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Wes Janson

"These Rebel scum have no hope of escape."

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Just a minor battle report. It was our first game using some of our Sullust ships (ISD-II, MC80).

 

Rebel Fleet

 

MC80, Engineering Team, Defiance, X17, Leading Shots, Wallex Blissex

Nebulon-B (Support Refit), Redemption, Shield Projection Specialists, Raymus Antillies

Assault Frigate MkII A, Ackbar

6x X-wing Squadrons

 

Imperial Fleet

 

ISD-II, Gunnary Team, Heavy Turbolaser Turrets, Electronic Countermeasures

VSD-II, Darth Vader, Slaved Turrets

VSD-I, Captain Needa, Flight controllers, Enhanced Communications

6x Tie Fighter Squadrons

 

The Imperial forces won the toss for initiative and elected to go second. The Rebel commander chose Superior Positions from the three Imperial objectives.

 

Turn 1, They deployed in a broadside ready stance to get good use out of Ackbar on the Imperials approach. The Imperial forces choose to ramain in formation while advancing. The ISD-II Resolution has chosen to remain on the flank to cut off the rebel ships head on.

11-10-1520T1_zps7drdhabk.jpg

 

The Rebel admiral turns towards the Victory I & II on their right to cut between them and the flanking ISD. The ISD activates last using a navigate command to launch forward at speed 3.

11-10-1520T2_zpsqb9uwjrw.jpg

 

Suprised by the speed of the Imperial Star Destroyer's advance, the Rebels are forced to either slow up and remain in its front guns to target the Victorys or deviate and break apart their own formation to evade the massive ship. The MC80 Defiance chose to move first targeting the center Victory-II, causing 11 damage and using accuracy to stop the brace. Vader's flagship is in trouble. Unfortunatly Vader was not destroyed, and using slaved turrets and a concentrate fire command for 5 red and 3 blue dice managed to score an incredible 9 damage and 3 accuracy results. The Defiance is reeling, multiple fires. Now caught between the remaining Victory and the ISD, the defiance is pounded on both flanks and crumbles. A single turn of fire has brought this ship down. The Redemption however finishes Vader with a concentrate fire command.

11-10-1520T3_zps6n3dh7pn.jpg

 

The Ties managed to keep the X-wings busy long enough that they played no further part in the game, and the ISD Resolution watched the assault frigate flounder out ahead, and shrugged off the meagre 4 damage on a terrible roll with 6 dice... The ISD's gunnery teams jump into action make quick work of both the Assault Frigate and the Redemption bringing both ships down to a single hitpoint with Accuracy results and some Heavy Turbolaser Turret action. The rebel commander at the top of turn 4 admits defeat.

11-10-1520T4_zpshqmopkn3.jpg

Edited by Wes Janson

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Nice battle but I have 2 questions for the Rebel. player. Why did you elect to go first on superior positions giving up its advantage?? Why did you turn into and close on the SDs giving up your range advantage???  I just want to know your thinking on both moves..

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Nice battle but I have 2 questions for the Rebel. player. Why did you elect to go first on superior positions giving up its advantage?? Why did you turn into and close on the SDs giving up your range advantage???  I just want to know your thinking on both moves..

I got to ask him for you. The Empire (Me) won the toss to pick first or second activation as we both had equal points, so I chose to go second, he had to choose one of my objectives. He had to pick from Superior Positions, Hyperspace Assault or Precision Strike. Our second game the Empire was first player, I mixed that up.

 

He turned into the Star Destroyers hoping to speed between me and get broadsides using Ackbar on both ships. In our second game we just finished this almost identical set-up saw the Vic-II and ISD-II both destroyed, and no Rebel ships lost. I cut my turn too shallow and ended up putting the ISD on the recieving end of the Defiance and AFII. He was second player in game two with Precision Strike.

Edited by Wes Janson

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In game two he regenerated enough damage between commands, engineering team and redemption/shield projection Specialists to take only 1 hull damage on the MC80. So his theory worked, especially since I rolled poorly on both attacks even with Vader. He survived the pass between the ships and in turn brought down two of my vessels turn 4 & 5.

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Questions:

  1. How effective was the medical frigate setup?  I am interested in running this ship as a characteristic staple in my rebel lists.
  2. Do you think a dedicated bomber wing / carrier ship would have helped the rebels more?
  3. Do you think that the rebels would have fared better against the 'imperial brutality' ISD/VSD/VSD list with more small, manoeuvrable ships?
  4. Would the Imperials have fared better with a Raider instead of the TIEs?

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Questions:

  1. How effective was the medical frigate setup?  I am interested in running this ship as a characteristic staple in my rebel lists.
  2. Do you think a dedicated bomber wing / carrier ship would have helped the rebels more?
  3. Do you think that the rebels would have fared better against the 'imperial brutality' ISD/VSD/VSD list with more small, manoeuvrable ships?
  4. Would the Imperials have fared better with a Raider instead of the TIEs?

 

1: The medical frigate was poor the first game due to lack of time to recover from taking damage and the following death of the MC80. It didn't survive a turn of shooting. Game two of the night saw the Redemption feed the MC80 2 shields a turn, for 4 turns, along with the additional engineering point. Generally the Defiance ran engineering commands turn 2+ and simply regenerated 5 shields a turn. So very effective, and better understood game two.

 

2: I think the Rebel player felt the pinch of my carrier vessel as my cheaper tie fighters did very well due to flight controllers and my ability to command them from a greater distance. I do feel if I had to face anymore then the 6 squadrons I did, my limited Ties would have been overcome quickly.

 

3:The trouble my opponent felt by the end of game one was that the ISD can be on your end of the board in 2 turns, and can turn quite well, especially under navigate command. The ISD itself should have no problem shooting up corvettes and the like. If he had 4 ships to activate he could have saved the Defiance for a critical moment instead of having to move into my ISDs guns. So yes I asuppose.

 

4: As the Imperial player we discussed it post game. I would have abandoned the Victory-I in favour of 2 cheap raiders simply to gain the activation advantage. If he had more squadrons I could see the raider plus the Ties being of more use.

Edited by Wes Janson

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Cool batrep, thanks. Nice to see the ISD taking out the MC-80 for a change!! I definitely think the Imperials will need some smart tactics and formations to beat Ackbar and his conga line of red dice death.

What was the full build for both fleets?

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List are posted above in the original post Mundo. You may be suprised how effective ramming a large based ship into their conga line can cause a lot of collisions and failure to stick together. Plus in the second game I used hitting their ship as a break so I didn't fly off the table lol.

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I like the basis of the Imperial list you have. I might have taken Motti over Vader as my Admiral though, the extra hull, I have found, is priceless. I have been tinkering with a similar list.
 
Points (160) Imperial II-class Star Destroyer Admiral Motti Gunnery Team Heavy Turbolaser Turrets Relentless
Points (92) Victory II-class Star Destroyer Gunnery Team
Points (92) Victory II-class Star Destroyer Gunnery Team
Firespray-31 (18)
Firespray-31 (18)
Firespray-31 (18)

 

You could swap the Firesprays for 6 x Ties and Boosted Comms.

The list throws a lot of dice and has a lot of hull to plough through.

 

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