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  1. Like
    Red Castle Games got a reaction from Formynder4 in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  2. Like
    Red Castle Games got a reaction from ptownhiker in RitR experiences?   
    Honestly, I find the lack of unique titles to be refreshing.  No Demolisher, Yavaris, Avenger, etc... it has reinvented how the game plays on the table, and how various ships that always have X title stapled to them are flown and upgraded.  The fleet-building constraints and 3x3 map put a big emphasis on raw piloting, obstacle placement and leveraging objectives, and has some of my players reevaluating their 400-point game tactics which in turn is making them better players.
    I feel the (somewhat) harder task of acquiring unique titles was entirely intentional by the designers.  RitR is about telling your own stories, with your own commander that you name and build, and your own ships that you christen and create a history for, rather than with the commanders and ships we've all used many times over.  Before you alter the rules for RitR, might I suggest playing it as written at least once?  You may be surprised at how enjoyable it is to break away from the established ways of playing the game.
  3. Thanks
    Red Castle Games got a reaction from webv in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    Thank you! Your kind words are much appreciated!
    Initially, I was worried people would be less interested in these narrative battle reports, preferring the tactical play-by-play style that's more commonly seen here.  While that might still be the case, if at least a few of you like this approach then I'll keep doing them this way.  Hopefully the pics do enough of the tactical talking for me.
    My goal with these reports is to show how participating in a campaign can be more immersive, and therefore fulfilling in a different way, than standalone play.  My other goal is to inspire people to shake off that inertia and give their first Armada campaign a try!  It can take a bit of extra work to set things in motion, but once you do I find players are really excited to play their next game and see what happens next.
    By the way, I definitely know what it's like to live vicariously through online battle reports for games I love but I don't have enough time to play, so I'll keep rolling out the content.  Speaking of, this campaign meets again on Sunday, November 3rd. In the meantime, I'm working on the write-up for another RitR campaign I started, this one with 6 players.
  4. Like
    Red Castle Games reacted to deDios in RitR experiences?   
    How my team handles this: Build a base on a system with a Title reward slot. If I'm playing it right, one player each round can choose his reward from one of your base locations instead of from the system where he battled. Then try very hard to stack the deck in your favor on a 'plot' (green) mission, once per turn.
  5. Like
    Red Castle Games reacted to cadetvw in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    I’m also really liking this narrative story style! I’d love to do the same but we just have to get the ‘ole campaign engine actually up and running....so maybe eventually
  6. Like
    Red Castle Games reacted to MortalPlague in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    I'm really enjoying these flavorful reports.  I just picked up my copy of RitR, but thanks to work I probably won't get a chance to dig into it for a bit.  It's nice to experience the campaign vicariously.
  7. Like
    Red Castle Games got a reaction from Joker Two in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    BATTLE 4:  GOLRIN KORR vs PUL-LAR at DAGOBAH

    Commander Korr watched from the Rancor’s bridge as a pair of Rebel ships winked out of existence, escaping into the sanctuary of hyperspace.  He had failed his mission to Mustafar.  Not only that, he had failed Darth Vader.
    Things could not have started out worse for this campaign.  What had seemed like an ambitious career move only a rotation ago now felt like reckless bravado that could end up costing him everything.  While Golrin had never worked directly for Vader, he had heard the rumors and knew what happened to those who displeased the Emperor’s enforcer.  After all, people didn’t call you “The Dark Lord” because you had a reputation for being a warm and caring person.

    High Command would be expecting a status update soon, and the collar of Korr’s uniform tightened around his neck at the mere thought of contacting Coruscant.  What would he say?  That he let some Blockade Runner escape with the Empire’s secret plans for Mustafar?  Vader would never make a mistake like that, and therefore wouldn’t tolerate any such excuses from Korr either.  No, he had to delay.  Had to find a way to fix things.  Otherwise, sending a HoloNet transmission to Vader now would be suicide – literally.

    But keeping everyone waiting for hours while he figured out what to do wasn’t a long-term solution.  Plus he had another problem to deal with.  Maarek Steele – a force-sensitive protégé, Hand to the Emperor and Vader’s personal eyes and ears aboard Korr’s flagship – was there to witness his defeat by a pitiful band of ill-equipped insurrectionists.  Surely the famed pilot would tell his masters what had transpired.  Or would he?

    Maarek’s TIE Defender had been shot down during the engagement and Korr had to send out a retrieval pod to rescue him.  Would the Imperial ace be willing to admit his own shortcomings in Korr’s mission – their joint mission as it were?  Or would Maarek keep his mouth shut for another chance to impress Vader and come away with a win?  Korr was banking on the latter.

    To get things back on track, all Golrin had to do was find where the Rebels had fled, then hunt them down and destroy them entirely before they could tell anyone what they'd seen.  Their Pelta flagship’s reactor was leaking after a close-range broadside from his fleet’s other Gladiator, the Talon, so Korr knew they were running low on fuel and couldn’t have gone far.  He dispatched his VT-49 – call sign Gunner – to reconnoiter the closest uninhabited systems, places where the cowards would likely run to for repairs and rendezvous with reinforcements.  It wasn’t long before the Decimator sent back an encoded message – the Rebel Scum had been located on Dagobah!  He had them now.  Commander Korr ordered his fleet to prep for jump and smiled.  Finally, it was time for the Revenge of the... Imperial Naval Academy, class of BBY ’19.

    Unlike his last encounter against General Pul-Lar, Korr changes his tactics and aggressively engages with the Rebel fleet.

    Knowing its role as a carrier is key to the enemy's success, Rancor and Talon ignore the CR90 to focus all firepower on the Pegasus.

    Ramming speed! And the Pegasus' wings get clipped!

    Can Korr's fleet survive the Rebels' sustained bombing runs?

    Why yes it can, and without a scratch.  Commander Korr emerges victorious and holds off the inevitable Force Choke for another day.
    First Player:  Imperials
    Objective:  Most Wanted
    Result:  119-0 Imperial Victory!
    REBEL LOSSES
    Pelta Command Ship "Pegasus" (unscarred)
    Lancer Pursuit Craft "Cyclops" (unscarred)
    Lancer Pursuit Craft "Medusa" (unscarred with Repair Yards token)
    X-Wing Squadron "Blackbird" (scarred)
    X-Wing Squadron "Martin" (scarred)
    IMPERIAL LOSSES

    VETERANS

  8. Like
    Red Castle Games got a reaction from Zamalekite in RitR experiences?   
    We're running 3 separate campaigns at Red Castle Games with a total of 14 different players.  We only have a single ISD in the mix and that player lost their opening game.  While powerful, it's not a surefire win.  Even an ISD-I is such a huge chunk of your fleet total that it's difficult not to get out-activated, and if you're taking 3 ships you have almost no fighter cover (or none at all). That can be dangerous against a swarm of Y-Wings or Lancers (which have been a very popular choice so far as you can add squadrons, but you can't really add ships to push them so Rogue bombers are extremely helpful).
    The RitR Task Force fleet building rules, 3x3 play area and campaign upgrade system change the game dramatically, which is why it's been so much fun for me to watch these matches unfold.  Neb-Bs, Gladiators, the Pelta and Assault Frigate all shine in this format, as does the LMC80 Star Cruiser.  I would wager the Arquitens is also a good option, but surprisingly no one has taken one in my campaigns so I haven't personally seen it in action.
    As a wise Jedi master once said, you must unlearn what you have learned.
    EDIT: If you want to see some games in action and get a feel for how a variety of ships operate, I've typed up battle reports of one of my campaigns here:
    [Portland, OR] Red Castle's RitR Campaign 1: A New Hope
    And Karneck streamed 2 rounds of another campaign from the weekend, this one I was playing in:
    Streamed Red Castle's RitR Rogue One Campaign
  9. Like
    Red Castle Games got a reaction from cadetvw in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    My players continue to embrace the narrative elements of this campaign by writing their own battle reports.  Plus they get bonus promo cards every time they do!  Here's a snippet of Tash Walden's raid on the orbital processing station at Felucia:
    Commander Cora Sunrider settled into an escort formation next to Trident, the rest of Cobalt Squadron holding position behind her. Her eyes studied the hud in her helmet’s visor with grim focus. Just like last time, that Aggressor was but a single red dot on her display, disguised as a singular opponent against the formidable might of her squadron. That was why she wouldn’t let this time end like last time. “Cobalt Leader,” the voice of the Trident’s flight controller rang out over the comm. “Lt. Commander Walden wants you and Cardinal Leader to form a protective screen in front of Gold Squadron, but not to stray any further than a few meters off the Trident’s starboard. That way, we’ll be able to keep you covered.”
    You can read the full battle report here:
    Tash Walden's Raid on Felucia
  10. Like
    Red Castle Games got a reaction from cadetvw in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    BATTLE 3:  TASH WALDEN vs GREGO MANX at FELUCIA

    That could have gone better.  Senior Captain Grego Manx, a formally-trained Imperial naval officer, had just been beaten by some upstart brigand flying the equivalent of up-gunned garbage scowls.  This.  Would not.  Stand.
    Manx needed to find an answer to this problem before word of his failure got back to Coruscant, and he needed to find it fast.  Another loss like this and the Empire’s grip on the entire Outer Rim could be in jeopardy.  While the Vulture underwent repairs at Kessel, Manx locked himself away in his quarters and poured over his ships' technical manuals.
    His Victory Star Destroyers had superior firepower, but were slower and far less maneuverable than the enemy’s nimble warships.  And it appeared the Rebels’ turbolaser batteries had been upgraded with Imperial tech – undoubtedly sold on the black market by unscrupulous corporate collaborators – which put them on an even footing with his capital ships when firing at range.  How could he win such an engagement?  It would come down to three factors – aggressive piloting to get in close to the Rebel frigates, heavier ordnance that could punch through a ship’s shields, and knowing where the enemy would strike so he could set a proper ambush.

    To improve his piloting, Manx’s crew on the Viceroy ran nonstop drills in the Akkadese Maelstrom until they were adept at avoiding, or occasionally taking a harmless glancing blow, from the large chunks of debris trapped there.  He then requisitioned more assault proton torpedoes for the newly repaired VSD-I Vulture.  Finally, when his ships were fully armed and operational, he plotted a course for the nearby planet of Felucia.
    Manx knew the so-called Rebels were no more than petty thieves, opportunistic scavengers and drunken fools galavanting around the Outer Rim looking for easy marks.  He also knew they could not resist a resource-rich world like Felucia, which sat on the lucrative Perlemian Trade Route, especially as it was so close to where they were already operating.

    Dropping out of hyperspace at Felucia, Manx had his helmsmen put both of his ships behind an old Vulture Droid Deployment Station that had been retrofitted to act as an orbital refueling platform.  He then powered his Star Destroyers down to minimal life support to reduce their scan signature and waited.  It was now time for the Empire… to strike back!

    Imperial Deployment, speed 1

    Rebel Deployment, speed 2-3

    Guardian the orbital refueling platform.


    Task Force Trident charges in!

    Tash Walden's flagship makes a strafing run.

    Thanks to Ambush Gunner I and Linked Turbolaser Towers, the Trident takes out IG-88B in a miraculous single shot!

    The Nebulon-B Remora falls to combined fire from the Vulture's APTs and then finally to the Viceroy's long-range gunnery.  Damage is also piling up on the Morning Star Hammerhead as well.

    The Trident and Morning Star slip past both VSDs to steal 2 fuel cells from the station, but it's not enough.
    First Player:  Rebels
    Objective:  Steal Supplies
    Result:  147-60 Imperial Victory!
    REBEL LOSSES
    Nebulon-B Escort Frigate "Remora" (unscarred)
    X-Wing Squadron "Cobalt" (unscarred)
    X-Wing Squadron "Cardinal" (scarred)
    IMPERIAL LOSSES
    IG-88B (unscarred)
    Black Squadron (unscarred)
    VETERANS
    Gold Squadron
    VSD-II "Viceroy"
  11. Like
    Red Castle Games got a reaction from Cael in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    BATTLE 4:  GOLRIN KORR vs PUL-LAR at DAGOBAH

    Commander Korr watched from the Rancor’s bridge as a pair of Rebel ships winked out of existence, escaping into the sanctuary of hyperspace.  He had failed his mission to Mustafar.  Not only that, he had failed Darth Vader.
    Things could not have started out worse for this campaign.  What had seemed like an ambitious career move only a rotation ago now felt like reckless bravado that could end up costing him everything.  While Golrin had never worked directly for Vader, he had heard the rumors and knew what happened to those who displeased the Emperor’s enforcer.  After all, people didn’t call you “The Dark Lord” because you had a reputation for being a warm and caring person.

    High Command would be expecting a status update soon, and the collar of Korr’s uniform tightened around his neck at the mere thought of contacting Coruscant.  What would he say?  That he let some Blockade Runner escape with the Empire’s secret plans for Mustafar?  Vader would never make a mistake like that, and therefore wouldn’t tolerate any such excuses from Korr either.  No, he had to delay.  Had to find a way to fix things.  Otherwise, sending a HoloNet transmission to Vader now would be suicide – literally.

    But keeping everyone waiting for hours while he figured out what to do wasn’t a long-term solution.  Plus he had another problem to deal with.  Maarek Steele – a force-sensitive protégé, Hand to the Emperor and Vader’s personal eyes and ears aboard Korr’s flagship – was there to witness his defeat by a pitiful band of ill-equipped insurrectionists.  Surely the famed pilot would tell his masters what had transpired.  Or would he?

    Maarek’s TIE Defender had been shot down during the engagement and Korr had to send out a retrieval pod to rescue him.  Would the Imperial ace be willing to admit his own shortcomings in Korr’s mission – their joint mission as it were?  Or would Maarek keep his mouth shut for another chance to impress Vader and come away with a win?  Korr was banking on the latter.

    To get things back on track, all Golrin had to do was find where the Rebels had fled, then hunt them down and destroy them entirely before they could tell anyone what they'd seen.  Their Pelta flagship’s reactor was leaking after a close-range broadside from his fleet’s other Gladiator, the Talon, so Korr knew they were running low on fuel and couldn’t have gone far.  He dispatched his VT-49 – call sign Gunner – to reconnoiter the closest uninhabited systems, places where the cowards would likely run to for repairs and rendezvous with reinforcements.  It wasn’t long before the Decimator sent back an encoded message – the Rebel Scum had been located on Dagobah!  He had them now.  Commander Korr ordered his fleet to prep for jump and smiled.  Finally, it was time for the Revenge of the... Imperial Naval Academy, class of BBY ’19.

    Unlike his last encounter against General Pul-Lar, Korr changes his tactics and aggressively engages with the Rebel fleet.

    Knowing its role as a carrier is key to the enemy's success, Rancor and Talon ignore the CR90 to focus all firepower on the Pegasus.

    Ramming speed! And the Pegasus' wings get clipped!

    Can Korr's fleet survive the Rebels' sustained bombing runs?

    Why yes it can, and without a scratch.  Commander Korr emerges victorious and holds off the inevitable Force Choke for another day.
    First Player:  Imperials
    Objective:  Most Wanted
    Result:  119-0 Imperial Victory!
    REBEL LOSSES
    Pelta Command Ship "Pegasus" (unscarred)
    Lancer Pursuit Craft "Cyclops" (unscarred)
    Lancer Pursuit Craft "Medusa" (unscarred with Repair Yards token)
    X-Wing Squadron "Blackbird" (scarred)
    X-Wing Squadron "Martin" (scarred)
    IMPERIAL LOSSES

    VETERANS

  12. Like
    Red Castle Games got a reaction from lunitic501 in RitR experiences?   
    That's funny, this is exactly the same compliment of Imperial ships in 1 of the campaigns I'm running.
    As far as access to unique upgrades goes, I've found it's totally campaign dependent. Out of 3 campaigns at my store, 1 has no uniques, in another there are a few uniques per team and in the last the majority of players have a unique upgrade.
  13. Like
    Red Castle Games got a reaction from Plessiez in RitR experiences?   
    We're running 3 separate campaigns at Red Castle Games with a total of 14 different players.  We only have a single ISD in the mix and that player lost their opening game.  While powerful, it's not a surefire win.  Even an ISD-I is such a huge chunk of your fleet total that it's difficult not to get out-activated, and if you're taking 3 ships you have almost no fighter cover (or none at all). That can be dangerous against a swarm of Y-Wings or Lancers (which have been a very popular choice so far as you can add squadrons, but you can't really add ships to push them so Rogue bombers are extremely helpful).
    The RitR Task Force fleet building rules, 3x3 play area and campaign upgrade system change the game dramatically, which is why it's been so much fun for me to watch these matches unfold.  Neb-Bs, Gladiators, the Pelta and Assault Frigate all shine in this format, as does the LMC80 Star Cruiser.  I would wager the Arquitens is also a good option, but surprisingly no one has taken one in my campaigns so I haven't personally seen it in action.
    As a wise Jedi master once said, you must unlearn what you have learned.
    EDIT: If you want to see some games in action and get a feel for how a variety of ships operate, I've typed up battle reports of one of my campaigns here:
    [Portland, OR] Red Castle's RitR Campaign 1: A New Hope
    And Karneck streamed 2 rounds of another campaign from the weekend, this one I was playing in:
    Streamed Red Castle's RitR Rogue One Campaign
  14. Like
    Red Castle Games reacted to xanderf in RitR experiences?   
    It really is kind of amazing how much changes with lower fleet counts, and difficulty picking up unique upgrades and pilots.  (Hint: you can start with two unique squadrons.  BUY THEM.  It's entirely possible those will be the only uniques you manage to pull the entire campaign)
    Example: Everyone running Gladiators always runs them as Demo, and Demo wants to be a Glad-I, and that's that.  But, at lower point values, the Glad-II is actually a pretty amazing ship!  It has solid AA (as good as an Imperial-II), can push a pair of squadrons (Stele + Jendon, anyone?  Although the Empire does have a number of other really strong pairings), and gets the possible Fighter Coordination Team + Flight Controllers + Flight Commander combo to really scoot the little buggers across the board and land them with a punch when needed.  Would you ever build that combo in a 400-pt tournament with unlimited upgrades?  GOOD GODS, NO!  But it can get built out organically over the course of a couple missions in RitR, and here can be...surprisingly effective.
  15. Like
    Red Castle Games got a reaction from Zamalekite in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    Red Castle Games is hosting a series of Rebellion in the Rim campaigns, each named after a different Star Wars movie.  Our first campaign started up earlier this month and is appropriately titled A New Hope.  It has 4 players.
    Campaign Armada is my favorite way to play the game as it breaks people out of the standard list-building meta, and I really enjoy spinning a narrative from the unfolding action.  Therefore, I'll be detailing each campaign's progress in their own battle report thread.  You can also read about the campaigns and meet the players involved on our Discord server.
    REBELLION IN THE RIM CAMPAIGN 1: A NEW HOPE
    Unrest in the Outer Rim!
    The notorious yet beloved Holonet hacker and provocateur, Rollo Sparkz, was murdered by Stormtroopers during one of his live broadcasts.  Rollo’s execution was simultaneously witnessed by billions of inhabitants across the Mid and Outer rim, and immediately sparked thousands of minor protests against the Empire’s harsh treatment of its citizens.
    Prior to his death little was known about Rollo, other than the fact that he was both an advocate for the working poor and wanted for treason by the ISB.  But right before his death Rollo revealed that he was a simple ash miner from Sullust, and this fact instantly made him a martyr for all those who toiled under the Galactic Empire’s increasingly brutal labor policies.

    Recognizing an opportunity to strike back at the Empire, the nascent Rebel Alliance sent two of its most promising young leaders — Lt. Commander Tash Walden of Task Force Trident, and General Pul-Lar of Task Force Majestic — to fan the flames of insurrection.  Would this gambit pay dividends with the inhabitants of the Outer Rim?  Or would the Rebels’ presence only spur the Imperials into employing even more draconic measures to regain control, ultimately causing the situation to spiral out of control?

    Doing his best to maintain order before his superiors on Coruscant took notice, Senior Captain Grego Manx quickly activated his reserve garrisons on Ryloth to blockade Sullust as a tourniquet against the poisonous spread of political dissension.  He then summoned all available warships near his base of operations on Kessel and took his makeshift fleet — christened Victory Division Omega to instill the proper amount of fear and respect in the local sectors — patrolling around the rim.  He even hired some of the scum pilots that worked with the Pyke Syndicate there to bolster his forces.

    Manx hoped this show of strength would quell any more demonstrations and avoid the unnecessary loss of resources that invariably resulted from such anarchistic activities.  Of course, if the rioting continued and a few civilian outposts had to be vaporized to restore faith in the Empire’s manifest destiny to rule the galaxy, then so be it…
    Unbeknownst to Captain Manx, at the same time system-wide demonstrations had erupted across the Outer Rim, a Fast Carrier Task Force led by Commander Golrin Korr dropped out of hyperspace near the barren, volcanic planet of Mustafar.

    Sent on a secret exploratory mission by none other than the Emperor’s apprentice and personal enforcer, Darth Vader, Golrin only knew he had orders to establish a presence on the caustic planet and prevent any outside group — Imperial or otherwise — from doing likewise.  It was a simple enough task, and one the ambitious commander gladly accepted as a means to curry favor with the Emperor himself.  To aid him in this endeavor, Vader had sent along one of the Emperor’s Hands — a force-sensitive pilot named Maarek Stele — to keep an eye on things.  Korr wasn’t worried, though.  He had a pair of Gladiator Star Destroyers and a compliment of Decimators at his disposal.  What could go wrong?
  16. Like
    Red Castle Games got a reaction from Plessiez in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    BATTLE 3:  TASH WALDEN vs GREGO MANX at FELUCIA

    That could have gone better.  Senior Captain Grego Manx, a formally-trained Imperial naval officer, had just been beaten by some upstart brigand flying the equivalent of up-gunned garbage scowls.  This.  Would not.  Stand.
    Manx needed to find an answer to this problem before word of his failure got back to Coruscant, and he needed to find it fast.  Another loss like this and the Empire’s grip on the entire Outer Rim could be in jeopardy.  While the Vulture underwent repairs at Kessel, Manx locked himself away in his quarters and poured over his ships' technical manuals.
    His Victory Star Destroyers had superior firepower, but were slower and far less maneuverable than the enemy’s nimble warships.  And it appeared the Rebels’ turbolaser batteries had been upgraded with Imperial tech – undoubtedly sold on the black market by unscrupulous corporate collaborators – which put them on an even footing with his capital ships when firing at range.  How could he win such an engagement?  It would come down to three factors – aggressive piloting to get in close to the Rebel frigates, heavier ordnance that could punch through a ship’s shields, and knowing where the enemy would strike so he could set a proper ambush.

    To improve his piloting, Manx’s crew on the Viceroy ran nonstop drills in the Akkadese Maelstrom until they were adept at avoiding, or occasionally taking a harmless glancing blow, from the large chunks of debris trapped there.  He then requisitioned more assault proton torpedoes for the newly repaired VSD-I Vulture.  Finally, when his ships were fully armed and operational, he plotted a course for the nearby planet of Felucia.
    Manx knew the so-called Rebels were no more than petty thieves, opportunistic scavengers and drunken fools galavanting around the Outer Rim looking for easy marks.  He also knew they could not resist a resource-rich world like Felucia, which sat on the lucrative Perlemian Trade Route, especially as it was so close to where they were already operating.

    Dropping out of hyperspace at Felucia, Manx had his helmsmen put both of his ships behind an old Vulture Droid Deployment Station that had been retrofitted to act as an orbital refueling platform.  He then powered his Star Destroyers down to minimal life support to reduce their scan signature and waited.  It was now time for the Empire… to strike back!

    Imperial Deployment, speed 1

    Rebel Deployment, speed 2-3

    Guardian the orbital refueling platform.


    Task Force Trident charges in!

    Tash Walden's flagship makes a strafing run.

    Thanks to Ambush Gunner I and Linked Turbolaser Towers, the Trident takes out IG-88B in a miraculous single shot!

    The Nebulon-B Remora falls to combined fire from the Vulture's APTs and then finally to the Viceroy's long-range gunnery.  Damage is also piling up on the Morning Star Hammerhead as well.

    The Trident and Morning Star slip past both VSDs to steal 2 fuel cells from the station, but it's not enough.
    First Player:  Rebels
    Objective:  Steal Supplies
    Result:  147-60 Imperial Victory!
    REBEL LOSSES
    Nebulon-B Escort Frigate "Remora" (unscarred)
    X-Wing Squadron "Cobalt" (unscarred)
    X-Wing Squadron "Cardinal" (scarred)
    IMPERIAL LOSSES
    IG-88B (unscarred)
    Black Squadron (unscarred)
    VETERANS
    Gold Squadron
    VSD-II "Viceroy"
  17. Like
    Red Castle Games got a reaction from cadetvw in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    BATTLE 4:  GOLRIN KORR vs PUL-LAR at DAGOBAH

    Commander Korr watched from the Rancor’s bridge as a pair of Rebel ships winked out of existence, escaping into the sanctuary of hyperspace.  He had failed his mission to Mustafar.  Not only that, he had failed Darth Vader.
    Things could not have started out worse for this campaign.  What had seemed like an ambitious career move only a rotation ago now felt like reckless bravado that could end up costing him everything.  While Golrin had never worked directly for Vader, he had heard the rumors and knew what happened to those who displeased the Emperor’s enforcer.  After all, people didn’t call you “The Dark Lord” because you had a reputation for being a warm and caring person.

    High Command would be expecting a status update soon, and the collar of Korr’s uniform tightened around his neck at the mere thought of contacting Coruscant.  What would he say?  That he let some Blockade Runner escape with the Empire’s secret plans for Mustafar?  Vader would never make a mistake like that, and therefore wouldn’t tolerate any such excuses from Korr either.  No, he had to delay.  Had to find a way to fix things.  Otherwise, sending a HoloNet transmission to Vader now would be suicide – literally.

    But keeping everyone waiting for hours while he figured out what to do wasn’t a long-term solution.  Plus he had another problem to deal with.  Maarek Steele – a force-sensitive protégé, Hand to the Emperor and Vader’s personal eyes and ears aboard Korr’s flagship – was there to witness his defeat by a pitiful band of ill-equipped insurrectionists.  Surely the famed pilot would tell his masters what had transpired.  Or would he?

    Maarek’s TIE Defender had been shot down during the engagement and Korr had to send out a retrieval pod to rescue him.  Would the Imperial ace be willing to admit his own shortcomings in Korr’s mission – their joint mission as it were?  Or would Maarek keep his mouth shut for another chance to impress Vader and come away with a win?  Korr was banking on the latter.

    To get things back on track, all Golrin had to do was find where the Rebels had fled, then hunt them down and destroy them entirely before they could tell anyone what they'd seen.  Their Pelta flagship’s reactor was leaking after a close-range broadside from his fleet’s other Gladiator, the Talon, so Korr knew they were running low on fuel and couldn’t have gone far.  He dispatched his VT-49 – call sign Gunner – to reconnoiter the closest uninhabited systems, places where the cowards would likely run to for repairs and rendezvous with reinforcements.  It wasn’t long before the Decimator sent back an encoded message – the Rebel Scum had been located on Dagobah!  He had them now.  Commander Korr ordered his fleet to prep for jump and smiled.  Finally, it was time for the Revenge of the... Imperial Naval Academy, class of BBY ’19.

    Unlike his last encounter against General Pul-Lar, Korr changes his tactics and aggressively engages with the Rebel fleet.

    Knowing its role as a carrier is key to the enemy's success, Rancor and Talon ignore the CR90 to focus all firepower on the Pegasus.

    Ramming speed! And the Pegasus' wings get clipped!

    Can Korr's fleet survive the Rebels' sustained bombing runs?

    Why yes it can, and without a scratch.  Commander Korr emerges victorious and holds off the inevitable Force Choke for another day.
    First Player:  Imperials
    Objective:  Most Wanted
    Result:  119-0 Imperial Victory!
    REBEL LOSSES
    Pelta Command Ship "Pegasus" (unscarred)
    Lancer Pursuit Craft "Cyclops" (unscarred)
    Lancer Pursuit Craft "Medusa" (unscarred with Repair Yards token)
    X-Wing Squadron "Blackbird" (scarred)
    X-Wing Squadron "Martin" (scarred)
    IMPERIAL LOSSES

    VETERANS

  18. Like
    Red Castle Games got a reaction from webv in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    BATTLE 4:  GOLRIN KORR vs PUL-LAR at DAGOBAH

    Commander Korr watched from the Rancor’s bridge as a pair of Rebel ships winked out of existence, escaping into the sanctuary of hyperspace.  He had failed his mission to Mustafar.  Not only that, he had failed Darth Vader.
    Things could not have started out worse for this campaign.  What had seemed like an ambitious career move only a rotation ago now felt like reckless bravado that could end up costing him everything.  While Golrin had never worked directly for Vader, he had heard the rumors and knew what happened to those who displeased the Emperor’s enforcer.  After all, people didn’t call you “The Dark Lord” because you had a reputation for being a warm and caring person.

    High Command would be expecting a status update soon, and the collar of Korr’s uniform tightened around his neck at the mere thought of contacting Coruscant.  What would he say?  That he let some Blockade Runner escape with the Empire’s secret plans for Mustafar?  Vader would never make a mistake like that, and therefore wouldn’t tolerate any such excuses from Korr either.  No, he had to delay.  Had to find a way to fix things.  Otherwise, sending a HoloNet transmission to Vader now would be suicide – literally.

    But keeping everyone waiting for hours while he figured out what to do wasn’t a long-term solution.  Plus he had another problem to deal with.  Maarek Steele – a force-sensitive protégé, Hand to the Emperor and Vader’s personal eyes and ears aboard Korr’s flagship – was there to witness his defeat by a pitiful band of ill-equipped insurrectionists.  Surely the famed pilot would tell his masters what had transpired.  Or would he?

    Maarek’s TIE Defender had been shot down during the engagement and Korr had to send out a retrieval pod to rescue him.  Would the Imperial ace be willing to admit his own shortcomings in Korr’s mission – their joint mission as it were?  Or would Maarek keep his mouth shut for another chance to impress Vader and come away with a win?  Korr was banking on the latter.

    To get things back on track, all Golrin had to do was find where the Rebels had fled, then hunt them down and destroy them entirely before they could tell anyone what they'd seen.  Their Pelta flagship’s reactor was leaking after a close-range broadside from his fleet’s other Gladiator, the Talon, so Korr knew they were running low on fuel and couldn’t have gone far.  He dispatched his VT-49 – call sign Gunner – to reconnoiter the closest uninhabited systems, places where the cowards would likely run to for repairs and rendezvous with reinforcements.  It wasn’t long before the Decimator sent back an encoded message – the Rebel Scum had been located on Dagobah!  He had them now.  Commander Korr ordered his fleet to prep for jump and smiled.  Finally, it was time for the Revenge of the... Imperial Naval Academy, class of BBY ’19.

    Unlike his last encounter against General Pul-Lar, Korr changes his tactics and aggressively engages with the Rebel fleet.

    Knowing its role as a carrier is key to the enemy's success, Rancor and Talon ignore the CR90 to focus all firepower on the Pegasus.

    Ramming speed! And the Pegasus' wings get clipped!

    Can Korr's fleet survive the Rebels' sustained bombing runs?

    Why yes it can, and without a scratch.  Commander Korr emerges victorious and holds off the inevitable Force Choke for another day.
    First Player:  Imperials
    Objective:  Most Wanted
    Result:  119-0 Imperial Victory!
    REBEL LOSSES
    Pelta Command Ship "Pegasus" (unscarred)
    Lancer Pursuit Craft "Cyclops" (unscarred)
    Lancer Pursuit Craft "Medusa" (unscarred with Repair Yards token)
    X-Wing Squadron "Blackbird" (scarred)
    X-Wing Squadron "Martin" (scarred)
    IMPERIAL LOSSES

    VETERANS

  19. Like
    Red Castle Games got a reaction from StarFire Leader in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    BATTLE 4:  GOLRIN KORR vs PUL-LAR at DAGOBAH

    Commander Korr watched from the Rancor’s bridge as a pair of Rebel ships winked out of existence, escaping into the sanctuary of hyperspace.  He had failed his mission to Mustafar.  Not only that, he had failed Darth Vader.
    Things could not have started out worse for this campaign.  What had seemed like an ambitious career move only a rotation ago now felt like reckless bravado that could end up costing him everything.  While Golrin had never worked directly for Vader, he had heard the rumors and knew what happened to those who displeased the Emperor’s enforcer.  After all, people didn’t call you “The Dark Lord” because you had a reputation for being a warm and caring person.

    High Command would be expecting a status update soon, and the collar of Korr’s uniform tightened around his neck at the mere thought of contacting Coruscant.  What would he say?  That he let some Blockade Runner escape with the Empire’s secret plans for Mustafar?  Vader would never make a mistake like that, and therefore wouldn’t tolerate any such excuses from Korr either.  No, he had to delay.  Had to find a way to fix things.  Otherwise, sending a HoloNet transmission to Vader now would be suicide – literally.

    But keeping everyone waiting for hours while he figured out what to do wasn’t a long-term solution.  Plus he had another problem to deal with.  Maarek Steele – a force-sensitive protégé, Hand to the Emperor and Vader’s personal eyes and ears aboard Korr’s flagship – was there to witness his defeat by a pitiful band of ill-equipped insurrectionists.  Surely the famed pilot would tell his masters what had transpired.  Or would he?

    Maarek’s TIE Defender had been shot down during the engagement and Korr had to send out a retrieval pod to rescue him.  Would the Imperial ace be willing to admit his own shortcomings in Korr’s mission – their joint mission as it were?  Or would Maarek keep his mouth shut for another chance to impress Vader and come away with a win?  Korr was banking on the latter.

    To get things back on track, all Golrin had to do was find where the Rebels had fled, then hunt them down and destroy them entirely before they could tell anyone what they'd seen.  Their Pelta flagship’s reactor was leaking after a close-range broadside from his fleet’s other Gladiator, the Talon, so Korr knew they were running low on fuel and couldn’t have gone far.  He dispatched his VT-49 – call sign Gunner – to reconnoiter the closest uninhabited systems, places where the cowards would likely run to for repairs and rendezvous with reinforcements.  It wasn’t long before the Decimator sent back an encoded message – the Rebel Scum had been located on Dagobah!  He had them now.  Commander Korr ordered his fleet to prep for jump and smiled.  Finally, it was time for the Revenge of the... Imperial Naval Academy, class of BBY ’19.

    Unlike his last encounter against General Pul-Lar, Korr changes his tactics and aggressively engages with the Rebel fleet.

    Knowing its role as a carrier is key to the enemy's success, Rancor and Talon ignore the CR90 to focus all firepower on the Pegasus.

    Ramming speed! And the Pegasus' wings get clipped!

    Can Korr's fleet survive the Rebels' sustained bombing runs?

    Why yes it can, and without a scratch.  Commander Korr emerges victorious and holds off the inevitable Force Choke for another day.
    First Player:  Imperials
    Objective:  Most Wanted
    Result:  119-0 Imperial Victory!
    REBEL LOSSES
    Pelta Command Ship "Pegasus" (unscarred)
    Lancer Pursuit Craft "Cyclops" (unscarred)
    Lancer Pursuit Craft "Medusa" (unscarred with Repair Yards token)
    X-Wing Squadron "Blackbird" (scarred)
    X-Wing Squadron "Martin" (scarred)
    IMPERIAL LOSSES

    VETERANS

  20. Like
    Red Castle Games got a reaction from Grinoch in RitR experiences?   
    We're running 3 separate campaigns at Red Castle Games with a total of 14 different players.  We only have a single ISD in the mix and that player lost their opening game.  While powerful, it's not a surefire win.  Even an ISD-I is such a huge chunk of your fleet total that it's difficult not to get out-activated, and if you're taking 3 ships you have almost no fighter cover (or none at all). That can be dangerous against a swarm of Y-Wings or Lancers (which have been a very popular choice so far as you can add squadrons, but you can't really add ships to push them so Rogue bombers are extremely helpful).
    The RitR Task Force fleet building rules, 3x3 play area and campaign upgrade system change the game dramatically, which is why it's been so much fun for me to watch these matches unfold.  Neb-Bs, Gladiators, the Pelta and Assault Frigate all shine in this format, as does the LMC80 Star Cruiser.  I would wager the Arquitens is also a good option, but surprisingly no one has taken one in my campaigns so I haven't personally seen it in action.
    As a wise Jedi master once said, you must unlearn what you have learned.
    EDIT: If you want to see some games in action and get a feel for how a variety of ships operate, I've typed up battle reports of one of my campaigns here:
    [Portland, OR] Red Castle's RitR Campaign 1: A New Hope
    And Karneck streamed 2 rounds of another campaign from the weekend, this one I was playing in:
    Streamed Red Castle's RitR Rogue One Campaign
  21. Like
    Red Castle Games got a reaction from Norell in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    BATTLE 2:  GOLRIN KORR vs PUL-LAR at MUSTAFAR

    Commander Korr’s Fast Carrier Task Force emerged from hyperspace at Mustafar and nearly collided with a ragtag group of Rebel ships!  Korr immediately ordered his Gladiators to battle stations and scrambled his fighters — he knew Lord Vader would not be pleased if his clandestine mission to Mustafar was comprised right from the start.  Scanning the pair of Rebel vessels, he instructed his gunners to focus all their firepower upon the Corellian Corvette.  It was the fastest of the two and Korr could not afford to let it escape with information about his secret plans for the planet.

    General Pul-Lar wasn’t surprised by the sudden appearance of the Imperial Task Force.  In fact, he was expecting them and they had walked straight into his trap.  The general had been sent to Mustafar by a mysterious intel source — Agent Fulcrum.  He had never met Fulcrum, or even spoken with them directly, but he trusted them implicitly and their information was always accurate.  Pul-Lar’s instructions were clear — do not let Korr’s flagship or any fighters land on the planet. 

    He wasn’t sure why Fulcrum was so interested in a backwater nothing like Mustafar, or why they were concerned about some TIE Defender pilot named Maarek Stele, but Fulcrum had a way of knowing when and where important things were going to happen, and always seemed to be thinking 10 steps ahead. With that in mind, he directed his escort corvette to ignore the other Gladiator and pour everything they had into the Imperial’s lead GSD.


    First Player:  Imperials
    Objective:  Most Wanted
    Result:  43-26 Rebel Victory!
    REBEL LOSSES
    X-Wing Squadron "Blackbird" (unscarred)
    X-Wing Squadron "Martin" (scarred)
    IMPERIAL LOSSES
    Maarek Stele (unscarred)
    VT-49 Decimator "Gunner" (unscarred)
    VETERANS

  22. Like
    Red Castle Games got a reaction from Norell in [Portland, OR] Red Castle's RitR Campaign 1: A New Hope   
    My players have been really into the narrative of this campaign, which has made it a lot of fun.  I like how they chose to attack a pair of iconic locations – Yavin and Mustafar – to kickoff the first round.  Yavin was an especially nice touch for an opening battle considering we're calling this campaign A New Hope 😄
    One of my players even wrote up a story about his commander's assault on Yavin.  It's a great read!
    Tash Walden's Assault on Yavin
  23. Like
    Red Castle Games got a reaction from Bertie Wooster in RitR experiences?   
    We're running 3 separate campaigns at Red Castle Games with a total of 14 different players.  We only have a single ISD in the mix and that player lost their opening game.  While powerful, it's not a surefire win.  Even an ISD-I is such a huge chunk of your fleet total that it's difficult not to get out-activated, and if you're taking 3 ships you have almost no fighter cover (or none at all). That can be dangerous against a swarm of Y-Wings or Lancers (which have been a very popular choice so far as you can add squadrons, but you can't really add ships to push them so Rogue bombers are extremely helpful).
    The RitR Task Force fleet building rules, 3x3 play area and campaign upgrade system change the game dramatically, which is why it's been so much fun for me to watch these matches unfold.  Neb-Bs, Gladiators, the Pelta and Assault Frigate all shine in this format, as does the LMC80 Star Cruiser.  I would wager the Arquitens is also a good option, but surprisingly no one has taken one in my campaigns so I haven't personally seen it in action.
    As a wise Jedi master once said, you must unlearn what you have learned.
    EDIT: If you want to see some games in action and get a feel for how a variety of ships operate, I've typed up battle reports of one of my campaigns here:
    [Portland, OR] Red Castle's RitR Campaign 1: A New Hope
    And Karneck streamed 2 rounds of another campaign from the weekend, this one I was playing in:
    Streamed Red Castle's RitR Rogue One Campaign
  24. Like
    Red Castle Games got a reaction from Ling27 in RitR experiences?   
    We're running 3 separate campaigns at Red Castle Games with a total of 14 different players.  We only have a single ISD in the mix and that player lost their opening game.  While powerful, it's not a surefire win.  Even an ISD-I is such a huge chunk of your fleet total that it's difficult not to get out-activated, and if you're taking 3 ships you have almost no fighter cover (or none at all). That can be dangerous against a swarm of Y-Wings or Lancers (which have been a very popular choice so far as you can add squadrons, but you can't really add ships to push them so Rogue bombers are extremely helpful).
    The RitR Task Force fleet building rules, 3x3 play area and campaign upgrade system change the game dramatically, which is why it's been so much fun for me to watch these matches unfold.  Neb-Bs, Gladiators, the Pelta and Assault Frigate all shine in this format, as does the LMC80 Star Cruiser.  I would wager the Arquitens is also a good option, but surprisingly no one has taken one in my campaigns so I haven't personally seen it in action.
    As a wise Jedi master once said, you must unlearn what you have learned.
    EDIT: If you want to see some games in action and get a feel for how a variety of ships operate, I've typed up battle reports of one of my campaigns here:
    [Portland, OR] Red Castle's RitR Campaign 1: A New Hope
    And Karneck streamed 2 rounds of another campaign from the weekend, this one I was playing in:
    Streamed Red Castle's RitR Rogue One Campaign
  25. Like
    Red Castle Games got a reaction from Flengin in RitR experiences?   
    We're running 3 separate campaigns at Red Castle Games with a total of 14 different players.  We only have a single ISD in the mix and that player lost their opening game.  While powerful, it's not a surefire win.  Even an ISD-I is such a huge chunk of your fleet total that it's difficult not to get out-activated, and if you're taking 3 ships you have almost no fighter cover (or none at all). That can be dangerous against a swarm of Y-Wings or Lancers (which have been a very popular choice so far as you can add squadrons, but you can't really add ships to push them so Rogue bombers are extremely helpful).
    The RitR Task Force fleet building rules, 3x3 play area and campaign upgrade system change the game dramatically, which is why it's been so much fun for me to watch these matches unfold.  Neb-Bs, Gladiators, the Pelta and Assault Frigate all shine in this format, as does the LMC80 Star Cruiser.  I would wager the Arquitens is also a good option, but surprisingly no one has taken one in my campaigns so I haven't personally seen it in action.
    As a wise Jedi master once said, you must unlearn what you have learned.
    EDIT: If you want to see some games in action and get a feel for how a variety of ships operate, I've typed up battle reports of one of my campaigns here:
    [Portland, OR] Red Castle's RitR Campaign 1: A New Hope
    And Karneck streamed 2 rounds of another campaign from the weekend, this one I was playing in:
    Streamed Red Castle's RitR Rogue One Campaign
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