Miikka Sohlman
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Lahti
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In this mission the Rebel transport flies through a minefield towards the exit at the other corner of the board, while Rebel and Imperial fighters maneuver to take control of those mines.

The Imperials have 100 points.

The Rebels have 165 points (125 + 40 for the free transport + combat retrofit).

As the Imperial player I though, ok, the Rebels are going to win this one, I just have to cause one good critical hit to the transport before it exits so that I have at least that advantage going on for the next two missions. After all, only the third mission decides the campaign winner. So whatever.

Eh...



There's no NEED to race towards the exit! If the transport can survive, even with only one hit-point left, until the fighters have cleaned off the Imperial ships, it can simply spin around until it has completely repaired itself and then exit at its leisure.

I guess it's possible to destroy the transport quickly with a heavy hitting force, just ignore the whole struggle for mines, unless they happen to be on the way. But it's just a whole different mission than what the premise suggests. I just don't like it.

----------------------

Quick session report:

My plan: 3 Bombers, including Jonus, with Adv. Proton torpedoes & Proton bombs, + "Winged Gundark" to round the list off. Try to destroy the transport ASAP because I'll lose my ships in the long run.

My plans went south from the start because he had Ionization reactor on board and he pointed his transport straight towards my bomber group. Either I drop the ordnance at point blank range, get ionizied and die in the collision, or I have to maneuver and try from a different angle. I chickened out and evaded. Probably a wrong move considering my plan.

Then at turn two he shot down one of my bombers before it could do anything. Wasn't looking good. At this rate he would surely win by the method I explained above: kill my stuff, then heal, then exit.

However, this particular story ends surprisingly happily for me because my opponent made the most drastic little error with devastating consequences. He left an Ionizing mine alone which my Winged Gundark managed to reclaim. The mine was in range 1 of the transport and thus could Ionize 3 Rebel fighters anywhere on the board. I did that while his fleet was approaching my bombers. I dropped the two bombs I had left and he couldn't evade them because his ships were ionized. He lost 3 named fighters in one blast and the Transport took damage too. He had one Z-95 left on the board so suddenly I had the space superiority. The spin-around-and-repair strategy was out of the question.

He still managed to exit, heavily damaged, but he had to wipe 3 pilots from his roster and now he starts the next two missions with a Reactor Leak. Not quite a "win".

If he had not lost his fighters to the bombs he surely would've won that mission with a fully repaired ship. So I still don't like the design of this mission. Or that WED-15 droid. One or the other.
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Miikka Sohlman
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I've just been informed that the Ionization Reactor does not start with full 5 energy. You need to charge it first during the Allocate Energy phase, a phase that is not mentioned in the Transport rules because it doesn't come with such cards. You need to figure that out from the Tantive IV rules.





 
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James Motz
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It is true, the GR-75 rules have an energy phase description that does not include step 3 (the allocation step).

But only recently did FFG state that there was ever a situation where any Energy tokens started on any card. During all missions, you start with a blank slate and have to earn and allocate your energy starting from zero.

During epic play your ship starts with full energy, but any upgrade cards start empty. And note too - you GAIN energy to your ship card before you can ALLOCATE it. So in the first turn you can power up your upgrades, but you'll leave your ship basically empty.
 
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Miikka Sohlman
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LazyJ wrote:
But only recently did FFG state that there was ever a situation where any Energy tokens started on any card. During all missions, you start with a blank slate and have to earn and allocate your energy starting from zero.


You see, if the rule booklet had the Allocate Energy -phase in it, we would've assumed the upgrade starts empty. But as it were we couldn't find any way to fill up the card so the logical conclusion was that it must start with full energy.

Bad rules, BAD!
 
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James Motz
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You also saw that Imperials get reinforcements right? As in, you can continue to bring in chump ships to replace any good ones that were destroyed?

There are some restrictions, but especially with the mines it should be much more difficult than you're suggesting to clear the board of all Imperial fighters and just WED droid heal to infinity.
 
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Sure. I had two ships with a pilot skill 4 or higher. A Tie and a Bomber. Those two would come back from a corner determined by the opponent if they were destroyed by something other than a collision. Probably one at a time. A naked bomber and an Academy Tie. Didn't seem much relevant.

Perhaps one could craft a better pilot skill 4 reinforcement focused squad.

Anyways. Our game seemed one sided from the get go even with the mines. (And yes, I know I control the mines at the start). How have you fared with the mission?
 
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You can bring as many replacement pilots as you need in the end phase, but yes only for a PS4 or higher and only if the first ship wasn't rammed to death. Rebel player chooses your corner entry point.

Still waiting to play this one (we're finishing the CR-90 campaign first) but if I was going to play Imperials, knowing the reinforcement rules and the mine abilities, I'd build like this:

Dark Curse (PS6)
2x Saber Squad (PS4)
3x Black Squad (PS4)

Unless he rams me or I fly like an idiot, my opponent has to kill roughly 185 points of ships with his tiny squad - or he has to escape. And his escape should be more difficult if I apply correct mine pressure. Plus I should have numbers to control the mines AND keep putting hits on his Transport while keeping escorts busy.

While tricked out Bombers seem like a good idea, I think that you have to consider them costing roughly double their points cause you won't get the reinforcement benefits. Are they still worth it at that price? Maybe if you can just obliterate that Transport with a phenomenal Alpha Strike... yes?

I think it looks like a fun mission, even if I'm totally wrong!
 
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Looks good. Remember to tell me how it went then.

Actually my build focused on causing as many criticals as possible, so I could choose a juicy one to stick for the next two missions. Winning was almost secondary to me. But only after I'd built the squad my opponent showed me his WED-15 card and I was like "oh...".
 
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Miikka Sohlman
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H2: Blockade Run, session report.
We just played H2: Blockade Run.

Much better. It was tense, interesting, and felt balanced. The Transport escaped again, with skin of his teeth, but with ANOTHER Reactor Leak. That's bad for him in the final mission because he gets 2 less energy for every move. Thematically this has gone swell thus far. Would be strange if I had actually destroyed the thing just to see it coming back mission after mission...

At the end of rounds 2, 4, 6, and 7 the Imperial gets reinforcements. So they become useful at the next round which is why I'll call them Round 3, 5, 7, and 8 groups. And the game ends at the end of round 8 so the final group has only one turn to act. There are also 3 Turbolaser tokens for the Imperials and 2 Ion Blast tokens for the Rebels, each a single use. They represent offboard action and we're caught in the crossfire. Very interesting.

By the way, if you start the Transport at the middle of the starting edge and fly straight forward the whole game, the Turbolasers can't reach it from either side!

He had Horton Salm (Y-wing) with Ion Turret of course, a Rookie X-wing, two Z-95s (one was carrying Assault Missile) and the Outer Rim Smuggler with a Gunner and Mercenary copilot.

My not very optimal groups were thus:

Starting forces:
- 4 academy pilots. Their mission was to start a skirmish and cause a general havoc until more ships arrives. I didn't want to start with a lesser number of ships because I feared they would be focused down very quickly before the reinforcements arrives.

Round 3 group:
- Omicron Shuttle with a Heavy Laser Cannon, start pounding at the transport.
- Howlrunner with a Stealth device. I dunno, I suppose he was supposed to start working with the Academy pilots, although one was already shot down at this point and the others weren't doing too well either, besides they were scattered all over. Not much use for Howlrunner's ability.

Round 5 group:
- Carnor Jax (Interceptor pilot) with Outmaneuver. At the time I was making this list, a dedicated "named pilot hunter" seemed like a good idea... Well, he did shot Horton Salm down. Meanwhile academy pilots were dropping like flies.

Round 7 group:
- Two Scimitar bombers with Adv. Proton Torpedoes and Seismic charges. When I was making this list I didn't even realized they would only have 2 turns to do their stuff. And they need both turns, one to acquire target locks and the other to take focus and fire the Torps.

At round 7 I had actually destroyed most of his fighters. Yeah yeah I may have been shooting too much his fighters instead of the transport, but I felt confident I could finish off the Transport during turns 7 and 8 with concentrated fire. The 3 Turbolaser tokens came handy, one destroyed a Z-95 almost by itself.

Round 8 group:
- Sigma Phantom. This is the only pilot I felt was actually the right choice. Group 8 needs a minimum of 25 points, and Sigma is exactly 25 points. He has ONE turn to do his stuff and what better choice is there than a glass cannon. He didn't get to range 1, but did hit with all 4 his dice. Nice job.

The torpedoes would have sealed the deal for me. Unfortunately during the game he had slowly turned his transport to face my bombers again, and with the Bomber maneuver dials I couldn't get into the right positions, then one got too close, he turned and his tail destroyed the bomber. The other one was all locked and focused and ready to go ...and just a few millimeters out of range 1. Sigh... Still he was only 2 hits away from being destroyed when the game ended.

Good game.
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