Armada – Sheffield Regional 2016

Background to a list

With some practice games under my belt and games at our local gaming club, Sanctuary Gaming Centre, I hoped I was prepared for the Regional.

Having played rebels almost exclusively since the game came out I was looking at taking one of my favourite leaders, General Dodonna.

Dodonna

My main reason for this guy is his ability to affect the critical hits given to the opposing fleet, and although there is everyone’s favourite Structural Damage there are some other juicy cards to fish for, (Faulty Countermeasures and Coolant Discharge are two that complement my list nicely, although there are plenty that are great).

Having run some various lists in the past I was debating over what may be best to take and reviewing the FFG community page I took a fancy to Lyraeus’ “Dodonna the Oppressor” list.  I liked the synergy and how this could perform after a few practice games .  The question was how would I fare at the Regional, in an untested meta and with players that probably have played more games than I had.

So in summary this was 3 Corvettes with Intel Officer and Turbolaser Reroute Circuits, two Scout MC30’s with Ordnance Experts, Titles, Assault Proton Torpedoes, Intel Officers and Turbolaser Reroute Circuits.

The tournament

After a little bit of chat on the forums I was looking forward to meet up with a few of the people met there and more importantly get some games played.  It was looking like it would be a long day with 4 games to be played, with that in mind I decided to play my Store Championship Bye.  Arriving a little late at 10am I expected to see the games in full swing, but as it turned out they had just got underway.

So I got chatting with some of the other guys using their byes and  got to watching some games and looking at the lists out there.

An initial look about showed lots of Rieekan and Ackbar, a couple of Mon Mothma and two Dodonna’s (so i was in for a good shout for best Dodonna…)

On the Imperial side the favourites were Screed and Motti, with a smattering of Ozzel and one Tarkin.

I had a good chat with some guys including Pete Rees, Liam Tormey and Laurence Evans about lists the prevalence of Imperials and Motti and Screed.

Round 2

Well as we had all discussed pretty much the bye players all faced each other in the first round, it was my luck to face off against Liam Tormey whom I had been having a good chat with earlier. He had taken a double ISD list with Motti leading the way.

After taking the choice of first player i decided on his objectives, and this was to be my downfall, I chose Fire Lanes expecting to be able to take out an ISD early and then try and grab objectives later in the game.  I knew it would be an uphill struggle, but i had not appreciated how much of a struggle it would be.

With some initial trade off of shots and all the objectives going to the Imperials on turns 1+2 the Rebel fleet took out Motti’s flag ship on Turn three for the loss of a Corvette in return.  The success of this though had meant travelling at speed and although i was now around the back of the other ISD I was travelling too fast to claim the objectives.  At this point i made a decision to try and keep in the fight and minimise the losses, but some good rolls at the death changed the result from a 7-3 to Liam to 8-2.

Round 3

I was hoping at this point to get a good match up, but it was against a good player in David Bone and another Imperial list.

He took first player and chose my Intel Sweep to play, with the objective spread in my favour he set his ships to fast and proceeded to take the battle to me.  I think this is where my lack of experience cane to show as I was not used to this level of aggressiveness and instead of playing to my fleets strengths – i.e. keeping at range, I over committed and proceeded to lose ship after ship in quick succession.

I almost got back into the game as Demolisher clipped the ISD and lost Monferat but he managed to escape the following turn and ran to the hills.

The battle was over really fast, and at a 10-0 to David at least I had some time to grab a bite to eat.

Round 4

With a lot of time to think I realised that in Game 1 I had played correctly but picked the wrong mission, game 2 I had a good mission, but played the wrong game, so i really wanted to make sure i played the right game and took the mission when it was possible.

I drew my namesake, Chris Leffler in this round and facing yet another Imperial list and my 4th Isd of the day!  Chris has two gladiators in support of the flagship and Screed commanding.

This time I was first player again and chose contested outpost, knowing that for the first couple of turns I would be losing out, but hoping that the firepower I knew I could bring to bear would compensate for this.  After managing to set a trap for the Demolisher, I proceeded to roll 1 hit on my close range black dice of Foresight, fortunately the combination of fire had caused some defense tokens to be burnt! So with a panic Demolisher activated and took out a Corvette leaving me on a mission to focus fire, and between the remaining Corvettes the Demolisher was blown from the sky.

With the remaining Gladiator trapped on the far side of the ISD my remaining fleet poured fire into the Flagship taking it down on Turn 4.  Heavily out numbered the remaining fighters and Gladiator tried to take down Admonition but the ship flew to safety with a parting shot to the Gladiator leaving it wide open to the combined fire of the Corvettes and Foresight.

So having played my list correctly at last and despite losing the objective 4-1 i pulled out a 9-1 win in the last game.

Round up

It had been a long day and it was on to the award ceremony, despite my 9-1 I was not quite close enough to the other Dodonna admiral and also to my chagrin finished in 18th just a single point off the top 16.

Still the prizes were not over and to my surprise I heard my name called out, there was a prize for the top General of both factions outside the top 16 and I had managed that feat! It came with a nice mug and a gift voucher for the store.

I learnt a lot about my list and it still interests me and i would like to fly it again, but also seeing so many other lists out there and all the variations thereof I am tempted to change to something new.

The Venue

It was the second time I have been to Patriot Games back in 2014 where I won an X-wing Store Championship but it turns out they have moved and their new venue is really good for gaming with an entire room given over to gaming upstairs with the store downstairs.

The staff were really friendly and the event was run without a hitch as far as I could see, which is what you want from a tournament from the player’s perspective.

Lists

Liam

ISD II Intel Officer, ECM, Gunnery Team, XI7, Admiral Motti

ISD II Intel Officer, ECM, Gunnery Team, XI7,

3 x Tie Advanced, Jumpmaster, Dengar

David

ISD II, Wulff Yularen, XI7, SW7 Ion Cannons, Gunnery Teams, Expanded Hanger Bay, ECM, Avenger

Gladiator I, Engine Techs, Demolisher, APT, Ordnance Ecperts, Admiral Montferrat

Raider I, Ordnance Experts, Instigator

3 x Tie Bombers, Rhymer and Dengar

Chris

ISD II, Admiral Screed, Advanced Projectors, XI7, Boosted Comms, Leading Shots

Gladiator I, Demolisher, Ordnance Experts, Engine Techs, Assault Concussion Missiles

Gladiator I, Ordnance Experts, Assault Concussion Missiles

Howlrunner, Dengar, 3x Tie Advanced

Final Standings

Although I did not stay till the end the Final Battle was between Laurence and Pete, unfortunately the Imperials won the day beating the Stalwart Rebels.  Congratulations to Laurence and his triple Gladiator list.  Nice to see a Rebel Imperial final though.

Armada Sheffield Regional

 

 

 

 

 

 

Star Wars Armada – Spring League

I was glad to see our local store Sanctuary Gaming Centre was running another league, after several debates I settled on a variant of my store championship list dropping the AF2 in favour of a fragile but hard hitting MC-30 Scout Frigate.

I have been using Armada Warlord Solutions to build and plan my lists as it is user friendly and allows easy export of lists.

For those that read my blogs, I have been out for a while busy working for a new company and found I had less free time.  Still been keeping up the gaming but no time to blog, despite feeling the need to often!

So I am happy to write about the latest star wars game, from FFG – Armada.  I have been playing since the release, entered into several leagues and tournaments. Managed to bag a Store Championship and am off to a Regional later in May, although totally undecided on the list to take for this at the moment.

 

The lists

Faction: Rebel Alliance
Points: 395/400
Commander: Admiral Ackbar

Assault Objective: Advanced Gunnery
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

CR90 Corvette A (44 points), Jaina’s Light ( 2 points), Intel Officer ( 7 points), Turbolaser Reroute Circuits ( 7 points)
Total = 60

MC30c Scout Frigate (69 points), Foresight ( 8 points), Intel Officer ( 7 points), Ordnance Experts ( 4 points), Turbolaser Reroute Circuits ( 7 points), Assault Proton Torpedoes ( 5 points)
Total = 100

[ flagship ] MC80 Command Cruiser (106 points), Admiral Ackbar ( 38 points), Home One ( 7 points), Intel Officer ( 7 points), Engine Techs ( 8 points), Electronic Countermeasures ( 7 points), XI7 Turbolasers ( 6 points)
Total = 179

Squadrons: Dash Rendar ( 24 points), 2 YT-2400s ( 32 points)

James’ list was 400 points on the nose:
Gladiator 1, assault concussion missiles, ordnance experts
Gladiator 1, assault concussion missiles, ordnance experts
Imperial II class star destroyer, Admiral Motti, Redundant Shields, xi7 turbo lasers, gunnery team, relentless, leading shots

Squadrons, Boba Fett, Soontir Fel, Mauler Mithel, Tie Interceptor,2 Tie advanced

Assault Objective: Opening Salvo
Defense Objective: Hyperspace Assault
Navigation Objective: Dangerous Territory

My round 1 opponent was an old Nemesis – James Hawkins (who won the last league), we have had relatively even honours before, however the last time we met the battle was a squib and neither of us lost much in the way of ships on the way to a 5-5 draw.  I was determined to make an effort to score a win and was looking to play fairly aggressively.

As first player I decided to take the Hyperspace Assault mission, knowing this would remove a Gladiator from the scene for a turn or two and hopefully allow me to gain a good position on the table before it showed up.

Set Up

The space station was set central, and I placed asteroids on the imperial side to try to disrupt their deployment and potentially cause a critical if I could force them into the hoped positions. James spread the deployment points accross the board, but towards my left and I obliged with my set up looking for the MC-30 to out flank on the left and the TRC-90 and MC-80 moving to the right and up the centre. I spread my fighters accross the board.

James set one of his gladiators opposite the TRC and the Imperial Star destroyer opposite the MC80.  The fighters were all clustered around the Gladiator.

IMG_1533.JPG

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The Game

I sped the MC-30 up on the left with the plan to get him up close and personal to the Gladiator hopefully unleashing a double arc blast of 5 black and 3 red dice, coupled with Assault Proton Torpedoes I hoped to take it down in a single pass, especially if i could get a couple of long range shots off on the way in.

As it happened it all went to plan, except for the 5 black dice failing to turn up a critical, thus leaving the Gladiator on 1 hull (damn Admiral Motti).  This meant the corvette took the brunt of the shots off the Gladiator before he shot killing the Gladiator and dodged off to the rear of the battlefield. James had taken the opportunity to bring the third gladiator in to challenge the MC30 but even at speed three he only managed a long range punt and Foresight put paid to any damage being dealt.

The following turn as the new Gladiator rammed the Corvette  from the world, and the MC30 was looking in poor shape, at speed 4, a ruptured engine and 1 damage, fortunately i had dialed in an engineering, which cleared the critical.

20160417_145821

So with survival in mind I powered up and set a course to safety, to conserve points.

The game swung though as the Imp SD shot and moved up to medium range of the MC80, who promptly shot 11 damage and played an accuracy on Brace, leaving X-I7 to batter through the remaining front shields to leave the ship on half health, an attempted ram using engine techs failed but left the MC-80 in close range and out of the front arc of the Imperial SD for the next turn.  What followed was not pretty, another 12 damage shot to the shield-less front arc saw the flag ship blasted from the sky.

IMG_1552

With the Imperials looking in bad shape the MC-80 took on the gladiator, but with a natural roll of 4 accuracy there was not enough damage output and I had to rely on 3 rams to kill it off leaving the remaining fighters to scatter to the stars.

The final score was a big win to me scoring 400 – 116, with a MoV 284 left a solid so 9-1 to me in the first round.

Post Match Summary

Notes on the game, almost all the commands I chose were Navigation, although early on I dialed in some engineering and concentrate fire in case i needed these later.  The maneuvering ability on the MC-80 really needed these, and although it would be nice to have included the concentrate fire, it was my positioning that helped me to the win on this one.

Although on Turn 4 this game looked like it would end in a draw, but T5 was the turning point, with the front of the damaged Imperial Star Destroyer still in the side arc of the MC-80, James activated the Gladiator to try and get some extra shots off at the fleeing MC-30, but at the long range this was ineffective.   What it meant though was that instead of having a shot at the Imperial on a shielded face all the damage went straight to the hull. No accuracy rolled, but the brace was not enough to keep the ship flying, with the exact damage being taken to kill it.  Although i think i would have got him the following turn, but it would have meant that I did not kill the Gladiator and in return the Gladiator would have savaged the MC-80.

I could foresee the MC-30 taking some damage, but I failed to grasp just how much, both times I was just in range of the chasing ships, and got away with the critical hit, fortunately as I was already at speed 4 taking the engineering was a no-brainer at this point (with an entire half of the board to fly into.  My fighters did their job well and although they went down fast they pinned the imperial squadrons in place long enough for them not to worry my ships.

Round two to come, several opponents to face, will it be more Imperials or Rebels…

Edit – 6th May

Other results in the league are in:

Greg Milne vs Daniel Scott (Imp vs Imp) – 174 to 171

Rich Tansey vs Martyn Gough (Rebel vs Imp) – 383 to 127

Next round is

Chris vs Rich

Daniel vs Martyn

James vs Greg

 

 

To paint, or not to paint, that is the question

What drew me to X-wing when I first played it was that I could walk into a shop, buy a model, open it and be playing with it just as soon as i wanted.

At the time I was also playing Warhammer Fantasy Battle and enjoyed the painting and hobby aspects of the game, and was so glad that X-wing allowed me to take a break from that.

Fast forward 10 months or so and time has become a little more precious and Warhammer has dropped away for the time being, in contrast I have been playing more and more x-wing, in addition I have been multiple copies of releases when they came out.

The hobbyist in me wanted to put my mark and differentiate between models on the battle field, what follows are my edits and tweaks to the already amazing models from Fantasy Flight!

Millennium Falcon

My first attempt was to the Millennium Falcon, the ship itself i think looks fine, but the area where the engines are just annoyed me as a plain blank grey, and i wanted to add some “life” to these.

IMG_5583

The ship on the left shows the paint job and the one on the right as it is out of the box.

A-WIng

This is where I left things for a long while till my next project – the A-wing, everyone who is anyone seemed to be flying the Green Squadron A-wing (if they flew any A-wings that is), so i wanted a quick change.  I achieved this by leaving the main body of the ship alone and just over-painting the red with a green, highlighting and shading this.

IMG_5589

TIE Interceptor

Next up were some really basic mods that I have done to all of my imperial ships and that was to add a green “flash” to the tips of the guns to simulate the laser fire.

In addition after buying the Imperial Aces i wanted to have more of the Imperial Guard red ships and with a “spare” interceptor I took to a full repaint.. my first attempt.

IMG_5585

Green tips can be seen on all three interceptors and #7 is the full repaint with #10 the original Imperial Ace.

Lambda Shuttle

Sticking with the Imperials and with a similar frame of mind to earlier I added an engine glow to the Shuttle.

IMG_5591

HWK-290

Getting the bug my final ship for today is the repaint of a HWK-290, originally I repainted the red stripes with a blue, but after some consideration I went the whole hog.  Going for a light grey in a similar manner to the Millennium Falcon I applied a wash and then highlighted this, adding some coloured pipes and blue vision panels.  Although it cannot be seen I added a blue glow to the engines to finish the ship off.

IMG_557920141026_115916

In conclusion

I hope you appreciated the repaints, maybe if i get around to buying a second Firespray then I may repaint one of those, but as I only own one its staying as the original repaint at the moment.

I have been pleased with the efforts and also how well the smaller changes give some personality to the models and especially as the time taken to do this is minimal.

Soon I may have a helper to assist…

20141025_174708

Thanks for reading.

X-Wing Knock Out – Sanctuary Games

Life moves in mysterious ways, a friend was meant to come and stay the night and whilst here “wanted to try out that new X-wing game”.  Unfortunately he cancelled last minute, freeing my Sunday up to go to a tournament.

The format was one that I have never really played in before and it piqued my interest – 150 points, Rebel Aces allowed, knockout – 2 losses and you can go home…(or play friendlies)

With 7 players turning up the owner stepped in to ensure there were no byes.

Choosing a list

Rebels or Imperials…I chose both and started to ponder things.

Imperials were Darth Vader + Proton Rockets + Outmaneuver + Engine Upgrade, Black Squadron Pilot + Draw their Fire, Rexlar Brath + Heavy Laser Cannon + Veteran Instincts, 2 x Sigma Squadron Pilots

Rebels consisted of Keyan Farlander + Heavy Laser Cannon + Push the Limit + Bwing/E2 + Weapons Engineer, Roark Garnet, Chewbacca + C3PO + Gunner + Millenium Falcon, Wedge Antillies + R2 + Push the Limit + Engine Upgrade.

Both these lists I considered would do well as they had high Pilot Skill to combat uncloaked phantoms, but in the end i chose the Rebel list.

Wedge AntillesPush the LimitEngine UpgradeR2Chewbacca FalconGunnerC-3POMillenium FalconRoark GarnetKeyan FarlanderPush the LimitWeapons Engineer   Bwing-E2   Heavy Laser Cannon

Players – Martyn Gough, Melvin  , Rich Tansey, Craig Sharp, Terry Carr, Grahame Mulliss & myself Chris Taylor with Rich Lacey acting as a spare.

The Plan

Without knowing anything about others lists and 150 point games really opening up some nice combos i was hoping that my PS 12 out put and Chewie would help solve that pesky Phantom issue.  Roark is never meant to fight but just stay at range three and if he gets a shot its a bonus.  Wedge does what he does and with the boost can hopefully get into the right position to deal a killer blow, Keyan i hoped would work – the round where he needs to shoot i would take PTL with a barrel roll or a focus and target lock saving the focus for defense if needed.

Would it work though?

Onwards and upwards to see how things would pan out…

Round 1 – vs Martyn and three tooled up Imperials,

  • Whisper +Advanced Cloaking Device + Veteran Instincts + Fire Control System + Gunner,
  • Colonel Vessery + Heavy Laser Cannon + Veteran Instincts + Assault Missiles,
  • Boba Fett + Proton Bombs + Weapons Engineer + Flechette Torpedoes + Predator + Assault Missiles + Slave-1

Things were about to get messy, the imperials had the drop on the rebel fleet with Pilot Skill 8,8,9 to my 4,5,7,9 so i spread out hoping i could take it slow and get my ships to bear before he could engage.  Round 1 and i actually remembered to take photos so here is their story.

DSCN0001

After exchange of fire the falcon is left on a single point of hull with just Boba Fett to shoot…but to the rescue comes Wedge causing a Blinded Pilot Critical leaving Boba Fett rolling no dice and with that Keyan blew him from the sky.

DSCN0004

Not to be outdone the imperials chase down Chewie but in doing so leave an opening and Whisper goes down.DSCN0005

Not one to give up Colonel Vessery takes the fight to the Rebels causing Keyan be destoryed.DSCN0006

The star of the show, Wedge, did not lose his cool and closed to point blank range to destroy the Colonel.DSCN0008

Roark spent the game flying around rescuing the recently shot down pilots, but was the star of the show giving Chewie what he needed to put the initial damage onto Whisper.

Win for the rebels 150-94

DSCN0009 Games in progress

Round 2 – Rich T

Rich was flying an Elite Rebel list of three A-wings and 2 B-wings, embracing the spirit of the Aces he had:

  • Tycho Celchu + Veteran Instincts + Chardaan Refit + Stealth Device
  • Jake Farrell + Veteran Instincts + Chardaan Refit + Stealth Device
  • Gemmer Sojan + A-Wing Test Pilot + Veteran Instincts + Chardaan Refit + Stealth Device
  • Keyan Farlander + Veteran Instincts + Heavy Laser Cannon + Advanced Sensors
  • Ibitisam + Veteran Instincts + Ion Cannon

Now before i get into this game i have to mention Rich’s first game vs Grahame everyone had finished except these guys and with 5 mins to go it was 0-0 eventually the game was won by Rich as Grahame flew Krassis off the board!

Rich vs Grahame in the great battle of evading DSCN0010

Knowing how hard it was to hit the A-wings I decided that the way forward was to take out the B-wings first and I set this up to go forward.

With Rich having the Pilot skill i set up in a corner so that i could bring all my guns to bear, Rich set up with his A-wings in line and the B-wings looking to come around the flank.

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The forces engage with Rich’s Keyan Farlander going down in the first pass, but Wedge is Ion’d and heading towards an asteroid with no shields

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The A-wings turn in to bring their guns to bear,

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Chewie boosts to safety while the A-wings get behind Wedge and Keyan, but fail to make the most of their shotsDSCN0016

Keyan and Ibitsam face off with Keyan coming out the winner, whilst Chewie chases down Jake.DSCN0017

After leading the remaining rebels on a merry old dance eventually Jake was bracketed by the remaining ships and was destroyed.

Two from two and things were looking good for the Knock out with a 150-37 win.

Game 3 vs Melvin and an 4 X-wings and an E-wing list, it was a lot of attack dice and this scared me especially if all those ships could be brought to bear in one turn.

  • 3 x Rookie X-wings with R2 Astromechs
  • Wedge + Shield Upgrade + R2 Astromech + Outmaneuver
  • Corran Horn + Veteran Instincts + R2-D2 + Shield upgrade + Fire control system

With a split set up Chewie was concerned of the triple rookies on the flank, as for the remaining ships i wanted to get Wedge taken down as he could be a real threat to Keyan or Chewie.

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Chewie takes the brunt of the rookie’s fire, but survives to take out Wedge

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The ships re-position for the next round and Keyan judges his turn to combine with Chewie and blow a rookie from the sky.

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With the ship advantage the rookies are destroyed and the chase is on for CorranDSCN0022

150-0 win (although my squad was pretty beaten up)

Three games, three wins and 4 players left going into the last round and I had played all three but they had not played each other.

I drew for my sins Rich and his elite ships again, the result was the same, although I lost Wedge early i managed to kill his B-wings and despite losing Roark for the first time over the weekend I ran out 150-56 winner.

Time to call out Honest Sith’s Insurance brokers

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In the other game Martyn beat Melvin leaving me on a 4-0 record and Martyn on 3-1.  With the time 5.30pm and the potential for 2 further games to try and decide this (I lose one and the a final game as a decider) we could have been looking at a 9pm finish and so we decided to call it there.

Tournament thoughts

Keyan Farlander – wow what a pilot, certainly man of the match, although I think in part due to Chewie taking the heat off him. Burning the stress to shoot was really effective.  Roark was a close second, this is the first time i have flown him with no upgrades and i think that was best as it meant I did not need (nor was i tempted) to fly him close to any fighting like i would have done if he had a turret – he actually took down a B-wing at range 3 in the last game too!  Gunner on Chewie or the Turret on Roark – gunner was certainly the better option.  I think weapons engineer was slightly wasted and Jan Ors on Roark would have been possibly a better choice.

The format knowing it was 2 losses and you were out was fine for this weekend, however we all underestimated how long this could go on.  With just 8 players we needed a potential 6 games and with 90 mins being allowed for each round there just was not enough time in the day.  If we had dropped to 100 point games and 60 mins we would probably have had the time to fit these in.

Still I was more than happy with a 4-0 winning record and took a small ship home with me at the end of the day.

A big thanks to my opponents and Martyn for organising and Rich for hosting this at Sanctuary Games,

I will be back for another tournament.

One final note was to the guys I did not play and their lists.

Grahame

  • Krassis Trelix + Heavy Laser Cannon + Gunner + Homing Missiles
  • Capt. Jonus + Proximity Mines
  • Turr Phenir + Veteran Instincts
  • Soontir Fel + Push the Limit
  • Dark Curse

Terry Carr

  • 4 X-wings and a Y-wing (unfortunately i missed taking notes of his list)

Craig Sharp

  • Dark Curse
  • Backstabber + Shield Upgrade
  • Obsidian Squadron
  • Howlrunner + Veteran Instincts + Stealth Device
  • Whisper + Advanced Cloaking Device + Veteran Instincts
  • Krassis Trelix + Stealth Device and Proximity Mines

One last note I am assisting in running a tournament in Derby, England on the weekend of 21-23 November.  If any of you readers would like to attend details can be found here http://bloodandglory.baddice.co.uk/

Thanks for reading and see you next time.

Chris

X-Wing Escalation Round 4

Well the last round was upon us and I was up against James and his TIE Defenders…supported by Whisper.

Delta Squadron Pilot  Delta Squadron Pilot 

Rexler Brath Veteran InstinctsHeavy Laser Cannon

WhisperAdvanced Cloaking device Advanced SensorsNavigatorVeteran Instincts

My list had Turr Phenir and Push the Limit on him and the Royal Guard, with Capt. Jonus and 2 defenders with Heavy laser cannons.

We set up in opposite corners with my interceptors trying to get around the flank, James had the initiative due to being one point lower than me.  I turned my defenders into the fight and as the ships approached managed to get several shots off, but only succeeded in stripping away the shields from one defender, in return I lost the shields on one of mine.

This is where I started to make mistakes, I had not been thinking straight and forgot about initiative and James blocked me with his defenders causing a triple ship pile up.  With both rexlar and whisper getting into range they did 7 hits out of 8 on Jonus who failed to dodge any and was blown from the sky.  In return I stripped a few shields from the other defender, but it was looking bad.

Defender Traffic Jam

Defender Traffic Jam

Que mistake 2 instead of regrouping I tried to maneuver to get shots, i should have flown off and got myself into position, this culminated with the royal guard landing on an asteroid and instead of being behind the defenders with a barrel roll boost he was right in front of both and with no shot – oh the shame, James took no pity and blew him from the sky.  Turr had tried to out flank Whisper, but to no avail and with a bunch of shots and failed dodges Whisper took him down before he could return fire.

WIth just two defenders vs all James ships i managed to get a consolation defender, and for a moment had several hits and a crit on Whisper…but he dodged enough to take the shots on his shields.

Now it was just a case of when not if and Whisper took down one defender with Rexlar pinning the other down and the game was over.

I was down 150-30

Conclusions

I needed more practice with this last list and James flew his list really well, the early mistakes really hit me badly, and i threw away both Interceptors when I had no need to do so these guys were in a great position to do some real damage and would hopefully have meant it was tit for tat ships for a while longer.

Whisper with the high PS and Navigator meant I really had no chance of getting him pinned down as he was always moving after my ships and I needed to rely on killing the other ships fast to enable me to get whisper in a cross fire and hope!

Hopefully the remaining games will be played soon and the final results issued, just as soon as i know them i will post them up here.

Thanks for reading.

X-Wing Escalation Round 3

As mentioned in my last post https://mincoire.wordpress.com/2014/09/06/x-wing-escalation-round-2/ I was unsure what Matt would be taking so unveiling his list he had a 5 ship rebel list vs my 4 ship imperial, he had like me looked to some synergies in a list, so it would come down to how things flew…

Matt had taken 2 Tala squadron pilots with Ion Pulse and Cluster Missiles, Roark Garnet with Blaster turret, recon specialist, moldy crow, Etahn A’baht, Tarn Misson with R2-F2.

Tala SquadronIon Pulse MissilesEtahn A'Baht

Roark GarnetMoldy CrowRecon SpecialistBlaster TurretTarn MisonR2-F2Tala SquadronCluster Missiles

So with this he would be able to shoot first and get some criticals with Etahn’s ability, he would also be able to fire his missiles at me before I could retaliate.

As for me i intended to fly the defenders in formation using their heavy laser cannons and Captain Jonus re-roll to cause maximum damage, the Royal Guard went on the flank to try to engage Tarn in his X-wing.

Captain Jonus Royal Guard Pilot

Delta Squadron PilotHeavy Laser Cannon x 2

Deployment

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With both sides cautiously approaching I used the Royal Guard to barrel roll outside of Tarn’s fire arc,the Tala squadron fire his ion pulse missiles fortunately missing the targeted defender, but the other defender did not fair so well and was stripped of his shields.  In return the combined fire destroyed one Tala outright and took the other to a single hull point.

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The defenders again now showed their excellence both pulling a K-turn and getting the remaining Tala in their sights, unfortunately with nothing else in range the tala did a point of damage to the defender before being brought down.

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I had a debate on my hands here, but decided the best course of action was to crash the defenders in a bid to keep them stationary and hop that Matt continued his forward movement.  Then I had some more luck and Etahn crashed and landed on an asteroid, being in the sights of two defenders and the bomber Etahn was soon dispatched.

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Despite all the incoming fire being directed on the damaged defender the range and dice were in its favour.  It was now 4 vs 2 and things were looking rosy for the Imperials.

Tarn pulled an unexpected maneuver getting behind the bomber but failed to cause significant damage to it and with shots at range there were shields knocked down on the rebels, but by now the Interceptor was on the tail of the Hwk-290 and the defenders were waiting in the wings for their next target.

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The Hwk-290 moved away and the interceptor went for Tarn, a defender moving in to block Tarn meant he was out of position and more importantly an action, with the imperials focusing their fire Tarn was destroyed leaving Roark, who despite his best efforts to flee was chased down and destroyed.

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Final scoring was 120-0 win, but i was lucky not to have lost a defender early in the battle as it was picked on by the rebels, but twice it rolled the required evades.  Still the list worked how it should, with PS6 the interceptor moving last was great and was able to twice roll out of Tarn’s arc effectively stopping the firepower of an X-wing for two turns.  The Tala’s were always going to die fast, but i had great luck getting 4 hits and because of the target lock it relied on the natural dodge on two dice, what it meant was i could shoot the other too, and again took 3/4 of its shields and health, instantly putting me up for the next round.  After that i had the ship advantage and despite knowing how hard it is to hit a 3 dice dodging ship with shields the fact the e-wing crashed and landed on the asteroid really put a bad day twist onto the rebel force.

Well there is one round left and with Turr Phenir and Push the Limit on him and the royal guard the next game should be interesting…but whom will I be facing?

Its looking like either Martyn Gough or James Hawkins both of whom are flying Phantoms and Defenders…

Post Script – Taking the photos

For the photographers out there, this set of photos were taken under artificial light, with a F29 apperture and 30 second exposure as I wanted to grab as much detail on the models.  I think these pictures look better, but welcome comments on how to improve on this.

X-wing Escalation Round 2

Although we have made it to round two, i am still yet to play a game at Santuary…maybe next time. So Andy suggested the Lincolnshire Poacher in Nottingham.  

Before the game I had looked at Andy’s list and had considered how i needed to fly my ships, for details have a look at my Round 1 blog

The Squadrons

With the asteroids down, we deployed in opposite corners, me in formation with Delta #13 having the Heavy laser cannon mounted and was deployed closest to the board edge.

Deployment

Despite my thoughts initially about staying out of Etahn’s fire arc, Andy flew him straight down the board, and for some reason I dismissed him from my mind i was so focused on taking out Airen Cracken and Ten Numb.

Tactical maneuvers

This was almost my downfall as he flew in from the flank blanketing my ships with his sensor arrays, this allowed Ten Numb to gain a double crit, on Delta #13 but fortunately one was saved.  Airen took another hit off Delta #14, but then it was the Imperials chance to fight back, and with a focused HLC shot at Airen he took 4 hits, dodging one to stay in the game.  Jonus clipped Ten Numb dropping a shield.

Fire at will

Airen was now running scared and banked to get out of the arc of the imperials, fortunately flying so close that he could not be targeted, however with Ten Numb, Jonus and Delta #13 all performing K-Turns they fired on one another with shields being burnt on both sides.  Fortunately Etahn clipped an asteroid and ended up directly in front of Delta #14 who did not shirk his duty and promptly took his shields leaving him on one hull.

Running the gauntlet

The following turn all the ships tried to disengage, and the shots fired were largely ineffective, but both sides had all their ships alive, so it was with several long range shots Ten Numb took three long range hits on Capt. Jonus then in the crossfire he failed to dodge the incoming fire from Etahn and was the first casualty of the battle.  However in return Delta #13 took aim with his HLC and blew Ethan from the skies, taking faith from his imperial comrade Delta #14 took focusd his fire and Airen was clipped spinning into a nearby asteroid.  With things looking grim Ten Numb tried to disengage, but with two delta squadron on his tail he was destroyed before he could plot his escape to hyperspace.

5 Death at range

The battle in the end going to the imperials and a 90-22 victory.

Aftermath

There were a few mistakes on both sides, me forgetting Etahn’s ability, although I did want to focus on the other ships, i had not intended to let him get on my flank by so much.  The mistake on Andy’s part was a dial error in not putting the right maneuver down for Airen which meant he was just outside of range 1 of Ten Numb so his ability was wasted.

Bizarrely three of the ships were taken out on the same turn and all the shots were at range 3, i was particularly disappointed in Jonus failing to roll 1 evade on 4 dice, coupled with Andy’s 6/6 hits (but that made up for my luck in shooting his ships earlier), but with a K-turn and stress he could not dodge.  This was a double blow as the delta lost his HLC re-roll and only took two hits on Etahn, but it was enough ditto for my shot at Airen Range 3 and snuck the one hit through that was needed.

Next up is ….I don’t know, unfortunately my next opponent has not pre-submitted their list so I will be flying into the unknown.

My list has now expanded to include a TIE Interceptor which I hope to use as a flanker, and the rest of the force will hopefully act as a hammer…but what will I be facing…