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xApolinar

Battle Story - Skirmish at Talfaglio #1 [Image/ Pew Pew Pew Heavy]

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BACKGROUND
This is the first mission in a Star Wars Armada/Legion 3-mission mini-campaign based off the "Assault on Tralus" campaign I discovered on SteelStrategy.com, which allows for 2v2 matches (1 Admiral and General per side, simultaneous play). My group and I hope to use this mini-campaign to test out mechanics and scenario balancing prior to starting a large scale Armada/Legion campaign based on Armada's Correllian Conflict Campaign Expansion. 
 
Prior to this mission, we played a prequel X-Wing scenario where Imperial forces successfully intercepted and destroyed a Rebel GR-75 transport, which thematically led to the discovery of the Rebel outpost (which would have happened regardless) and mechanically prevented the Rebellion from utilizing AT-RTs and other heavy/support units in the initial defense of the outpost. 
 
SCENARIO
Following the successful interdiction of a Rebel convoy transporting obsolete AT-RT scout walkers, Imperial Naval Intelligence discovered Rebel rendezvous coordinates on Talfaglio, Correlian Sector within the destroyed GR-75's data banks and quickly dispatched an ISD under the command of Admiral Tarkin - already the vicinity -  to investigate. Upon arrival at Talfaglio, the Imperials detected unnatural energy spikes emanating from the planet and launched a regiment under the command of General Veers to search for its source. Veers deployed the regiment to scour the planet for any indications of a Rebel presence, but became the first - along with his security platoon - to discover and initiate contact with elements of the Rebellion's 14th Mobile Infantry and Jedi Knight/terrorist Luke Skywalker. 
 
However, unbeknownst to Tarkin or Veers, the Rebels had detected the Imperial's arrival above Talfaglio and successfully requested assistance before Imperial technicians were able to jam known Rebel frequencies in the system. In response, Mon Mothma hastily assembled a squadron of corvettes to by-pass any Imperial blockade and reinforce the besieged Rebels planet-side. 
 
OBJECTIVES
Imperial Admiral:
300 point fleet - For every ship with an objective token (CR-90 corvettes and GR-75 transports) destroyed, the Empire gains Victory Tokens equal to the number of objective tokens assigned to that unit.  
 
Imperial General:
500 point army - Gain one Victory Token for every unit leader in the Rebel General's deployment zone.   
 
Rebel Admiral:
300 point fleet - For every ship with an objective token (CR-90 corvettes and GR-75 transports) in the Empire's deployment zone at the end of the game, the Rebellion gains Victory Tokens equal to the number of objective tokens assigned to that unit. 
 
Rebel General: 
400 point army - The Rebels gain one Victory Token for every Rebel unit that has half or more of its miniatures remaining, and is not damaged.  
 
TURN 1
Armada: 
Mon Mothma exits hyperspace to find Tarkin's ISD position to support Veers planet-side and unprepared for the arrival of a Rebel fleet. As the ISD slowly re-positions to address the unexpected threat, its escort - a Arquitens-class light cruiser - and squadrons burn to attack range. 
 
pic4301732.jpg
 
Legion:
Rebel troopers man the ramparts while Imperial stormtroopers advance on their position.
 
pic4301666.jpg
pic4301737.jpg
 
Zooming over rocky outcroppings and river crossings, Imperial speeder bikes strafe Rebels manning the outpost's main checkpoint. 2 troopers become the first casualties of the day. 
 
pic4301743.jpg
 
TURN 2
Armada:
Rebel A-Wing pickets - led by Shara Bey - engage Imperial bombers and their accompanying escorts, thwarting an Imperial alpha strike on the small corvettes. 
pic4301761.jpg
 
Legion:
Imperial scout bikes continue to make their presence known, downing two more Rebel troopers at the checkpoint. 
 
pic4301739.jpg
 
Return fire by the Rebel squad's surviving Sergeant and Z-6 gunner miss their mark. Other Rebel units, realizing they are out-ranged by Imperial heavy weapons and outgunned by the speeders, abandon their positions on the roof top and trench line in order to lure the Imperials into range of their blasters.... and Luke. 
 
pic4301786.jpg
 
Veers, noticing the withdrawal of Rebels from their positions, orders his platoon to advance with haste. 
 
pic4301806.jpg
pic4301807.jpg
 
TURN 3
Armada:
The Imperial light cruiser shoots volley after volley of anti-squadron fire into Shara Bey's A-Wings but is answered with turbolasers from the Rebel's Hammerhead. 
 
pic4301827.jpg
pic4301828.jpg
 
Despite the Hammerhead's best efforts, the anti-squadron fire from the light cruiser find their mark and Shara Bey is finished off by a squadron of TIE Advanced fighters. 
 
pic4301830.jpg
 
Shara's death was not in vain, however, as Rogue Squadron capitalizes on their sacrifice to finish off Mauler Mithell and his dreaded squadron of TIE fighters. 
 
pic4301832.jpg
 
Legion:
With the speeder bikes now within range, Rebel troopers (previously on the roof top) exit cover and - due largely to an extraordinary un-aimed roll by the Z-6 - destroy both bikes (who were also in cover) in a single volley, saving the sole survivor of the squad at the checkpoint.
 
pic4301840.jpg
 
Emboldened by the destruction of the bikes, the last Rebel squad reoccupies their initial fighting position and fire on the advancing stormtroopers, hoping and failing to suppress the Imperials as they near the river. 
 
pic4301843.jpg
 
Shrugging off the poorly aimed Rebel shots and equipped with environmental gear, a squad of stormtroopers ford the river while a second  squad assumes an overwatch position to support the imminent assault into the Rebel compound. 
 
pic4301858.jpg
TURN 4
Armada:
Finally in position to contribute its significant firepower to the battle, Tarkin's ISD unleashes a broadside into the nearest CR-90, crippling its weapon systems. 
 
pic4301871.jpg
 
Meanwhile, the Hammerhead escort - equipped with external racks of close range torpedoes - unleashes its own ordinance into the Imperial light cruiser, critically wounding the vessel and overloading what remained of the cruiser's shields. 
 
pic4301872.jpg
 
A CR-90 subsequently capitalized on the opening created by its Hammerhead escort and destroys the Imperial cruiser. 
 
pic4301877.jpg
 
Legion:
Imperial stormtroopers assault the Rebel trench line, throwing concussion grenades into the Rebel fortification, eliminating 2 troopers, and suppressing the remaining troopers. 
 
pic4301884.jpg
 
Sensing the collapse of the Rebels right flank (probably through the force... of those concussion grenades ?), Luke launches himself into the assaulting stormtrooper squad, leaving no survivors in his wake. 
 
pic4301888.jpg
 
Meanwhile, the Rebel's left flank continued to pour fire into the advancing stormtroopers, felling one. 
 
pic4301895.jpg
 
TURN 5
Armada:
Tarkin continues to make his presence known, destroying one of the objective CR-90 corvettes as it neared the planet's surface (deployment zone). 
 
pic4301908.jpg
 
Meanwhile, Rogue Squadron and a squadron of Y-Wings led by "Dutch" finish off the remaining Imperial squadrons, granting the Rebellion squadron supremacy by the end of Turn 5. 
 
pic4301914.jpg
 
Legion:
Skywalker force jumps over the river and onto the hillside, cutting down two of the stormtroopers protecting Veers himself. 
 
pic4301918.jpg
 
While his stormtroopers continued their melee against Luke (landing 1 critical wound on the Jedi), Veers orders an orbital strike from Tarkin's ISD overhead on the Rebel squad pinning down his men and thwarting their attempts to enter the outpost, killing all but 2 of the troopers and paving the way for his stormtroopers to finally set foot within the compound. 
 
pic4301925.jpg
TURN 6/RESULTS
Armada: 
Turn 6 was fairly uneventful as the Rebel fleet made their final moves to try reach the Imperial deployment zone (and thus break through the blockade and score victory points) and the Imperial fleet's remaining ISD wasn't in position to destroy any of the objective ships. 
 
Although Tarkin was only able to destroy 1/3 of the objective vessels, the daring actions of the captain of the Arquitens-class light cruiser charging virtually unsupported into the jaws of 4 Rebel warships prevented 1 of the surviving objective ships from making land-fall (did not end Turn 6 in the Imperial deployment zone).
 
Final Score:
- Rebels: 1
- Imperials: 1
 
Legion:
Likewise, Turn 6 on the planet was similarly uneventful, with no unit in position to damage/eliminate an opposing unit in a way that would affect victory points. 
 
Although Luke's desperate attempt to save the Rebel trooper squad on the right flank from losing > half of its troopers succeeded, he suffered one wound when he attacked the second stormtrooper squad (therefore he could no longer count as a victory point for the sake of our game). While this would've still resulted in a 2:1 victory for the Rebels, Veers' order for an orbital strike targeted one of the half health+ units and successfully damaged that unit below half health. 
 
Final Score:
- Rebels: 1
- Imperials: 1
 
WHAT'S NEXT
Given both games were a draw, we will likely draft some sort of balanced scenario (in terms of both units and terrain/starting points, etc) for the second mission. 
 
We were originally planning on having the winner of the space battle gain "space supremacy" which would allow them to deploy bomber squadrons to conduct airstrikes in support of their faction's ground campaign, but  the tied game had us briefly thinking about forgoing this inter-theater interaction entirely. However, we all wanted to experience some sort of cross-theater support in this campaign so we're currently thinking about allowing both factions to request (in Legion) air strikes and deploy bombers (in Armada) to fulfill those requests. We may even allow the Admirals to send fighter squadrons to the surface as well to engage opposing bombers/ protect their bombers and ground units. From the Admiral's perspective this could lead to an interesting balancing of resources due to the desire to ensure the success of the ground mission (especially if we tie the majority of the campaign's narrative to this element), while not losing in space (and potentially the ability to support ground forces in future missions due to loss of "space supremacy" or in this case "shared supremacy."
Edited by xApolinar

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Very cool guys! Well done write up as well. It would be cool to add a speed element for either side, so that if/as victory points are achieved in either orbit or groud they can affect the other. Such as having a ground orbital gun that can be captured, then if captured used to fire a volley against orbital ships etc.

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On 9/10/2018 at 7:45 PM, VanguardCascade said:

Very cool guys! Well done write up as well. It would be cool to add a speed element for either side, so that if/as victory points are achieved in either orbit or groud they can affect the other. Such as having a ground orbital gun that can be captured, then if captured used to fire a volley against orbital ships etc.

We were brainstorming ways on how to get some cross-game interactions going both ways but haven't pinned down a Legion --> Armada interaction we were happy with. Given some feedback, we're now going back and forth with having an"orbital gun" or "planetary cannon"(operated via an action by a trooper unit at a control terminal) dish out ion effects vs X dice of damage. 

Edited by xApolinar

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9 hours ago, Brightguy said:

Excellent report.  I'm not an Armada player, but really enjoyed the combined flow.

 

23 hours ago, ScottGilbert25 said:

I didn't read all of this but this is awesome.

Thanks for dropping a line guys. Glad you enjoyed it (or at least some of it ;))! 

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On 9/19/2018 at 1:19 PM, Abwehrschlacht said:

Excellent, I love the blasters in the pictures. How did you do those effects?

Thanks man. These guys were actually my first stab at painting minis. 

All the effects are from an iOS app called “LASERSWORDS”, not sure if it’s on Android or not. 

 

Edited by xApolinar

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On 9/28/2018 at 1:53 AM, Jabby said:

Where did you get the terrain?

Hey Jabby! Not sure which particular terrain piece you are interested in, but I'll try to give you a quick run down of what I can remember: 

- FFG Legion: Priority Supplies and Starter Barricades

- Battlefield in a Box: Asteroids (rocks,floating rocks) 

- Rushing Waters Wargaming Rivers

- Scenery Pack Miniature Game Corvus Belli (buildings, shipping containers, urban placemat - Although they are designed for the Infinity miniatures game I can't recommend this or one of its sister sets enough. They're essentially printed cardstock boxes that you can unfold between plays and easily store in your miniatures box or bag so you'll always have terrain with you. Plus I've seen them for cheap; think I got mine for $8-10. Be warned they do have English print and Arabic numbers on them, just in case you'd prefer to avoid that sort of break in your immersion.) 

- Rocky outcroppings/hills were a 3-set piece ordered off Etsy or E-bay. 

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On 10/2/2018 at 4:16 PM, ThumperLOLZ said:

What is the first x wing scenario you played for this? Did it tie in well and 2 v 2?

Thumper - Unfortunately we didn't take any pictures for the preliminary X-Wing match. Full disclosure: it was actually kind of an audible we put together after two of our group had to cancel last minute (so 1v1). But essentially we had a Rebel GR-75 and 2-3 X-wings vs an Imperial Assault Carrier and 4 TIEs. The Rebels would succeed if they successfully got their GR-75 across the board (from their deployment zone to the Imperials) with working engines. If the GR-75 was destroyed the Imperials won. 

It actually worked out great thematically. We set up an asteroid field in the center of the table, reasoning the Rebels had to exit hyperspace in order to navigate through the asteroid belt then return to hyperspace (i.e. the Imperial deployment zone) onward to their destination. And while the narrative outcome would have remained the same (Imperials discover Rebel base) it was fun to see:

1) how they discovered it (Rebel Victory: tracking device on GR-75; Imperial Victory: coordinates in databanks) and

2) how it would impact Legion game above (Rebel Victory: Can use AT-RT/T-47; Imperial Victory: Denial of those assets as they were destroyed in GR-75).

If there was one thing I would change about the whole campaign so far though, I think it'd be the deployment of the Rebels in the Legion game above. Our first few turns probably would have been more interesting if we forced the Rebels to deploy a few of their units further up the field. This probably would have led to earlier engagements as well as some interesting player choices (keep forces split, regroup at the front lines or fall back to the base). Ultimately the deployment of the Rebels at the far end of the table behind LoS blocking terrain led to a turn or two of of "move-move" actions that were arguably uninteresting for the Imperial player. 

Edited by xApolinar

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On 9/10/2018 at 11:48 PM, xApolinar said:
 
 
pic4301666.jpg

I asume water flows from the left side, the water in the little apendage there should be darker, it's where nutrients end up and will become de-oxygenated and dead over time, looks like the course of the river was altered after that section was blocked by erosion of the hill causing the river to breakthrough on the side facing us creating the new flow.

is the puddle the remains of a wheel or an oxbow lake? I asume the river curved upwards causing water flowing into the hill to erode causing the eventual collapse and restructuring of the river system.

the lack of plant life and desert surrounding around leads me to believe the salinity might be way high. or it could be otherwise contaminated. actually this contamination might explain why the apendage is not de-oxygenated, it could all be bad water.

Edited by Geressen

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Love the laser effect photos been wanting to add those effects to my pics.. for a while  lasersword is not on android I guess once you have a few files mocked  just the 1st one would take the most time.. you done any more like this ?

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Battle reports like this are always great to see. So many players are stiff and staunch where a narrative game isn't conceivable. 

We used to play many like this with Necromunda and 40k back in the day.

Like the blaster shots as well! Awesome!

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On 1/7/2019 at 11:31 PM, bird94us said:

Very cool combo batrep.  Long-time Armada player and just starting to get into Legion, so I'm interested in these combo fights.

Did this a few years ago with Armada and IA, and it was a lot of fun.  Might try converting it to Legion now:

https://boardgamegeek.com/thread/1491705/battle-endor-ia-and-armada-combined

 

Great minds! Lol. 

Just checked this out - awesome. 😄

 

On 2/9/2019 at 3:50 PM, milarky said:

Love the laser effect photos been wanting to add those effects to my pics.. for a while  lasersword is not on android I guess once you have a few files mocked  just the 1st one would take the most time.. you done any more like this ?

Haven't done the second report in this series yet unfortunately. Life happened and pulled me away from painting for awhile (haven't painted since the Veers/Leia expansions) but I'm hoping to get back into it soon and then get to work on this battle series, finally the  joint Legion-Armada Corellian Campaign conversion. 

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Posted (edited)
On 9/12/2018 at 12:53 AM, xApolinar said:

We were brainstorming ways on how to get some cross-game interactions going both ways but haven't pinned down a Legion --> Armada interaction we were happy with.  Xender Discord Omegle  Given some feedback, we're now going back and forth with having an"orbital gun" or "planetary cannon"(operated via an action by a trooper unit at a control terminal) dish out ion effects vs X dice of damage. 

Following the successful interdiction of a Rebel convoy transporting obsolete AT-RT scout walkers, Imperial Naval Intelligence discovered Rebel rendezvous coordinates on Talfaglio, Correlian Sector within the destroyed GR-75's data banks and quickly dispatched an ISD under the command of Admiral Tarkin - already the vicinity -  to investigate. Upon arrival at Talfaglio, the Imperials detected unnatural energy spikes emanating from the planet and launched a regiment under the command of General Veers to search for its source. Veers deployed the regiment to scour the planet for any indications of a Rebel presence, but became the first - along with his security platoon - to discover and initiate contact with elements of the Rebellion's 14th Mobile Infantry and Jedi Knight/terrorist Luke Skywalker. 
Edited by HAILITY

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