Adeptus Titanicus: Battle Report

The Regia Maniple

20190131_200248With the release of the new Titandeath book I took the opportunity to try out a new Maniple for my next battle.  After reading through the book the Regia maniple took my eye.  I had not run two Warlords before and the surviveability of merging shields intrigued me, and these were supported by two Courtiers (Warhounds) and rounded off by my newly painted and converted Cerastus Knight household.


My opponent was running his Myrmidon maniple of two warlords (volcano cannons and turbo laser destructors), Reaver (twin gatling cannons, missile launcher), and household support of 6 Knights with battle cannons and CCW.

Missions, I chose Retrieval, so was trying to rescue the downed titan crew, with my opponent choosing Hold the Line in a mission to prevent my advance.

Deployment & Turn 1


With a stand off the titans advanced into position making use of the available building cover provided by the cityscape.  With multiple volcano cannons the knights pressed forward in the middle; on the left the king and queen advanced with their courtier; on the right flank the lone courtier pushed the reactor to full stride, but took it too far causing a shield burnout.


Fortunately with the extra activation my Princeps advanced to bring the opposing knights into arc of his volcano cannon, with a direct hit, and support of the turbo lasers  when the resulting dust had settled 4 had been taken out of action, leaving a much reduced threat.

With limited targets return fire was all against my king, queen and courtier but the shields held.


Turn 2


With the lowered shields recovered by an emergency repair the courtier made a break from cover exposing himself to the combined fire power of the opposing maniple, in support his sister courtier advanced with the Queen towards the crew. On the right the King continued his flanking manoeuvre both splitting their fire to keep plenty of targets in their sights.


Turn 3


Despite taking heavy damage the courtier survived the barrage to pick up the crew, turning on the spot to bring his guns to bear on the remaining knights. With a defensive barrage covering the titan, he was still able to bring his guns to bear and finish off the remaining knight unit.  In the middle the remainder of the maniple advanced into enemy territory in a bid to distract them from the rescue.  The knights successfully getting within the blind spot of the larger titans carapace weapons.


Turn 4 & 5

The King and Queen brought their full weaponry to bear on the damaged Reaver and combined with the support of the knights brought the titan crashing down.

The opposing maniple was feeling the pressure and with the remnants of the knights putting pressure on the titans reactors to deal with the risk these began to overheat and cause significant damage to the body.  A lucky shot from the Queen saw the opposing princeps titan explode, taking the remaining knight with it.

Meanwhile the lone courtier headed off to safety with the crew safely onboard.

Victorious thoughts of the day

The final score made the battle look very one sided, 33-2.  There were a couple of key moments where I almost lost my courtier which would have hampered my win.  There was also a chance to remove my knights, but in bid to save the doomed Reaver my opponent activated this, allowing my knights to make a charge on his warlord.

As for the Regia maniple I was very impressed, the ability to merge shields within 3″ meant the Warhound was safe from incoming fire and with the superior Warlord shields meant that 3+ save remained intact.  This was doubled up in the first turn when the Warhound was within 3″ of both the King and Queen.

Overall I think the Titandeath book has really opened up great possibilities and tactics with the new maniples.

My next step is to try out some of the Legio specfic traits for my maniple.

Time to name the titans, thanks for reading.


Adeptus Titanicus – Missions

With several games under my belt I wanted to make a blog post about the missions available in Matched play.  It includes tactics for choosing your mission and how to go about winning.  Finally I have jotted down some thoughts on how these could be altered to created a closer game.

For the purposes of this I want to look at three options a skirmish a confrontation and epic clash, therefore, I have assumed an equal number and scale of titans on either side for comparison.

The lists are therefore as follows, and fit roughly into the maximum bracket shown.

Battlegroup List

Skirmish (1250pts) Confrontation (1750pts) Epic (2500 pts)
Two reavers (8), Warlord (10), Two Warlords(10),
Two warhounds (6), Reaver (8), Two Reavers(8),
Banner of Knights (4) Three Warhounds (6), Three Warhounds (6) ,
Banner of Knights (4) Two Knight Banners (4)
Total Scale 32 Total scale 40 Total Scale 62

There are currently 5 missions available and these all have a primary and secondary objective, based on the armies above I have summarised the maximum scores possible from these.

The rules state that wiping out your opponent is an automatic win, however for comparison purposes I have ignored this.

The first number is the primary mission score, the second is the secondary mission score

Possible Scores

Mission Skirmish Confrontation Epic
Engage and destroy1 38 5 49 52 80 5
Retrieval1 20 18 20 22 20 32
Glory and Honour 20 12 20 12 20 12
Hold the line 20 16 20 20 20 31
Vital Cargo 15 32 15 40 15 62

1 It should be noted that there are discrepancies between the book and cards I have assumed the cards are incorrect and the book is correct.  I.e. the

2 Both players can score this objective.


The first thing that jumps out on the above matched play missions is that two of them really scale with the size of the game.  Both Vital Cargo and Engage and Destroy can be comparable match ups and result in tight games.

Unfortunately, if you draw these and your opponent does not then they are in for a hard time.  Taking Confrontation as the “typical” game.


Mission Score
Engage and Destroy 54
Vital Cargo 55
Retrieval 42
Glory and honour 32
Hold the Line 40.


At first glance these scores look close and it seems like any match up may work out well.  I have looked at these in turn below starting with the mission that seems to be the worst option on the board.

Glory and Honour

Why is this mission so hard? The reason is that basically you have to kill the highest point Titan on turn 1 to score 20 points, and whilst doing so is possible by bringing all guns to bear, your opponent knows you have chosen this so all they have to do is hide / protect that key Titan for a couple of turns and the max that can be scored is suddenly 10.

The secondary objectives are also weak, you must control an entire quarter with no opposition, that is no hiding Knight, or a stubborn Warlord.  So at best you will score 9 extra points from three quarters, and that is tough.  So this mission will score you probably 19 points at best.

Winning Tactics

You will always have two options of missions and unfortunately I really cannot see a time when I will ever chose this mission as it will be very tough to win.  Top tip: choose the other mission.  Glory and honour will be going to your opponent otherwise!

Hold the line

You can net a decent 40 points in this mission.  All your princeps needs to do is to keep your titans alive and keep the opposing team away from your board edge.

Keep them in the first 18” of their board edge, sounds easy enough.  Consider one Knight (or Warhound) remaining with 10”/12” movement with full stride orders.  Small enough to hide behind terrain, and move 20”-24” on the last turns, whilst probably arc dodging and hiding in terrain to avoid being killed.  That gives a really good chance of making it to the last 12” of the table reducing your possible vp’s to 0 or 5.  Secondary points are still a good source of points, but not as good as the main missions.  A max of 20 from my example, for a total score 25.

Winning Tactics

If I have taken this mission then I would focus my energies on stopping the fast titans and knights.  I would ignore the bigger slower titans in the earlier turns, (unless a close combat Reaver is steaming across the board at you) and try and weather the storm.


Note the card provided with the game differs from the Rule Book.

I personally really like this mission as it poses a challenge, and there is always a titan crew to rescue from somewhere.

However, the points will let you down again.  If you can get it off the board you score 20 points, and prevent your opponent killing Titan, but a lot of the game your titan will be moving fast to avoid shots and so is unlikely to be shooting in return.  It will also expose its rear as it heads back to your table edge!

You then score a decent amount for killing the opposition but in my example 22 is the best. So 42 points can be scored.  Depending on game length getting off the board can be tough, so 30 to 40 is likely.

Winning Tactics

Personally I use a Warhound for the mission due to the speed and turning ability of the Titan.  I try to run a pair up to the objective before one splits away to rescue the crew.

If you pick this there is a stratagem that really helps…blind barrage, it great for keeping your Titan alive when they grab the crew.  As it is this turn when your opponent can really line up their fire corridors.

Edit: As with Vital Cargo below you will lose a titan if it escapes off the back edge, but I have found  that by this point it has taken sustained fire so you want to escape and not delay!

Vital Cargo

This is a potential high scoring mission, but you need to make the trek across 48” of board in 4 turns.  Looking at a 6” deployment zone that is 32” of movement.  A Warhound with a few full stride orders can make this without pushing the reactor if there is a straight line and no opposition in the way, a Reaver can push the reactor to move and make it too.

The problem being is you then lose your titan from the game.

The secondary mission is to get into the enemy deployment zone so you really want your entire force pressing the opposition or making a hole and breaking through.

There are variances on all these, and playing close quarters really helps win vital cargo as the deployment zones are 18” deep.  So even titans in zone c only have to move 24” as opposed to 36” on all the other setups.

On all other missions the score will be lower as getting into the rear 6” zone will restrict the secondary mission points as probably only knights and Warhounds will make it, while still playing the tactical battle.  So a score of 15 plus 22 for 37 is a good score.

Winning Tactics

Plan early as to where you will target, deploy a fake flank with fast moving titans and knights which can switch to support your main battle force.  Decide which of your titans will be trying to make it into the opposing deployment zone for extra points, and how they can do this whilst still fighting.  But also by disguising which it is from your opponent.

Engage and Destroy

Note the card provided with the game differs from the Rule Book.

This is in my opinion the stand out mission for winning.  You need to kill the opposition and one thing this game does is ensure a fight.  The board are such that something is in range from round 2 onwards. The only point of note is that the secondary mission is worded such that both sides can win it, which means there are 5 points available for anyone playing you.  Still with a good battle destroying 50% of the opposition scores you 30 points.  75% is 42 points.  At this point the game is probably yours!

Winning Tactics

Focus down units make sure of your kills.  Kill 70% of the opposition for an almost certain win, no matter what your opponent does.

35- 40 should be your winning score, but as discussed several missions just won’t ever make this total.

There is a counter to this obviously, that is don’t lose your own titans, but that is harder said than done. Especially when you are fighting for your own mission.

Adjustments to scoring

Engage and Destroy scales massively with the more titans that play.  Therefore, there is in my opinion this mission needs a scale depending on the level being played. These points are probably good for skirmish but could be dropped by one / three for Confrontation and Epic respectively.

With Structurally compromised titans these adjustments may drop something to zero in Epic and so it could cap out at 1 point minimum.  Structurally compromised Titans should also reduce the points by the same amount.

Scale Skirmish Confrontation Epic
1-3 4 3 1
4-6 6 5 3
7-9 10 9 7
9+ 15 14 12

Whilst I have not Play-tested these changes I feel it would begin to even out the missions based on available points.  It would have made a few games I have played under this scenario much closer, and winnable by both sides.

I can understand why one table is provided, and that they use scale for determining points.  My table above requires additional sums and so is not as user friendly.

The immediate change to the scores as shown at the start of my blog would be

Skirmish – No change = 43 points

Confrontation One point reduction drops by 6 = 49 points

Epic = Three point reduction drops by 27 = 58 points

These point drops would also apply to structurally compromised titans

The other way to look at this is perhaps all missions need a scale factor applying to them.  So that they can produce close games no matter what level you play at.

Thanks for reading.

Edit: 11th Jan – Incorporated some comments following Facebook feedback regarding cards and missions.

Adeptus Titanicus- Recover the crew

—-Message incoming—-

Titan compromised, shutdown orders given, crew evacuated, enemy advancing.

—Message Ends—

With a handful of games under our belts Tris and I arranged a pre-Christmas game down at Warhammer World.

With us both playing a matched points force of ~1600 points our Maniples were evenly balanced but very different!

Tris – Venator Maniple

Princeps, Servant of the Machine, in a Reaver with 2x Laser Blasters, Carapace Turbolaser Destructors,

2x Warhounds one with twin Vulcan Mega Bolters, one with twin Plasma Blastguns

1 Warhound with twin flamers

Reaver with Power Fist, Chainfist, missile launchers

Supported by 3 Questorus Knights and 2 Cerastus Knights with Lances

Chris – Axiom Maniple

Princeps Warlord, Servant of the Machine, in a with twin Volcano Cannons, Carapace Missile Launchers

Reaver with Laser Blaster and Gatling Blaster, Carapace Missile Launcher

2x Warhounds with Vulcan Mega Bolters and Plasma Blastguns

Supported by 3 Questorus Knights and 2 Cerastus Knights with Lances

Of our missions I chose Retrieval with Tris picking Engage and Destroy

With three stratagems a piece I picked an Apocalypse Missile Strong point in the hope to whittle down the many titan shields, along with Blind Barrage for a turn of resilience if and when I recused the stranded crew.

With Close Quarters deployment our knights were in the vanguard and deployment took shape.


Turn 1 – Initiative to me

The missiles flew striping multiple shields off the Reaver, and the warlord positioned to take a first fire at the exposed knights, the warhounds had to be restrained as the Princeps had detected the signature of several auspex returns hidden amongst the buildings.


As the Princeps lined up his shot an emergency order from reserves came through and the titan strode forwards to engage the enemy, on review of the logs the origin of the order could not be determined.

20181213_173735Despite these temporary setbacks the titans manoeuvred into position, hunting for the lost crew.


The Questorus knights scout the ghost returns in the buildings, and spring the trap

Turn 2 – Initiative Retained


With the battle engaged, the warlord went onto first fire orders, with the Cerastus knights planning a charge to target one of the reavers, on the flank the knights were in trouble and decided to charge in an effort to eliminate the warhound before they were eliminated in gouts of promethium.


Cerastus knights engage the Princeps on the charge

With the initiative the knights made their move charging the warhound and putting heavy damage through onto the titan, before a counter charge by the opposing Ceratus knights finished them off, leaving the warhound free to move, albeit with plasma leaking from its reactor.  In the middle the Ceratus knights chose to take on the Princeps reaver leaving it a pile of smoking dust as it exploded.

The opposing warhounds made it to the crew first protecting the spot their tactics officer had determined we were heading for.


Turn 3 – Tris wins initiative  



With his reaver bearing down on my Princeps things were looking tense, but with low shields there was a chance the twin volcano cannons could save the day.





The fight for the crew heats up

With the titans unleashing firepower at close range the warhounds were devastated, the remaining knights charged into the fray, but the Warlord changed orders in a bid to save the downed crew blew apart the visible cerastus knights on the hill before they could charge.



Turn 4 – Tris retains initiative


The game was close but with the reaver having charged, the princeps backed his god machine away to level the volcano cannons but with the ghost orders still playing havoc with the systems the impetuous titan re-engaged the reaver!


In the middle the battle was won with the titan finally collecting the crew and beginning the journey to safety.






Despite a blind barrage sent in to protect the warlord the reaver managed to pummel the Princeps warlord into submission.






20181213_193219.jpgHowever it was all too little to late and despite having two remaining titans to one reaver the dust clouds of Mars closed in and the battle was over.

Final Scores

Tris had one further strategem – a score to settle netting an additional 4 victory points.

With engage and destroy as his main mission he netted a whopping 48 VP’s for a total of 52 points.

With the battle ending on a roll of a 10! the crew were in transit but too far from the edge of the battle field.

All my points came from my secondary objectives and netted me a total of 20 VP’s.


With a choice of Retrieval or Vital Cargo I chose the right objective, however, on review of the holo vids i made a cruical error of judgement.  The Cerastus knights should have made a charge on the combat reaver.  This being their first outing i had not realised how devastating these were on a full charge!  Whilst it would have left the Princeps reaver shooting for an additional turn, my warlord would have been return firing at it and also been safe from destruction.

The fight in the middle would have been more devastating, and with the enemy warhound sitting on the crew, recovery was a hard option.

I think all the warhounds would likely have died but so would the two enemy reavers.  Looking at the swing I think Tris would have scored 43 VP’s but i would have scored 24.  If the game had extended, then I would have been in for a chance of winning.

In summary Tris played a great game preventing the collection of the crew till T4 (was 1/4″ out on T3) and so could not make the most of my mission.

The threat of the Cerastus knights was phenomenal in positioning and order of movement.  The fact that two destroyed a reaver on the charge was great.

It really hampered my play too as I did not want them hitting my retrieval warhounds.

Fighting vs Engage and destroy is tough, especially when you need to advance into their guns, and with little time to hold back as you are on the clock to advance!


Sabotage as a command really got my Warlord on T1, the fact it gave me an advance order meant I could not shoot at all on T1.  This card seems really tough so far for just 2 points, I would like to see more play on this, but it would be nice to have a defence against it, even if its make a command check on a D6 rather than D10.  i.e. making it easier to play on certain models than others.

The missile base was great, (the great dice helped) but in the game it took several shields off the reavers, and almost took out a damaged warhound.

The blind barrage was diverted to save the warlord when it was in charge range and the -2 to hit kept him alive for two turns in combat!  If only he had not failed the command check to run back at the Reaver when shooting his Volcano Cannon!

Great game and a rematch will be occurring….

















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.


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.



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

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

3 x Tie Advanced, Jumpmaster, Dengar


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


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.



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.


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.


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.


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


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.


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.


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.



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.


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…


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.


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.


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.


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


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


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.


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


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


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


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.


  • 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

Thanks for reading and see you next time.