Hello Everyone.
Just launched a new blog and to kick it off we had a 500 point per side X-wing battle. Were hoping to post content every few days and welcome any feedback or requests you can provide. For those of you interested in simply reading the batrep I'll post it below but if you want to see the full article and all the shiny pics of the game check out
www.thedailydial.com
Batrep:
To kick off the launch of our new blog we decided to do something a little out of the ordinary. A 500pt per side mega battle played by six players controlling their own fleets. We made a scenario, built the lists and went at it. The following batrep will be split into three parts. The first will be the Squadron Section which will highlight what miniatures and upgrades were in each players force. The second will be the actual battle report proper including images and step by step summaries of what transpired. Finally the third will be my analysis of the game and what we learned going forward.
Part 1: The Squadrons
Rebels:
200 points
CR-90 FORE: Carlist Rieekan, Quad Laser Cannons, Single Turbolasers, Gunnery Team – 71 points
CR-90 AFT: Quad Laser Cannon, Engineering Team, Backup Shield Generator- 53 points
E-wing: Blackmoon Squadron – 38 points
E-wing: Blackmoon Squadron – 38 points
150 points
X-wing: Wedge Antilles, R5-P9, Expose – 36 points
X-wing: Wes Janson, R7-T1, Predator- 35 points
X-wing: Red Squadron, Flechette Torpedoes – 25 points
Z-95 Headhunter: Tala Squadron, Assault Missiles – 18 points
Z-95 Headhunter: Tala Squadron, Assault Missiles – 18 points
Z-95 Headhunter: Tala Squadron, Assault Missiles – 18 points
150 points
YT-2400: Dash Rendar, Marksmanship, Heavy Laser Cannon, Outrider – 51 points
B-wing: Keyan Farlander, Heavy Laser Cannon, Push The Limit, B-wing/E2, Gunner – 45 points
B-wing: Dagger Squadron, Fire Control Systems, Flechette Torpedoes – 28 points
B-wing: Dagger Squadron, Fire Control Systems, Flechette Torpedoes – 28 points
Imperials:
200 points
VT-49 Decimator: Ruthlessness, Recon Specialist, Intelligence Agent, Dauntless, Anti Pursuit Lasers – 53 points
VT-49 Decimator: Ruthlessness, Ysanne Isard, Mara Jade, Advanced Proton Torpedoes, Shield Upgrade – 64 points
TIE Fighter: Howlrunner, Swarm Tactics, Shield Upgrade – 24 points
TIE Fighter: Mauler Mithel, Swarm Tactics – 19 points
TIE Fighter: Dark Curser, Shield Upgrade – 20 points
TIE Fighter: Backstabber: Shield Upgrade – 20 points
150 points
Firespray- 31: Boba Fett, Assault Missile, Heavy Laser Cannon, Marksmanship, Slave 1, Stealth Device, Proton Torpedoes – 61 points
TIE Phantom: Whisper, Advanced Cloaking Device – 36 points
TIE Phantom: Echo, Advanced Cloaking Device – 34 points
TIE Bomber: Scimitar Squadron, Proton Rockets – 19 points
150 points
TIE Advanced: Darth Vadar, Marksmanship, Counter Meassures – 35 points
TIE Interceptor: Carnor Jax, Outmaneuver – 29 points
TIE Interceptor: Kir Kanos – 24 points
TIE Interceptor: Lieutenant Lorir – 23 points
Lamda Class Shuttle: Captain Yorr, Fire Control System, Autoblaster, Fleet Officer, Recon Specialist, Anti Pursuit Lasers – 39 points
Now our original plan was to get as many ships on the board as possible using one persons collection. I think we accomplished that goal as only 1 Tie Bomber, 1 TIE Defender, 1 A-wing, 3 X-wings and the Rebel Transport were left in the case. Now since this was the goal some of the above items may be less than ideal for competitive circles but that was not our aim. Future battle reports will feature more competitive builds.
Part 2: Battle Report
Deployment:
Rebel Deployment: What we were attempting to do with this deployment was to line up the Z-95 Headhunters with the assault missiles with support from Dash, Keyan and the X-wings when they engaged the rather large Imperial TIE wing. The
CR-90, 2 Dagger Squadron B-wings and the 2 E-wings would have to hold off Slave 1 and the Shuttle. Once the VT-49 Decimators picked a direction forces would have to be pulled to engage.
Imperial Deployment: The bulk of the Imperial Ships were deployed on the side closest to the camera since the Imperial players wanted to ignore the
CR-90 as much as possible while eliminating most of the Rebel’s smaller and more agile ships. The larger ships in the Imperial Fleet would hopefully delay the
CR-90 while the superior numbers of fighters on the Imperial side would make short work of the Rebel ships.
Victory Points:
Rebels- Primary Relay Destroyed (Satelite Token Camera Edge) 2
VP
Secondary Relay Destroyed (Satelite Token Far Edge) 2
VP
Station Destroyed- 4
VP
Imperials- Station Defended – 3
VP
CR-90 Destroyed- 3
VP
Primary Relay Saved – 1
VP
Secondary Relay Saved – 1
VP
Turn 1:
Rebels Turn 1: We moved our ships just enough that they would be able to enter combat next turn as a entire force. The only thing on our side able to shoot this turn was the
CR-90 which fired at Boba Fett and 1 of the VT-49 Decimators. Rendar took a shot back at Jax and missed the nimble interceptor. Other than that not much happened on our end of the board.
Imperial Turn 1: Carnor Jax, fired and was able to put two shots on Rendar knocking off some of his shield. This turned out to be all the shooting the Imperials could muster this turn as both the VT-49 Decimators and and the Space Station missed the Z-95 they targeted.
Turn 2: Movement
Rebel Movement: We decided only to move the ships up a little as we didn’t want to overshoot any of the imperial ships. All our ships carrying Assault Missiles placed target locks and all other ships focused up. We basically spent this phase prepping for the PS12 deluge we hoped to bring to the Imperials during the combat phase.
Imperial Movement: The plan seemed to be working, Moving into optimal range with the smaller ships while the Shuttle and Slave 1 stalled the
CR-90. The Decimators moved into a flanking position and prepared to ram the Rebel ships before they could turn to engage.
Turn 2 Combat:
Rebel Combat: Well that plan back fired. Every ship with missiles missed the mark. Keyan and Rendar missed their targets. Even Wedge and Wes only managed to put out the shields on Dark Curse and Mauler. Things on the other side of the board went better with the E-wings destroying the TIE Bomber and the
CR-90 still putting the hurt on Fett.
Imperial Combat: With the rebel fleet exposed after missing a truly staggering amount of attacks it became clear that we had to destroy everything on this side of the board now before any attempt of a regroup could be made by the Rebels. Everything focused on Keyan Farlander leaving him with one damage left on his hull and we put a Z-95 and an X-wing down as well. The Decimator’s ram attack even managed to put some hurt on Wedge. The loss of the TIE Bomber was barely felt as we seemed to be sweeping the Rebels off the field.
Turn 3: Movement.
Rebel Movement: Still confused by the complete failure of the PS12 attack Rebel command decided that the only way to salvage this battle would be to go for broke and try to blow up the relays before the Imperials could obliterate the few ships on the Camera Edge. The
CR-90 finally crept into range of the Space Station and the E-wings were about to take the secondary relay. The Rebellion might have to rely on the B-team pilots in the future but at least we had a shot at taking the mission.
Imperial Movement: Everything turned to stop the Rebel advance toward the relays. Stress token’s be damned.
Turn 3: Combat.
Rebel Combat: The Primary relay is still standing, more Rebel ships died. Wedge, Keyan and another Z-95 wiped off the map by the Tie Swarm leaving only Dash and Wes Janson to take out the relay. So of course Dash whiffed his roll and only put one point of damage on the relay. The rebels in the hotly contested corner of the board would have to hold on for one more attack if they wanted to score
VP’s for their side. The E-wing’s took out the Secondary relay netting the Rebels 2
VP while the B-wings and
CR-90 began firing on the space station all but ignoring Fett and the Lambda shuttle.
Imperial Combat: We managed to knock out three of the remaining five rebel ships in range of the Primary Relay before they could do any damage. Only Wes and Dash had slipped the net and we would have to focus on destroying them before they could activate and destroy the relay. With no way to actually destroy the
CR-90 and having given up 2
VP’s things were looking grim.
Turn 4: Finale!
Game Over: In the end it was a lone X-wing that ended this game. Wes was able to dodge enough damage to make it to the relay and blow it up bringing in another 2
VP’s to the rebels. The
CR-90, B-wings, Dash and E-wings were closing on the heavily damaged space station and would have surely finished it off before the Imperials could have reacted. As it was quite late by this point we decided to call the game. Oh! and the Lambda flew into the
CR-90 and blew itself up.
Final Score: Rebels: 4
VP Imperials: 0
VP
Part 3: What We Learned
Basically this scenario was unfair to the Imperial Players and would need further balancing. While it was a very cinematic battle the Rebels were too easily able to snatch victory from the jaws of defeat and considering how badly the dice had been to them that is saying something. The other thing we learned was that while having so many ships on the board at one time is incredible and makes for some truly epic pictures(Thanks Lorenzo) managing the complicated collection of equipment, abilities and weapons gets a bit out of hand at such a high point value. We have already decided to try this kind of game again but we will only use non-named pilots to keep it simple. Over all though this game was fun, cinematic and enabled us to use a truly ridiculous amount of ships. Which to be quite honest was the plan the whole time.