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lpfankabe

BatRep: Testing Independence

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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.

YeCKJrC.jpg

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:

US330Ku.jpg

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:

CDgKa2j.jpg

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:

LfAoGns.jpg

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:

wd3MSew.jpg

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:

FQ1TiRf.jpg

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:

LWdFOA2.jpg

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.

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I wonder if it would have gone better for the Rebel player if the B-wings had supported the x-wings in taking down the Imperial fighters/bombers early on. In any case nice report, I enjoyed reading it.

That is trap many Rebel players fall for, myself included. With Independence B-Wings and Jan, the name of the game is bypass. B-Wings will give far better bang for buck going for a ship. The X-wings and Jan are there to buy you the time and interdict enemy Intel capability. Once Dengar was dead, the X-wings and Jan are an after thought. His opponent was one of few Imperial commanders I've seen bring multiple Advanced escorts. That doesn't change the priority though: Xs go for the Intel capability, Bs go for ships.

Edited by Truthiness

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I wonder if it would have gone better for the Rebel player if the B-wings had supported the x-wings in taking down the Imperial fighters/bombers early on. In any case nice report, I enjoyed reading it.

That is trap many Rebel players fall for, myself included. With Independence B-Wings and Jan, the name of the game is bypass. B-Wings will give far better bang for buck going for a ship. The X-wings and Jan are there to buy you the time and interdict enemy Intel capability. Once Dengar was dead, the X-wings and Jan are an after thought. His opponent was one of few Imperial commanders I've seen bring multiple Advanced escorts. That doesn't change the priority though: Xs go for the Intel capability, Bs go for ships.

 

 

Yes, but if you can muster enough squadron firepower to quickly wipe out all enemy squadrons, it could be worthwhile to do so, in the example of this battlereport you'd have the bonus of most likely not losing the x-wings + jan, and once the x-wings are free they can assist in bombing. In the example of this battlereport if all squadrons engage he'd have cleared all enemy squadrons in under 2 squadron phases, taking minimal losses if he uses squadron commands and essentially loosing 1 turn of b-wing bombing (something like 7 damage on average?) but gaining several turns where the x-wings can assist. I'm not saying it is definitely worth it, but it could be worth it.

Edited by Lord Tareq

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Cool batrep !

 

Out of curiosity, have you thought about throwing a couple of YT-1300 instead of the X-Wings ? With the Independance and being the same speed, they'll benefit a lot from the speed boost, and will take more pounding while throwing out some counter and anti fighter squadron.

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I wonder if it would have gone better for the Rebel player if the B-wings had supported the x-wings in taking down the Imperial fighters/bombers early on. In any case nice report, I enjoyed reading it.

That is trap many Rebel players fall for, myself included. With Independence B-Wings and Jan, the name of the game is bypass. B-Wings will give far better bang for buck going for a ship. The X-wings and Jan are there to buy you the time and interdict enemy Intel capability. Once Dengar was dead, the X-wings and Jan are an after thought. His opponent was one of few Imperial commanders I've seen bring multiple Advanced escorts. That doesn't change the priority though: Xs go for the Intel capability, Bs go for ships.

Yes, but if you can muster enough squadron firepower to quickly wipe out all enemy squadrons, it could be worthwhile to do so, in the example of this battlereport you'd have the bonus of most likely not losing the x-wings + jan, and once the x-wings are free they can assist in bombing. In the example of this battlereport if all squadrons engage he'd have cleared all enemy squadrons in under 2 squadron phases, taking minimal losses if he uses squadron commands and essentially loosing 1 turn of b-wing bombing (something like 7 damage on average?) but gaining several turns where the x-wings can assist. I'm not saying it is definitely worth it, but it could be worth it.

There is no right answer, it's very situational. If you can't get a lynchpin down with your fighters, it's often worth it to support with a round of the B-wings before sending them along to devastate the carriers, particularly if it doesn't mean letting them get out of position. I also find that it's often worth leveraging the B-wings to support your own alpha strike if you get the opportunity. Lots of people significantly underestimate their potential in the squadron game, particularly when supported by flight controllers.

On the other hand, if you're staring down four TIE advanceds, probably better to just Jan and punch it to take your bombing shots.

Edited by Ardaedhel

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The Independence title is still overpriced and underwhelming, especially due to being a Title card, which are, for the most part, (rightfully) very powerful. It should have given any activated squadron +2 speed, up to 5, and not disallowed attacking. Seems reasonable for a 8 point Title.

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