escorts away from their bombers. Jan goes down from a combined effort, thanks to Dengar's intel. The ISD takes evasive maneuvers to avoid plowing into the back of the crippled VSD, but manages to slip out of the TRCR's range. The Empire gains control of the outpost!
     
    End of Turn 3:

    A lot happened this round, and I can't remember it all. The AF activated first—its repair command was lost due to comm noise. Instead, it took evasive maneuvers, swinging out away from the thick of the fight—and those Rhymer bombers. The VSD went down as expected (maybe to the AF's fire?) The TIEs, heartened by their defeat of Jan, took down the last Xwing and started in on the Bwings with Dengar's help. But Bwings can fight back. They dished out a pile of damage (adding to what Jan's counter 2 had dished out before she died) and anti-squadron fire from the Independence finished off both TIE Advanced. Empire maintains command of the Outpost.
     
    End of Turn 4:

    In order to free up the Bwings for attacks, Independence activated first. They took down Dengar in short order, thanks to accuracies in their rolls. All four got into position to hit the ISD next turn, but only two would its Point Defense fire. Independence smashed into the AF, and they both took damage. Foolishly, Independence left herself undefended against Rhymer, who stripped down her last shield points. The TRCR was down to 2 hull after a few rounds of fire from the ISD's rear arc, and by the end of the turn, she was staring a Gladiator in the face... Empire has the base.
     
    End of Turn 5:

    Activating first again, Independence ordered her bombers to drop their last torpedoes and return home to defend her. They stripped the last of the ISD's shields and tied up Rhymer's defenseless duo. Independence just barely skirted out of firing range, and just in time, with about 6 hull damage. Amazingly, the CR90 managed to survive a broadside from the Glad, whose rolls and re-rolls came up short. The Glad was in rough shape also, but stayed alive thanks to Motti. 
     
    End of Turn 6:

    With the destruction of Warlord and most of the Imperial fighter force, yet with heavy squadron losses themselves, the Rebels withdraw to hyperspace, and the Imperials launch trooper transports to retake the Station. The battle is over, for now...
     
    Wrap-Up:
    I realize now that I made a mistake and activated those Bwings twice on turn 6. (you can see they're set to blue...) They managed to kill the vanilla bomber with that activation, so the game was even closer than I originally thought: Rebels 201>Imperials 167, a 25 point Margin of Victory, 5-5 in Tournament points.
     
    Independence certainly works. It's just not all that impressive to spend 8 fleet points for one use. Once they're in the middle of the action, you never use it again. Still, assuming deployment goes well, the ability to leap in 4-6 Bwings and free them up with Jan is formidable—especially if the target is a slow-moving VSD. Better placement or even another Xwing might have helped Jan last another turn. She is the real star. Dengar with 2 Advanced is a strong answer, though. It's hard not to see a situation where everyone gets split up by ship overlaps, at least in Red vs. Blue. The Imperials will always be coming at you, driving into your swarm. The Imperials were effective in making sure that the Xwing couldn't get near Jan once he got separated.
     
    ISD I... it's a good carrier, but you lose its effectiveness. Need those red and blue dice. Need room for ECMs or AP. Two ISDs might feel better, but if there's just one, it has to be ISD II, I think.
     
    I'll echo the IFF sentiment: Wave 2 feels right. Lots of options. Great game.
  6. Like
    lpfankabe got a reaction from Maturin in BatRep: Testing Independence   
    Wanted to give the Independence Bwings a try. Imps brought a boring list. Imps chose Contested Outpost (over Precision Strike/Superior Positions)
     
    [ REBEL FLEET (397 points)
    1 • MC80 Command Cruiser - General Dodonna - Boosted Comms - Electronic Countermeasures - Independence (145)
    2 • Jan Ors Moldy Crow (19)
    3 • X-wing Squadron (13)
    4 • X-wing Squadron (13)
    5 • B-wing Squadron (14)
    6 • B-wing Squadron (14)
    7 • B-wing Squadron (14)
    8 • B-wing Squadron (14)
    9 • B-wing Squadron (14)
    10 • Assault Frigate Mark II B - Gunnery Team - Electronic Countermeasures (86)
    11 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits (51)
    http://armada.fabpsb.net/permalink.php?sq=r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7 ]
    r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7
     
    [ EMPIRE FLEET (398 points)
    1 • Imperial I-class Star Destroyer - Admiral Motti - Wing Commander - Gunnery Team - Boosted Comms - Expanded Hangar Bay (156)
    2 • Major Rhymer TIE Bomber Squadron (16)
    3 • TIE Bomber Squadron (9)
    4 • Dengar Punishing One (20)
    5 • TIE Advanced Squadron (12)
    6 • TIE Advanced Squadron (12)
    7 • Victory II-class Star Destroyer - Gunnery Team - H9 Turbolasers - Warlord (108)
    8 • Gladiator I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes (65)
    http://armada.fabpsb.net/permalink.php?sq=e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4 ]
    e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4
     
    (NB: with sold-out fighterpacks, I only have 2 Bwings. I divided the models between 5 empty 5-hull stands. Hard to see in the pictures.)
     
    Deployment:
    AF went down first, the Victory positioned across from it. Then, both sides deployed fighters. The Rebels had a good idea what the board would look like before the Independence ever hit the table. What you can't see is that the rebel fighter swarm is in an asteroid field, which the Independence is sure to hit on turn 1.

    Indy and the AF both had squadron commands. 4 Bwings went zooming out to the station, with the X-wings and Jan following behind. The Imperials took advantage and got a few shots off against unguarded Bwings. Independence takes a faceup and can't resolve crits anymore. The Glad hopes to block the AF's path. Rebels control the outpost.
     
    End of Turn 1:

    The AF gets there first, and the small conga line isn't stuck. Independence drops Jan and her Xwings in to free up the Bwings for their attack run. The AF takes a beating from the Glad, while the VSD is starting to get swarmed. Anti-squadron fire from Warlord softens up the targets and the TIEs take down the first Xwing. Navigation commands bring everyone into position, and the Rebels still control the outpost.
     
    End of Turn 2:

    The Glad gets a hefty shot from the AF, but throws a handful of hits at Independence before flying off to lick its wounds. The Bwings peck away the VSD's shields, but overlapping breaks the escorts away from their bombers. Jan goes down from a combined effort, thanks to Dengar's intel. The ISD takes evasive maneuvers to avoid plowing into the back of the crippled VSD, but manages to slip out of the TRCR's range. The Empire gains control of the outpost!
     
    End of Turn 3:

    A lot happened this round, and I can't remember it all. The AF activated first—its repair command was lost due to comm noise. Instead, it took evasive maneuvers, swinging out away from the thick of the fight—and those Rhymer bombers. The VSD went down as expected (maybe to the AF's fire?) The TIEs, heartened by their defeat of Jan, took down the last Xwing and started in on the Bwings with Dengar's help. But Bwings can fight back. They dished out a pile of damage (adding to what Jan's counter 2 had dished out before she died) and anti-squadron fire from the Independence finished off both TIE Advanced. Empire maintains command of the Outpost.
     
    End of Turn 4:

    In order to free up the Bwings for attacks, Independence activated first. They took down Dengar in short order, thanks to accuracies in their rolls. All four got into position to hit the ISD next turn, but only two would its Point Defense fire. Independence smashed into the AF, and they both took damage. Foolishly, Independence left herself undefended against Rhymer, who stripped down her last shield points. The TRCR was down to 2 hull after a few rounds of fire from the ISD's rear arc, and by the end of the turn, she was staring a Gladiator in the face... Empire has the base.
     
    End of Turn 5:

    Activating first again, Independence ordered her bombers to drop their last torpedoes and return home to defend her. They stripped the last of the ISD's shields and tied up Rhymer's defenseless duo. Independence just barely skirted out of firing range, and just in time, with about 6 hull damage. Amazingly, the CR90 managed to survive a broadside from the Glad, whose rolls and re-rolls came up short. The Glad was in rough shape also, but stayed alive thanks to Motti. 
     
    End of Turn 6:

    With the destruction of Warlord and most of the Imperial fighter force, yet with heavy squadron losses themselves, the Rebels withdraw to hyperspace, and the Imperials launch trooper transports to retake the Station. The battle is over, for now...
     
    Wrap-Up:
    I realize now that I made a mistake and activated those Bwings twice on turn 6. (you can see they're set to blue...) They managed to kill the vanilla bomber with that activation, so the game was even closer than I originally thought: Rebels 201>Imperials 167, a 25 point Margin of Victory, 5-5 in Tournament points.
     
    Independence certainly works. It's just not all that impressive to spend 8 fleet points for one use. Once they're in the middle of the action, you never use it again. Still, assuming deployment goes well, the ability to leap in 4-6 Bwings and free them up with Jan is formidable—especially if the target is a slow-moving VSD. Better placement or even another Xwing might have helped Jan last another turn. She is the real star. Dengar with 2 Advanced is a strong answer, though. It's hard not to see a situation where everyone gets split up by ship overlaps, at least in Red vs. Blue. The Imperials will always be coming at you, driving into your swarm. The Imperials were effective in making sure that the Xwing couldn't get near Jan once he got separated.
     
    ISD I... it's a good carrier, but you lose its effectiveness. Need those red and blue dice. Need room for ECMs or AP. Two ISDs might feel better, but if there's just one, it has to be ISD II, I think.
     
    I'll echo the IFF sentiment: Wave 2 feels right. Lots of options. Great game.
  7. Like
    lpfankabe got a reaction from SomeKittens in Solitaire Battle Report   
    I wanted to try a few things tossed out on the latest IFF episode (Pedantic Romantics).
     
    For the Rebs, I wanted to try running the Calamari right up the middle, with Assault Frigates on either side. To keep the MC80 alive, I assembled the Medical Frigate. Expensive... no room for Ackbar or even gunnery teams on the AFs, so I went with a Dodonna/XX-9 for extra crits.
     
    [ REBEL FLEET (394 points)

    1 • MC80 Assault Cruiser - General Dodonna - Electronic Countermeasures - Redundant Shields - XX-9 Turbolasers - Home One (161)

    2 • Assault Frigate Mark II B - Electronic Countermeasures - XX-9 Turbolasers (84)

    3 • Assault Frigate Mark II B - Electronic Countermeasures - XX-9 Turbolasers (84)

    4 • Nebulon-B Support Refit - Projection Experts - Redemption (65)

    5 • Objectives - Precision Strike - Fire Lanes - Superior Positions (0)

    http://armada.fabpsb.net/permalink.php?sq=r18c2d1d3t3f20r8d1t3r8d1t3r4s4f3r0a3a6a12 ]

    r18c2d1d3t3f20r8d1t3r8d1t3r4s4f3r0a3a6a12
      With the Imperials, I didn't know what to do. Decided to try another all-ship list with big boys to make the most of Tarkin's Tokens. Then I shaped it into an ion cannon fleet to strip defense tokens. In retrospect, I would've preferred to take the nameless VSD down to a I to make room for Intel Officers and really give control a good shot.   [ EMPIRE FLEET (400 points)

    1 • Imperial II-class Star Destroyer - Grand Moff Tarkin - Captain Needa - Gunnery Team - Electronic Countermeasures - Avenger (179)

    2 • Victory II-class Star Destroyer - Gunnery Team - NK-7 Ion Cannons - H9 Turbolasers - Warlord (118)

    3 • Victory II-class Star Destroyer - Gunnery Team - SW-7 Ion Batteries - XI7 Turbolasers (103)

    http://armada.fabpsb.net/permalink.php?sq=e14c1o15w1d1f15e2w1i4t2f4e2w1i5t4 ]

    e14c1o15w1d1f15e2w1i4t2f4e2w1i5t4
      Rebels went second; Imperials chose Superior Positions.   Starting Fleet Positions:

     
    Imps should've stuck together better... Rebels placed to try and keep the VSDs out of the fight, and opt to catch the ISD between 1 MC80 and both AFIIs (no gunnery teams, remember). But the course was set for Home One to barrel into the VSD front arcs...
     

     
    Tarkin prepares his fleet for a beating and the VSDs navigate hard to port, trying to cut off the Cruiser. The Assault Frigates maneuver around an asteroid, trying to form up their line. Redemption navigates slowly at 1, being ready to add speed later. End of Round 1
     

     
    At the end of Round 2, the superior numbers of the rebels have allowed the Imps to suffer the first few strikes. Unfortunately, Home One couldn't land many hits. Warlord trails behind, obstructed, but hoping to catch Home One when he comes out the other side. The Rebels have been careful to line up double arcs on the Avenger. Tarkin is not amused.
     

     
    Dodonna knows it's too late to turn back. He powers forward between the destroyers, placing the Command ship in harm's way. An old-fashioned broadside battle!
     

     
    At the end of Round 3, the Avenger is in serious pain. Her ability to brace is gone. While the rebels gunners are poor shots, the sheer volume of their fire has stripped away the shields of the ISD. Worst of all, her gunners are blinded and can no longer fire with accuracy! The Medical Frigate is in real danger too, though. She has no choice but to drive straight at the great behemoth. She daringly moves to speed 2 and closes the gap, knowing she's in range of the ion cannons already. Warlord finally had its opportunity to throw a long-range shot at Dodonna, and the flagship's shields begin to drop. She too burns her brace. At this close range... well, you know.
     

     
    Unable to accuracy, Avenger fails to deliver enough damage to Redemption to fell her and glides past. But now the Assault Frigates have a clean shot on the engines, achieving a Superior firing Position™. They do the brunt of the work, but it's Redemption that gets to deliver the final blow: 3 clean hits to the side, and she glides past the massive hulk as it spirals out of control. Round 4 ends with a bang. The Rebels feel confident. Maybe too confident . . .
     

     
    Enraged by the loss of their Grand commander, the captain of the lead VSD rallies his gunners. "Concentrate Fire™ on that Medical Frigate! We must stop that Mon Cal Cruiser from re-shielding!" With Redemption already down to 2 hull, and its side arc woefully exposed, she's no match.
     

     
    And not even needing the extra dice for her, the VSD turns her guns on Home One with devastating results. The last shield flickers away, and the already damaged hull is exposed. Bulkheads buckle and Dodonna goes down with his ship. The VSD slips past the wreckage . . . right into the side arcs of the embittered Assault Frigates.
     

     
    At the end of Round 5, the lead VSD has begun to take damage. With well-timed repairs, the new command ship for the Rebels is weakened but holding for now. It seems like it could be close!
     
    http://i.imgur.com/Mt16gA0.jpg
     
    . . . but the VSD's shields are too weak from Dodonna's parting shots. What good are redirects when you have no shields? Fire from the frigates and pinpoint Accuracy™ sends volley after volley of laser blasts into the crippled ship, and she begins to break up.
     
    The Imperials have a lot to explain. In the end, the Rebels snagged 3 shots from behind and the Imperials only one, but the fully-loaded ISD was the prize, netting the Rebels a solid victory.
     
    Reflections: Crits were hard to come by. If the Rebels had had a few more, it would have been even worse. The game was probably won in deployment, though I've hardly had a game where the ISD survived yet (I blame pilot error). Ion stuff was cute, but never came to bear, since the VSDs hardly got into blue range. ECMs are absolutely necessary. Redundant shields are helpful. Redemption/Projection Experts was great, but it's hard to keep her close and alive at the same time. A true "Ackbar Slash" might have done better, actually—the lack of AF gunnery teams would not have been a hindrance; on the other hand, the Neb's sides would've been more exposed. Never tell her the odds—she survived a direct assault on an Imperial Star Destroyer... the first one, at least. I would try the Redemption/Projection Experts trick again . . . but if I spend those 65 points to keep an MC80 alive, I'd rather it be Ackbar... and then I'd rather have 2 AFIIs, gunnery teams, etc...
     
    Next date: $7 CR90 Swarm! (Thanks, Amazon!)
  8. Like
    lpfankabe reacted to BigBearCDN in Solitaire Battle Report   
    If I'm gonna tank a MC-80 and turn it into a turbolaser sponge I don't leave spacedock without Walex Blisex. The ability to snag that Brace token from the discard pile (and the look of despair on your opponents face) are priceless!
    If you replay this battle in your head compare the value of redundant shields against Walex. For Redundant Shields, 8 points bought you 6 additional shields. How many damage would 2 additional "Braces" have mitigated if Walex had given you back your brace?
  9. Like
    lpfankabe got a reaction from nathanaelsmith88 in Solitaire Battle Report   
    I wanted to try a few things tossed out on the latest IFF episode (Pedantic Romantics).
     
    For the Rebs, I wanted to try running the Calamari right up the middle, with Assault Frigates on either side. To keep the MC80 alive, I assembled the Medical Frigate. Expensive... no room for Ackbar or even gunnery teams on the AFs, so I went with a Dodonna/XX-9 for extra crits.
     
    [ REBEL FLEET (394 points)

    1 • MC80 Assault Cruiser - General Dodonna - Electronic Countermeasures - Redundant Shields - XX-9 Turbolasers - Home One (161)

    2 • Assault Frigate Mark II B - Electronic Countermeasures - XX-9 Turbolasers (84)

    3 • Assault Frigate Mark II B - Electronic Countermeasures - XX-9 Turbolasers (84)

    4 • Nebulon-B Support Refit - Projection Experts - Redemption (65)

    5 • Objectives - Precision Strike - Fire Lanes - Superior Positions (0)

    http://armada.fabpsb.net/permalink.php?sq=r18c2d1d3t3f20r8d1t3r8d1t3r4s4f3r0a3a6a12 ]

    r18c2d1d3t3f20r8d1t3r8d1t3r4s4f3r0a3a6a12
      With the Imperials, I didn't know what to do. Decided to try another all-ship list with big boys to make the most of Tarkin's Tokens. Then I shaped it into an ion cannon fleet to strip defense tokens. In retrospect, I would've preferred to take the nameless VSD down to a I to make room for Intel Officers and really give control a good shot.   [ EMPIRE FLEET (400 points)

    1 • Imperial II-class Star Destroyer - Grand Moff Tarkin - Captain Needa - Gunnery Team - Electronic Countermeasures - Avenger (179)

    2 • Victory II-class Star Destroyer - Gunnery Team - NK-7 Ion Cannons - H9 Turbolasers - Warlord (118)

    3 • Victory II-class Star Destroyer - Gunnery Team - SW-7 Ion Batteries - XI7 Turbolasers (103)

    http://armada.fabpsb.net/permalink.php?sq=e14c1o15w1d1f15e2w1i4t2f4e2w1i5t4 ]

    e14c1o15w1d1f15e2w1i4t2f4e2w1i5t4
      Rebels went second; Imperials chose Superior Positions.   Starting Fleet Positions:

     
    Imps should've stuck together better... Rebels placed to try and keep the VSDs out of the fight, and opt to catch the ISD between 1 MC80 and both AFIIs (no gunnery teams, remember). But the course was set for Home One to barrel into the VSD front arcs...
     

     
    Tarkin prepares his fleet for a beating and the VSDs navigate hard to port, trying to cut off the Cruiser. The Assault Frigates maneuver around an asteroid, trying to form up their line. Redemption navigates slowly at 1, being ready to add speed later. End of Round 1
     

     
    At the end of Round 2, the superior numbers of the rebels have allowed the Imps to suffer the first few strikes. Unfortunately, Home One couldn't land many hits. Warlord trails behind, obstructed, but hoping to catch Home One when he comes out the other side. The Rebels have been careful to line up double arcs on the Avenger. Tarkin is not amused.
     

     
    Dodonna knows it's too late to turn back. He powers forward between the destroyers, placing the Command ship in harm's way. An old-fashioned broadside battle!
     

     
    At the end of Round 3, the Avenger is in serious pain. Her ability to brace is gone. While the rebels gunners are poor shots, the sheer volume of their fire has stripped away the shields of the ISD. Worst of all, her gunners are blinded and can no longer fire with accuracy! The Medical Frigate is in real danger too, though. She has no choice but to drive straight at the great behemoth. She daringly moves to speed 2 and closes the gap, knowing she's in range of the ion cannons already. Warlord finally had its opportunity to throw a long-range shot at Dodonna, and the flagship's shields begin to drop. She too burns her brace. At this close range... well, you know.
     

     
    Unable to accuracy, Avenger fails to deliver enough damage to Redemption to fell her and glides past. But now the Assault Frigates have a clean shot on the engines, achieving a Superior firing Position™. They do the brunt of the work, but it's Redemption that gets to deliver the final blow: 3 clean hits to the side, and she glides past the massive hulk as it spirals out of control. Round 4 ends with a bang. The Rebels feel confident. Maybe too confident . . .
     

     
    Enraged by the loss of their Grand commander, the captain of the lead VSD rallies his gunners. "Concentrate Fire™ on that Medical Frigate! We must stop that Mon Cal Cruiser from re-shielding!" With Redemption already down to 2 hull, and its side arc woefully exposed, she's no match.
     

     
    And not even needing the extra dice for her, the VSD turns her guns on Home One with devastating results. The last shield flickers away, and the already damaged hull is exposed. Bulkheads buckle and Dodonna goes down with his ship. The VSD slips past the wreckage . . . right into the side arcs of the embittered Assault Frigates.
     

     
    At the end of Round 5, the lead VSD has begun to take damage. With well-timed repairs, the new command ship for the Rebels is weakened but holding for now. It seems like it could be close!
     
    http://i.imgur.com/Mt16gA0.jpg
     
    . . . but the VSD's shields are too weak from Dodonna's parting shots. What good are redirects when you have no shields? Fire from the frigates and pinpoint Accuracy™ sends volley after volley of laser blasts into the crippled ship, and she begins to break up.
     
    The Imperials have a lot to explain. In the end, the Rebels snagged 3 shots from behind and the Imperials only one, but the fully-loaded ISD was the prize, netting the Rebels a solid victory.
     
    Reflections: Crits were hard to come by. If the Rebels had had a few more, it would have been even worse. The game was probably won in deployment, though I've hardly had a game where the ISD survived yet (I blame pilot error). Ion stuff was cute, but never came to bear, since the VSDs hardly got into blue range. ECMs are absolutely necessary. Redundant shields are helpful. Redemption/Projection Experts was great, but it's hard to keep her close and alive at the same time. A true "Ackbar Slash" might have done better, actually—the lack of AF gunnery teams would not have been a hindrance; on the other hand, the Neb's sides would've been more exposed. Never tell her the odds—she survived a direct assault on an Imperial Star Destroyer... the first one, at least. I would try the Redemption/Projection Experts trick again . . . but if I spend those 65 points to keep an MC80 alive, I'd rather it be Ackbar... and then I'd rather have 2 AFIIs, gunnery teams, etc...
     
    Next date: $7 CR90 Swarm! (Thanks, Amazon!)
  10. Like
    lpfankabe reacted to RazelKorr in Armada Armageddon   
    Why didn't you name this thread 'Armadageddon'? That's my question.
  11. Like
    lpfankabe got a reaction from Lyraeus in Recording a new IFF Episode on Wednesday- what would you like to hear?   
    There's only one thing I'm waiting to hear: That sweet 180 flip on the Mon Cal.
  12. Like
    lpfankabe got a reaction from DUR in Battle of Endor   
    • Prep to jump scene: 2 MC80s (different builds, wingless)
    • "Evasive action" scene: 5 wingless and 1 winged MC80, as far as what's clearly identifiable.
    • "fighters, coming in...": 4 MC80s
    • "Embattled Correlian Corvette Scene": 5 MC80s for sure (best shot of the "other" frigate too)
    • 1 MC 80 in the background when the Awing dies over the Liberty's wing.
    • (Anyone's guess how many you can see out the Executor's window when they "only need to keep them from escaping")
    • *1 Liberty dies*
    • *1 MC80 dies* (1 MC80 in the background, clearly)
    • At least 2 and a liberty as they fly up the nose of the first ISD (before they kill the token minority pilots...)
    • 2 MC80s outside Ackbar's window when he gives the "concentrate fire" command (3 total, therefore...)
    • 3 MC80s for "Intensify Forward Firepower!!!"
    • Then there are 2 or 3 that seem to be past it by the time it starts going down. (IMO, these aren't the same ones. The ones seen out of the bridge weren't moving that fast. If the shots are in real time, they couldn't be that far past it yet.)
    • I don't know what blurry ships we're seeing in the background as the Executor crashes.
    • Engines against the moon as Wedge exits the shaft. I see 2 that are clear. But is this the whole fleet? When did they get between the DSII and the moon?
    • Looks like 6 sets of MC80 Engines as the Falcon shoots out, our last view of the battle.
    So, at least 6 MC30s survive. I didn't see wings on any of them, so there must have been at least 2 Liberties, plus 1 MC80 casualty. That's 9 Mon Cals at the minimum. How many destructions did we miss? Presumably a lot. If they wouldn't last long against the Star Destroyers, some must be presumed destroyed by ship-to-ship fire. Maybe we saw all of the DSII shots, but maybe not.
    A fairer fight than the OP suggests, at least.
  13. Like
    lpfankabe got a reaction from GilmoreDK in Battle of Endor   
    • Prep to jump scene: 2 MC80s (different builds, wingless)
    • "Evasive action" scene: 5 wingless and 1 winged MC80, as far as what's clearly identifiable.
    • "fighters, coming in...": 4 MC80s
    • "Embattled Correlian Corvette Scene": 5 MC80s for sure (best shot of the "other" frigate too)
    • 1 MC 80 in the background when the Awing dies over the Liberty's wing.
    • (Anyone's guess how many you can see out the Executor's window when they "only need to keep them from escaping")
    • *1 Liberty dies*
    • *1 MC80 dies* (1 MC80 in the background, clearly)
    • At least 2 and a liberty as they fly up the nose of the first ISD (before they kill the token minority pilots...)
    • 2 MC80s outside Ackbar's window when he gives the "concentrate fire" command (3 total, therefore...)
    • 3 MC80s for "Intensify Forward Firepower!!!"
    • Then there are 2 or 3 that seem to be past it by the time it starts going down. (IMO, these aren't the same ones. The ones seen out of the bridge weren't moving that fast. If the shots are in real time, they couldn't be that far past it yet.)
    • I don't know what blurry ships we're seeing in the background as the Executor crashes.
    • Engines against the moon as Wedge exits the shaft. I see 2 that are clear. But is this the whole fleet? When did they get between the DSII and the moon?
    • Looks like 6 sets of MC80 Engines as the Falcon shoots out, our last view of the battle.
    So, at least 6 MC30s survive. I didn't see wings on any of them, so there must have been at least 2 Liberties, plus 1 MC80 casualty. That's 9 Mon Cals at the minimum. How many destructions did we miss? Presumably a lot. If they wouldn't last long against the Star Destroyers, some must be presumed destroyed by ship-to-ship fire. Maybe we saw all of the DSII shots, but maybe not.
    A fairer fight than the OP suggests, at least.
  14. Like
    lpfankabe got a reaction from Vykes in Battle of Endor   
    • Prep to jump scene: 2 MC80s (different builds, wingless)
    • "Evasive action" scene: 5 wingless and 1 winged MC80, as far as what's clearly identifiable.
    • "fighters, coming in...": 4 MC80s
    • "Embattled Correlian Corvette Scene": 5 MC80s for sure (best shot of the "other" frigate too)
    • 1 MC 80 in the background when the Awing dies over the Liberty's wing.
    • (Anyone's guess how many you can see out the Executor's window when they "only need to keep them from escaping")
    • *1 Liberty dies*
    • *1 MC80 dies* (1 MC80 in the background, clearly)
    • At least 2 and a liberty as they fly up the nose of the first ISD (before they kill the token minority pilots...)
    • 2 MC80s outside Ackbar's window when he gives the "concentrate fire" command (3 total, therefore...)
    • 3 MC80s for "Intensify Forward Firepower!!!"
    • Then there are 2 or 3 that seem to be past it by the time it starts going down. (IMO, these aren't the same ones. The ones seen out of the bridge weren't moving that fast. If the shots are in real time, they couldn't be that far past it yet.)
    • I don't know what blurry ships we're seeing in the background as the Executor crashes.
    • Engines against the moon as Wedge exits the shaft. I see 2 that are clear. But is this the whole fleet? When did they get between the DSII and the moon?
    • Looks like 6 sets of MC80 Engines as the Falcon shoots out, our last view of the battle.
    So, at least 6 MC30s survive. I didn't see wings on any of them, so there must have been at least 2 Liberties, plus 1 MC80 casualty. That's 9 Mon Cals at the minimum. How many destructions did we miss? Presumably a lot. If they wouldn't last long against the Star Destroyers, some must be presumed destroyed by ship-to-ship fire. Maybe we saw all of the DSII shots, but maybe not.
    A fairer fight than the OP suggests, at least.
  15. Like
    lpfankabe reacted to archeonlotet in 400 Pt Armada Battle Report - Precision Strike   
    Awesome battle report!  The red arrows are great for showing ship movement.  Thanks for posting it up for us to read!
  16. Like
    lpfankabe reacted to BiggsIRL in Sad this is the current state of affairs..   
    Whelp, time to pack it up guys.  Guess the game is over.
  17. Like
    lpfankabe reacted to DiabloAzul in Sad this is the current state of affairs..   
    Gloom! Doom!
  18. Like
    lpfankabe reacted to Drasnighta in Squadron Tactics Academy   
    Which is why you have the H9/Warlord...
    Acc becomes Hit.
    Crits become ACC, which becomes Hit.
  19. Like
    lpfankabe reacted to DrunkTarkin in Intensify Forward Firepower Episode IX- Walkin' in Bespin   
    Yeah. Take away gamer debate and there's nothing to talk about. Remove opinion, we've got ... a show where the people read the instruction manual?
  20. Like
    lpfankabe reacted to malfak in Intensify Forward Firepower Episode IX- Walkin' in Bespin   
    I just wanted to thank the crew from IFF for producing an amazing podcast. Informative, entertaining and surprisingly funny. If you dig Armada and have not listened to the podcast yet CHECK IT OUT! You will not be disappointed. Keep up the great work fellas. My favorite gaming podcast fo' show. I'm singing Dodonna on the reg...
  21. Like
    lpfankabe reacted to KAGE13 in Y-Wings win a tournament . . . Who knew   
    I cannot wait for the next IFF as well.  I'm sure Dan will give you crap for the odd number of fighters! 
     
    by the way my wife started listening to the pod cast just to hear Dan say "Sta Wors"
     
    I've wanted to try lots of Y-wings for a long time but they seem so useless.  I'm going to try now. 
  22. Like
    lpfankabe got a reaction from Darthfish in Y-Wings win a tournament . . . Who knew   
    Cockles of my heart: warmed.
  23. Like
    lpfankabe got a reaction from SenatorLex in Y-Wings win a tournament . . . Who knew   
    Cockles of my heart: warmed.
  24. Like
    lpfankabe reacted to Chancellor87 in Y-Wings win a tournament . . . Who knew   
    Hi Ravenorjrp!
     
    Great game yesterday I had lot of fun and you put up a tough fight. Actually my first opponent also had a minor fighter screen and a Neb w/Yavaris. Those gunnery teams really had a field day and lead to the downing of a lot of Ys after they were weakened by the fighters. I definitely had some misplacement on my squadrons but my goal with them was to try to always keep them in range of carriers and attacking zones the Assault Frigates could hit regardless of shield value of the hullzone they were attacking. I imagined the Ys much a like a High Explosive Anti Tank Sabot. The Ys weaken shields and exhaust tokens cause a bit of damage for, hopefully a side arc shot from the Assault Frigate to finish off the target ship. 
     
    By no means do I believe this to be some kind of mega list or a consistent tournament winning list. I just want to build something that maxed out on squadrons to try the other end of extreme in terms of list building and try something that goes against the anti-squadron "meta" I see floating around the interwebs. I had a lot of fun throwing black dice all over the place and mining damage decks for effective crits. I am sure we will have quite  the discussion come the next episode of IFF
     
    Gamer's Armory was a great shop and I hope to make it down there again sometime to play again with all you guys. 
  25. Like
    lpfankabe got a reaction from coastcityo in Y-Wings win a tournament . . . Who knew   
    Cockles of my heart: warmed.
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