Neil, the Tusken Tactician
England
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My opponent, David, is usually a far better pilot than I am but he hasn't played half as much as I have recently. Even though we've agreed that we can fly Wave 2.5 squads (Wave 1 and 2 ships with Wave 1-3 cards) he chooses a pure Wave 1-2 squadron.

Me
Scarlet Shotgun 3.0

Kath Scarlet + Heavy Laser Cannon + Adrenaline Rush + Recon Specialist
Black Squadron Pilot + Draw Their Fire + Stealth Device
Bounty Hunter

David
Big Wedge of Dutch Cheese

Wedge + R2-D2 + Expose
Dutch + R5-K6 + Ion Cannon Turret
Biggs + R2-F2 + Stealth

To be honest, David should have won the game just by virtue of the name of his squad but, alas, the game doesn't work like that. We both have a fairly obvious game plan - I throw the Bounty Hunter and the Black Squadron Pilot (BSP) into the front of the battle as soon as possible so as to take damage while Kath blasts away at a distance using the Heavy Laser Cannon (HLC). For David, Dutch gives Wedge Target Locks. Wedge is already strengthened by combining Expose and Biggs, so adding Target Locks and Wedge’s natural ability to reduce an opponent’s Agility makes him a very heavy hitter at the beginning of the game with the hope that once Biggs dies Wedge and Dutch can clean up.

We set up at opposite sides of the table facing each other. My BSP is in between both Firesprays so as to help either one if either starts struggling.



He bathtubs the X-Wings and Y-Wing towards me and I also predictably swing the Bounty Hunter into close range with the Black Squadron Pilot following behind. So far, neither of us have done anything remarkable…



I realise that I should have kept the BSP and Kath back a little more to allow the Bounty Hunter to flank a bit further. Turning in on Biggs at Range 2 while facing shots from 3 ships was clearly an error. He’s taken 1 hit and I’ve taken 6. I turn my Bounty Hunter nimbly behind Wedge and Biggs, missing them by very little. Now I’m going to get David to spread the damage. I turn the Black Squadron Pilot to run traffic but his X-Wings see it coming and fly straight past, leaving the BSP with no-one to shoot at. David starts throwing around Target Locks like they’re confetti. Kath then crashes into Biggs but there’s a millimetre gap for Dutch so she can fire at him or at Wedge...



Biggs should have gone by now. I know I really need to take him this round. The jousting K-turns are obvious at this point. I turn my Black Squadron Pilot hard 1 to be closest to the opposing ships to hopefully draw a shot away from Kath. I recently wrote an article about Adrenaline Rush on another site where I said it was better to hold onto it until the late game. This is where I would find out if that was correct and I decide not to use it. The moment Wedge fires on Kath I immediately regret my decision...



Stupid, stupid, stupid. Adrenaline Rush would have killed Biggs and saved Kath. Note to self – I must amend my article suggesting it should be kept for the end game.
I have been flying unimaginatively and I need to do better. Both Firesprays are badly damaged. Kath has to do something clever to avoid being shot so I move her 4 forward in the hope that I get behind Biggs and Dutch and use the Auxiliary Firing Arc. But it’s a disaster. I can’t get behind them and because they move so close to my hard-right-turning BSP, Kath ends up running into that instead! Once again no Recon Specialist which means no two Focus tokens. This is going to hurt...



I’ve flown badly and it’s going to take a miracle to win this. My Bounty Hunter is almost destroyed and seemingly about to joust with an almost-completely healthy Wedge, I only fired the HLC twice and I threw away a golden opportunity to use Adrenaline Rush. I turn the Black Squadron pilot towards Wedge in the hope of getting as close as possible. We reveal our dials...



David concedes but I don’t allow it! I explain that if Wedge hits the Bounty Hunter really hard then we’ll have a nail-biter on our hands because I turned my Black Squadron Pilot so it might cause traffic but probably too far to fire. He agrees...



We’ve both flown completely unimaginatively. My Bounty Hunter took an absolute pounding at the beginning because I started him too close and turned him right into the firing line. Kath only fired the Heavy Laser Cannon twice for a total of 1 hit and I didn’t use the Adrenaline Rush when I could have done. The only reason I won this game was because I kept it close to the edge and was lucky that my opponent who hasn’t played much recently made an uncharacteristic error. My original set-up and strategy was wrong - I should have telegraphed the Bounty Hunter and BSP in one area to lure the opposing force over there and then placed Kath much further away in order to ensure a good number of flanking Heavy Laser Cannon attacks from her.

In terms of my squad strength, I’m not mad on it. The naked Bounty Hunter doesn’t really add much and isn’t tempting enough for opponent’s to go after – Kath is the obvious target. Adrenaline Rush could have been fun and for only 1 point could have made a real difference to the game.

It's a win for this version of the squad but I'm not mad on it and I don't think I'll fly it again.


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United States
Troy
Michigan
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A joy to read and see the visuals. A great session report.
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commuter zombie
United Kingdom
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Great report, thanks for posting.
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Eric B.
United States
East Lansing
Michigan
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Yes, I still maintain that there is no reason to hold onto Adrenaline Rush - it should always be spent the first time its bearer does a Red Maneuver.


Nevertheless, despite that lack of flexibility, it's still a very good card for 1 Point.
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