CAPA Cup 2019 Recap and CIS Thoughts

Battle Reports

Well, I know it’s been a long time since our last article, so welcome to the CAPA Cup 2019 recap I mentioned just a few days ago. Over the last week, I was able to build, paint, and base my CIS core sets, and put together an army to take to CAPA, in Hershey, PA, to give them an initial run. Today, I’d like to go over the list and its concepts, some quick battle reports of my three games, and some first impressions of the droids – both positive and negative. 

800/800 (9 activations)
Commanders:
 – General Grievous (175): Strict Orders (5), Aggressive Tactics (10), Tenacity (4), DT-57 “Annihilator” (12) = 206
Corps:
 – 2× Battle Droids (36): E-60R Trooper (20), Battle Droid (6), HQ Uplink (10) = 144
 – 4× Battle Droids (36): E-5C Trooper (18), Battle Droid (6) = 240
Supports:
– 2× Droidekas (100): Linked Targeting Array (5) = 210

I briefly covered this last week, but the basic premise of this list is that it functions as a Grievous delivery system. Strict orders keeps all the units moving along, tenacity ensures Grievous hits as hard as possible, and aggressive tactics (AT) and his gun are stapled to him. Considering this is a core box list, each B1 has an extra body to help with attrition rates and the droidekas come equipped with Linked Targeting Array to help add aims to their suppressive shots. I made great use of the LTA on about two turns a game, definitely earning their five points back.

Game 1

Description: https://media.discordapp.net/attachments/629380747907825665/638382950479822849/20191027_093202.jpg?width=800&height=600
Game 1 Major Offensive / Limited Visibility / Breakthrough Opponents List: Veers, ATST, 2 Snipers, 2 Storms, 1 Snow, 1 Shore, 1 Mortar

As you can probably tell from the picture, the first table was…interesting. After deployment, my opponent (Jarrod) and I were informed that the sandcrawler’s top was impassable, changing my plan of scaling Grievous over the top into his corps. We both ended up forming two flanks to oppose each other at either end of the crawler, with his snipers, shores, and ATST moving to my left side, and some snows and storms moving to my right flank. I ended up sending one droideka and 3 B1s to deal with the snows and storms, and Grievous and the other half of the army to the left flank.

We traded fire for the next two turns, with Jarrod reducing 2 B1 squads to half health and the ATST wiping a droideka, while I was able to kill 2 sniper teams and the snow troopers. Once the ATST came around the corner, I decided to dive bomb Grievous into the opponents heart on round four and wiped out Veers, and suppressed three other units. Once this happened, we spent the rest of the game moving towards each other’s deployment zones. And then, on round six, I made a huge error. After Grievous fell, I promoted a B1 to my new commander, and on turn five had moved them into melee about a quarter inch outside of the enemy deployment zone. I dropped Standing Orders….and forgot to give the commander an order, as I made a mental mistake and thought that promoting the unit removed AI: Attack. Spoiler, it doesn’t. I had to punch instead of withdrawing, and at that point lost the game 1-0. I want to give a huge amount of credit to Jarrod, he’s an awesome opponent to play against, and he ended up placing first overall. 

Game 2

Description: https://media.discordapp.net/attachments/629380747907825665/638383232844300332/20191027_131354.jpg?width=800&height=600

Major Offensive / Clear Conditions / Intercept Transmissions
Opponents List: Veers, Generic, 3 Storms, 2 Bikes, 1 Sniper, Boba

I had the opportunity to face off against a pretty “fast” list in game two, and I definitely took some casualties early. His Veers dropped maximum firepower into a B1 turn one, dealing 4 casualties and sniping a heavy weapon, and his bikes came around the top and wiped another half squad. At the end of the round, I moved Grievous twice towards the middle building and baited his Boba into charge range. On turn two, I played Grievous’s 2 pip vs the Boba flamethrower, lost the roll, and immediately lost 7 of 8 droid models. However, I was able to aim – shoot Boba with a full B1 before charging Grievous in, and wiping him out. 

On turn three, I charged Grievous into the center objective and hit five units with his 1 pip whirlwind. After eliminating the units in melee with Grievous, I was able to take some aimed B1 and Droideka shots into his now suppressed units around the middle objective, and eliminate all but one. Funnily enough, this one unit was Veers, and he was able to smack Grievous for two wounds. Our game actually ended on turn four. My opponent was also the TO and Judge for the tournament, so we frequently had to pause, and ran up to the time limit towards the end of turn four. We ended the turn scoring 3-3 and myself winning on points destroyed.

Game 3

Description: https://media.discordapp.net/attachments/629380747907825665/638383268789485588/20191027_155526.jpg?width=800&height=600

Battle Lines / Hostile Environment / Recover Supplies
Opponents List: Han, Chewie, Sabine, 2 Z6, 1 Vet, 1 Tauntaun, 1 Rotary RT, 1 Sniper

My final game was against a rebel heroes list. I was able to take a suppressive shot from the dekas and a full B1 shot into the Tauntauns round one after an unlucky pull, and spent the rest of the first two turns picking off the rebel troopers on the right hand side and claiming three of the boxes. By turn three I was hunting down Sabine with Grievous, and we ended on round four.

As you can see from the photos, I had a significant advantage from the outset of deployment. I was able to keep my army in a Range three band of itself, and focus upon three of the boxes from the very beginning. Being able to suppress the Tauntaun from the outset, and move shooting with the droid rocket trooper to suppress the Z6s on the right hand side allowed me to move shoot with my other units without fear of reprisal and create a wall around my claimed objectives.

First Impressions and Final Thoughts

I’d like to quickly go over some first impressions of the CIS. In my opinion, the droids love Major Offensive. As you can see from the first two game photos, MO lets the CIS spread out their chain and create a wall that moves towards the opponent in a wave. The perfect order control is fantastic, and I was able to maintain a “no bag” status for 12 of the 14 rounds I played, losing it only for the final two turns when Grievous died in the first match. Having eight man squads feels great, as losing three or four models feels like nothing, and ensures that you can keep the coordinate chain firing. Grievous is an absolute monster, as he single handedly eliminated 7 activations over the course of the day without assistance. The droidekas also proved their worth, as having an aim, a surge, and a suppressive weapon that reaches out to range three proves to be a nasty combination. Finally, being able to ignore the suppression action loss is priceless, and proves to be extremely effective for corp units. 

On the downside, the variance the B1 shooting offers is wild, and expecting more than a hit or two is brimming with optimism. Their defense dice are atrocious as expected, and flamethrowers absolutely annihilate them. Managing the courage two value of Grievous can be difficult, and I did have to dive him into my opponent’s army earlier than I wanted to because of the suppression he had taken. Finally, and this one is slightly obvious, the droids suffer from a lack of options currently, as they don’t have much variety or any tools beyond Grievous killing everything. 

At the end of the day, it was great to put a fully painted droid army on the table for real, and to meet some new Legion players. I got to make the trip out with one of my local players, and play on some interesting looking tables. I’m still not sure which faction I want to take to Adepticon, but CAPA did nothing to dissuade me from bring my CIS, and the impending arrival of Dooku will do nothing to dampen that. I hope you enjoyed this quick recap for CAPA 2019, and if you have any feedback or questions regarding the droids performance, feel free to reach out!

 

 

-Mike

Through the Lightning and the Fur

Battle Reports
Image result for luke force lightning
 

Hello there! I recently had the opportunity to travel down to the NOVA Open for the latest Star Wars: Legion Grand Championship. Seeing as Legion is my first mini’s game, NOVA was my first wargaming convention, and it was pretty cool to wander around all the other tournament setups, especially the Middle Earth tables. (Seriously, someone help me buy into that game…) I played in the second heat, which took place on Friday, and the event TO’s had all the tables set up and ready to go for us. My day began with Palpatine, ended with Palpatine, and included nothing but Tauntauns in the middle. Let’s jump into the list real quick, and then dive into the swiss rounds.

“Anything but Kriss Kross”

 

Commanders:

– Rebel Officer (50) + Improvised Orders (10) = 60

– Luke Skywalker (160) + Force Push (10) + Jedi Mind Trick (5) + Emergency Stims (8) = 183

Operatives:

– Sabine Wren (125) + Tenacity (4) + Recon Intel (2) + Electro Grappling Line (5) + The Darksaber (25) = 161

Corps:

– 2x Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Officer (19) = 162

– Rebel Troopers (40) + Z-6 Trooper (22) + 2-1B Medical Droid (18) = 80

– Rebel Troopers (40) + Z-6 Trooper (22) = 62

Special Forces:

– 2x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 88


Total: 796/800 

Commands:

– Explosions! (1)

– Son of Skywalker (1)

– My Ally is the Force (2)

– Push (2)

– Legacy of Mandalore (3)

– Return of the Jedi (3)

– Standing Orders (4)

Unsurprisingly, Zach and I run a very similar list. About a month before NOVA, the Legion world was upended and the Tauntaun Riders expansion released. Personally, I didn’t want to run them, and I actually decided to drop down to 9 activations as a Rebel. Blasphemy, right? The basic concept of the list is to maximize Luke and Sabine as twin beat-sticks that the opponent cannot stop, and to have the generic officer keep the army troops in order. Having this second courage bubble allows Luke and Sabine to travel independently of the main forces, letting them be more flexible in order to expose weak points and counter Tauntauns. As I’ll discuss in a future article, I had three officers throughout the list, giving me three points of inspire to spread among the squads. Also, seven of my nine activations are at least courage two, meaning that I’m taking both actions with every unit nearly every turn. I ended up taking a 4 point bid, anticipating a number of 800 point Deathtrooper lists….and ended up only being blue player once. I never faced a Deathtrooper. Not once.

Round 1



My first round opponent played perhaps the most interesting list I’ve ever been on the other side of: Palp Double Bounty. Rounding out the list were three DLT Stormtoopers and a Royal Guard with electrostaff. All in all, heavy on firepower but super light on activations and order control. We ended up playing Recover/Major Offensive/Clear Conditions. Fortunately for myself, the middle box ended up on top of the height-two complex in the middle, meaning that only our Sabine and Boba could get there in one move. Also in my favor, my Sabine had recon intel and I had two extra activations, meaning I was able to get to the box and claim it at the end of round one. Finally, I was able to add a few wounds to his Bossk on turn one, who needed to expose himself to take any kind of shot at my troops behind the rocks and the complex.

Standing on top the complex, Sabine seemed primed for an Explosions! drop on turn two. News flash: drop it I did. I was only able to get four wounds out onto the table, but I was able to dish out eight suppression tokens, giving Sabine a chance to get out of line of sight, and also slow down the opponents army, as Palp does not have any suppression management keywords. Using my officer Z6 squads, I was also able to take two shots at Bossk in only light cover, force him onto stims turn two, and after failing his regenerate rolls, he left the battle quite early.

The final major action occurred on turn four. Palpatine activated his And Now You Will Die turn, moved up, and eliminated three of my activations, but left himself exposed and weakened to be gunned down by Sabine, who herself still sat on top of the complex. This left my opponent with zero boxes at the end of the game, and I was able to take it 3-0.

Round 2

I’d have preferred Wampas

My second matchup was the start of my furry torment: Leia, 6 naked assorted corp trooper units, 3 Tauntauns, and a fully kitted landspeeder. It was an intimidating sight: eleven activations of rebel killing fury lined against my crack team of nine activation rebels. The first two mission cards were breakthrough and vaporators, so I ended up having to force intercept in the final slot, not a task I was thrilled about, being down two activations from the start. The final cards flipped over as Intercept/Major Offensive/Clear Conditions

The game started off exactly as you would imagine, with the three Tauntauns being deployed on the panhandle short edge and moving forward twice at the end of the first turn. As I’ll get into more over the next rounds, this triggered my strategy that I believe helped me get through my Tauntaun gauntlet. Just like the majority of one pip command cards, the No Time for Sorrows Tauntaun rush can be telegraphed as well. Fortunately for me, that card is a two pip priority, and Son of Skywalker is a one pip. By positioning Luke in a way that he can start turn two in charge range of a Tauntaun, I can jump priority of the charge, and potentially eliminate a tauntaun before it gets to my lines and my units. As one burger is fond of saying, two Tauntauns are useless, but three are broken. So make sure you kill the first one as soon as possible. 

The bulk of the action occurred on rounds two and three. Using SoS, I was able to kill a Tauntaun, force push a fleet trooper squad into cohesion around Luke, and use that cohesion to pin another Tauntaun to the board edge, since creature troopers cannot move through engaged units. Once the first was killed, and the second was locked up, I spent the rest of my units’ activations positioning Sabine for the next two rounds, and using the Z6s to eliminate the final Tauntaun. By the start of turn 4, all of the Tauntauns were eliminated, and Sabine was primed to drop Explosions! onto the exposed corp troopers on the middle point. By the time the final activation of round 6 had occurred, Sabine captured the middle point, and I won the game tied 6-6 on points destroyed. 

Round 3

And here it came, the final round for the chance to move onto day two. Lining up across from me, another triple Tauntaun list, this time rounded out with Leia, 4 Z6s, and 3 snipers. Yet another eleven activation list to my nine. Similar to the last game, we drew Intercept/Battle Lines/Clear Conditions. As you can see from the photo above, this map was not the best design setup for Tauntauns, and I was able to force the engagements to the right hand side. All three Tauntauns were primed to charge the right hand side, while his corp troopers moved towards the center transmission. Because of the buildings large cover profile, I set up Sabine to drop Explosions! on potentially his entire corp turn two. Once again turn one, my opponent double moved his Tauntauns to set up for NTFS, and I was able to position Luke in a charge position to jump priority turn two. Interestingly enough, one Tauntaun was about eight inches ahead of the other two, and I had an interesting decision to make: SoS or Explosions!

In the end, I chose Explosions!, hoping to distract my opponent and allow me to take some shots on the Tauntauns before they could activate. My opponent pulled his NTFS card, and I decided to try to go to the order pool instead of activating Sabine right away. I ended up pulling a commander token, and I chose to go with Luke. For the second straight match, I was able to use Luke to jump priority and severely limit the Tauntaun charge before it began. Jumping out of the little house on the right side, I was able to melee a Tauntaun, eliminate one of the models, then use force push and jedi mind trick on another Tauntaun to make it move away from my units and suppress it. This game very much turned into two smaller skirmishes, with Sabine taking on my opponent’s corp alone for the first four turns, and Luke and the rest of my forces taking shots at the three advancing Tauntauns. I was able to drop Sabine’s bombs on six total activations, slowing him down enough that by the time Luke dropped SoS on turn three and eliminated the final Tauntaun, I had plenty of time to converge my two lightsabers on the middle. 

On turn four, I spent my entire turn moving into positions to assault the middle transmission for the endgame. Every unit double moved except for Sabine, who hopped into melee with a Z6 squad and Darksabered them. By the start of turn five, both my opponent and I realized that this game was going to come down to whether or not Luke and Sabine could kill enough rebel trooper squads to win the middle objective. Predictably enough, lightsabers with pierce shred rebel troopers, and I was able to win the final attrition battle to score both objectives, and win on points destroyed for the second consecutive game. 

Round 4

Well, I made it this far right? Only one more win, and Zach can’t belittle me for not having an invite. Interestingly enough, based on the odd number of players in the second heat, and some strength of schedule shenanigans, my opponent from round two ended up making it through to the top cut, and we rematched for all the marbles. We ended up with Advanced Positions/Key Positions/Clear Conditions

This game started off with a bang, after my opponent drew his landspeeder first, it moved forward, and left itself exposed. I spent the entire first turn shooting at the landspeeder, leaving it only one wound. I also managed to position my Luke to threaten the advancing Tauntauns. Unfortunately, I was unable to get the final wound through, and the landspeeder survived to turn two. Turn two comes around, and he drops ambush to counter my Explosions!. He wins the roll, and immediately puts four wounds on Sabine through cover. I end up dropping explosions on only two units, and Sabine was quickly eliminated on the next activation. I must admit, trading Sabine for only a landspeeder felt pretty bad, and being down ten activations to eight with three Tauntauns coming at me felt terrifying. Fortunately, I was able to move Luke into a Tauntaun this turn, and use force push to yet again tie up the fleet troopers nearby, ensuring that Luke was safe from enemy fire, and the Tauntaun could not advance forwards through the engagement. Turns three and four consisted of my Luke chopping the remaining Tauntaun model he was engaged with, before dropping SoS onto the other cavalry nearby, eliminating both activations decisively.

The final rounds were pretty standard Legion fare, with the two of us trading shots back and forth as we advanced towards the middle position. Luke was able to do Luke things; recovering, pushing, and mind-tricking his way to the middle position and eventually allowing me to score the key position as well as my back objective, securing me the win, and the world’s invite. I had survived the Tauntaun gauntlet, and come out the other side by the skin of my teeth.

Round 5

In what ended up as my final round of the day, I had the pleasure of squaring off with Kyle Dornbos, aka Orkimedes, and boy did I learn a lesson. We ended up playing Sabotage/Battle Lines/Clear Conditions. After getting all jacked up from winning the invite and dealing with triple Tauntaun lists for the past three matches, I ran into a gunline style list, and I completely forgot how to deal with it. During deployment, I made a major mistake, leaving two of my Z6 squads behind only light cover, which I had forgotten was not heavy… safe to say, Kyle dropped “An Entire Legion” turn one and ended up with four sniper shots into my open squads. They disappeared quickly. 

Mental mistakes abound, downed trees are not heavy cover

Over the course of the next three rounds, I traded an officer Z6 squad for a snowtrooper squad (not great) and attempted to assault his positions by coming over the top of the rock formation on the right hand side. A combination of Palpatine, IRG, and DLT fire kept me from achieving that goal. I ended up conceding with barely a model left at the end of turn five. Props to Kyle for going on and winning the whole tournament, he’s a hell of a player who doesn’t make mistakes and showed me the next level I need to reach. 

Recap

All in all, it was a successful tournament and a fantastic first wargaming convention experience. I managed to take a nine activation Rebel list into the heart of Tauntaun country and emerge with a High Command invite, and had a chance to catch up with some of our community members in person again. I’d like to make two quick points about the terrain set up. When I played on Friday, the tables were not the best, but they forced players to think outside the box, and with the exception of tanks (sorry Stevens) no unit was totally unplayable. I’d also like to thank the TOs for thinking on their feet and working extremely diligently to present the best tables they could despite their hands being tied; additionally, the tables on Saturday were absolutely fantastic. While it was fair to talk about how bad the tables were during the first round, I know that John Brader’s (the main TO of Nova Legion) Facebook explanation post went uncharacteristically ignored in some outlets, which isn’t fair to either of the TOs. If you want to disparage those first few tables you can’t ignore the fixes after. Thanks again to John and James for being super aware of the situation at hand; to all my opponents, you were great fun to compete with, congrats to Kyle, and I hope to see everyone again at Adepticon. With the new points changes and the drop of the two new factions, I’m glad to get this out of the way; welcome to the New World Order everyone.

Damn, it feels good to not be the only Jedha member without a ticket.

-Mike

Winner, Winner RPQ Dinner

Battle Reports


This past Saturday a few guys and I made the trek down to Connecticut for a Rally Point Qualifier. The store we played at was great and the people were great; granted, there were some concerns as the tables were not set up and the terrain was pretty much all Warhammer terrain. To the stores credit, I think this was their first ever Star Wars Legion event and it was a learning experience for all. 

We ended up doing a competitive terrain set up (I’m somewhat ignorant to other wargames to be honest) in which the players pair up on a table and set up the terrain. I think we all did a good job of making the tables as even as we could with no competitive advantage towards anything specific. While this isn’t the proper way, I’d rather us have done this instead of having tables that left us wanting more, because that could have been disastrous. 

As the clock went past the starting hour, things started to settle down. I think some of the anxiety of all the players worried about the tables somewhat dissipated and it was time to start. With twelve players in the field it was decided we would do three rounds of swiss with a top two cut. This is great because it makes sure a true winner comes out on top as opposed to going for a SoS (Strength of Schedule) winner. 

The List

Commanders: 
– Luke Skywalker (160) + Force Push (10) + Force Reflexes (15) + Emergency Stims (8) = 193
– Rebel Officer (50) + Strict Orders (5) = 55

Operatives: 
– Sabine Wren (125) + Recon Intel (2) + The Darksaber (25) = 152

Corps: 
– Rebel Troopers (40) + Z-6 Trooper (22) + 2-1B Medical Droid (18) = 80
– 3x Rebel Troopers (40) + Z-6 Trooper (22) = 186

Special Forces: 
– 3x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 132

Total: 798/800 

Commands:
– Son of Skywalker (1) 
– Explosions! (1) 
– My Ally is the Force (2) 
– Push (2) 
– Return of the Jedi (3) 
– Legacy of Mandalore (3) 
– Standing Orders (4) 

Before we go into the swiss games, I really want to take a minute to talk about the list, the decisions that went into it, and how I got to this specific build. First and foremost, shout out to our newest blog member Mike Syrylo. He and I have been working on this list together for quite some time, and while we don’t run the exact same upgrades in it, the think tank behind it remains the same. My build works on giving myself the opportunity to play Luke either defensively or aggressively, both of which occurred on Saturday. After playing four games the week before the RPQ, I made some subtle changes to the list that I think ultimately played into my success on Saturday. I dropped a second medical droid and two sets of recon intels on the Rebel Troopers to put Force Reflexes on Luke and Strict Orders on the Generic Officer. Both cards were absolutely great for me on Saturday and I have no doubts that they allowed me to play the way I played.

Another thing you’ll notice is that I’m running Push over Sabine’s two pip card. Shout out to Nema Ashjaee of Team Relentless, as he and I have compared notes quite a bit leading up to each others RPQ’s. He won his out in California with a very similar list. The idea of Push over Sabine’s two pip, of course, is to have full control over both Luke and Sabine rather than a card that just issues an order to Sabine.

Last but not least, some people think dropping the generic for corps is a better play. Which, sure, it is more efficient on the face of things, but that doesn’t mean he doesn’t have a purpose. He provides Luke dodges if you keep them close enough, which happened quite a bit on Saturday. He provides an extra courage bubble for the Corps units when Luke is on a mission and out of range. In this case, he had Strict Orders which allowed me to ensure suppression management, and he also gives me an extra Commander token to be able to pull out when I play Explosions! on Sabine. In a lot of ways, the Bald Man was my unsung hero on Saturday.

Round 1

After a two hour drive together I ended up getting paired with my friend Justin. Ironically, we played a practice game the night before as a tune up for the RPQ. It’s super unfortunate that you play a local player and friend after driving to somewhere to play a tournament, but it is what it is. I don’t have the exact list on hand, but the main idea is that it was a nine activation Palpatine/Bossk list with IRG (no electrostaff) in there for added protection. This game I was blue player and our battle cards ended up being Advanced Positions/Rapid Reinforcements/Intercept the Transmissions.

At first glance I wasn’t too thrilled about it being Intercept, but after some deploying I started to feel alright. Sabine was able to stack her recon to a speed two move and she had her sights on an exposed sniper team early. I was able to jump up onto a big building with her and I left her there basically all game. She was in range of the back transmission and most of his army for five rounds.

As for Luke and the rest of the gang, they had one job and one job only: Kill Palpatine as quickly as possible. The last thing I needed was Palpatine to be running rampant on Intercept. I made a round two last activation play to get Luke into base to base with Palpatine for a free swing before we went to a roll off next round with our one pips. I want to say I got a wound through, which was nice, because the roll off and Luke defense rolls were not in my favor. Palpatine was able to kill my Luke in one roll on his ANYWD play and then he wiped out a Trooper squad. I thought the game might unravel at that point, but now Palpatine was on two wounds remaining, the IRG were almost all but gone, and I still had Sabine in range of so many things at once. I just needed to stay calm and kill Palpatine before the round ended and then figure out an end game strategy to get me to a victory.

Down goes the Emperor. I basically swapped a Z6 unit and Luke for Palpatine and the IRG. Not a bad trade, even if it wasn’t exactly how I wanted it to go. It should be noted that currently my opponent has a 2 to 1 VP lead on me, as I didn’t want to move into the Palpatine Murder Ball too early. Round four, now the next scoring round, I play Explosions! vs his Merciless Munitions. I win the roll off, take some shots with Sabine, and throw some bombs. (All of this while being on top of this building and in range of my back transmission STILL!) I was able to do a lot of damage and put a lot of suppression out, which came into play later on. Bossk has three suppression and two wounds on him and he’s in range of the middle transmission. I’m worried about the grenade going down in an area where I would take significant damage in order to score in rounds four or six. So I decide to take a chance and have a sniper shoot Bossk with no cover. I rolled one hit and now I’m banking on him making a save so I can choose not to pierce it. (Pierce is optional, always remember!) Bossk rolls…..block! Fourth suppression goes on. Needless to say, his rally roll comes: all blanks. Panic at the Lizard Disco. This opened up my path to victory as Bossk now couldn’t shoot anything, couldn’t throw his grenade, and ultimately panicked out of range of the middle transmission. The score was 3 to 2, in my opponent’s favor, after four rounds.

Nothing of crazy importance happened in round 5. It was more about getting positioning for the final scoring round and starting to figure out all the math. He had a lone Stormtrooper leader in my backfield that I needed to worry about for my back objective. The Generic officer ended up taking care of that guy (MVP!) though. Once that happened, I was able to tie up both his back objective and the middle objective, while scoring my home objective. Final score of 4 to 3!! It was a great game. I feel bad it had to be my friend round one and now I hurt his chances of winning the tournament, but we had fun regardless!

Round 2

After winning my round one game, it was time to face a mirror match of sorts. He had Luke/Sabine/5 Z6/Three snipers. A very efficient list and it was going to be a nail biter from the get go. This game I was also blue, which is crazy since I brought a two point bid, and this game we got Advanced Positions/Limited Visibility/Breakthrough. (I was terrible about taking pictures for my eventual write up, I was too dialed in.) 

I deployed both Sabine and Luke together towards the very middle of the board with one Z6 squad as a quasi back up. Everyone else I decided was going to in a diagonal, methodical pattern towards his deployment zone. My thought process was this: Play Sabine aggressive early, keep Luke in a safe place and wait for his moment to attack, and do whatever I can to keep him from breaking through into my endzone. 

I don’t know if it’s because it was warm in the place or if it’s because the game was so intense….either way, I was sweating bullets. We both played super aggressive early. We both played Explosions round 2, he played his to hit my Sabine. I played mine to hit quite a bit, but the most important thing was putting some wounds on Luke. Then I was able to put Luke on Stims early in round 2. I now had the upper hand, even though I lost Sabine in the process. It was worth it, though, at least for the time being. 

As the bulk of my forces moved towards his deployment zone and Luke kept denying a possible entry over on my side, it turned into a who could survive longer. Without going into much detail from the middle rounds, we’re going to dive in to the final round. I played Son of Skywalker in round 6. I have one unit leader and the generic commander with two health remaining in his deployment zone. He has two Z6 units making their way downtown to mine, but Luke is waiting in the wings. 

I decide to pull from the bag, I get a corps. His Sabine was within range of my unit leader and Commander, so I decide to activate the unit leader to go tie up Sabine and make sure she can’t gunslinger me off the board. He activates Sabine and kills him, but now she’s in a spot where I can get my Generic into base to base, while being in his deployment, and keep him safe. I go to the bag: sniper. He pulls a sniper and hits my commander for one.  I’m still safe but I only have one wound remaining. I pull from the stack again….Corps. He ends up pulling a corps and moves into my zone. I pull….Special Forces. I just can’t pull that Commander token to get to safety. I’m sweating bullets here. He pulls a sniper, moves and shoots my commander. It’s heavy down to light: one hit. Finally, I pull the Commander. I rally one off, and get into base to base with Sabine for full safety. He gets a second unit into my deployment zone. Currently, we’re at 2 to 1, but I still have Luke with SoS and Force Push available. I push one unit out of the end zone, then I engage the other unit with an aim and two attacks. Luke wipes them. I end up taking the sweat bowl 1 to 0. Generic Commander, the unsung MVP. What a game!

Great game from Alex, we had some intense rolls and moments. Not much more you can ask for playing this game! 

Round 3

We’re on to round three against another member of Skull Squadron, Joe. He was running a ten activation Bossk/Tank list and I was red player for this one. This actually benefited me quite a bit because of last veto on the battle cards. I was able to get Advanced Positions/Limited Visibility/Recover the Supplies. So much of that benefits my list, especially when the middle piece of terrain was raised, and I have two jump units. 

Joe was slightly on the back foot at the very start of the game, and I even made it worse. He had to react to the middle box and put Bossk up there in the hopes he could survive and grab the box early round two. However, my two saber wielding Rebels had other plans. They both jumped up onto the middle and it was carved Lizard for the infantry. 

Now, while I had the upper hand, I have to give credit to Joe. It’s not like it was this simple walk in the park win. I did pull a classic Rebels tactic: get into a super safe spot with boxes and make him come to me. At the same time, I sent Sabine on a mission to his back field to perhaps just take a box grabber out and take a complete strangle hold on the game. This, however, is where I make a huge mental mistake. After two and a half games, my mind was kind of spacing out, which seems to be a common thing. I played Explosions! and for some reason I thought it was a free action to toss the grenades, even though I KNOW it’s not. I bring this up because mental fatigue is such a real thing. That said, this was 100% a wake up call for me and I went laser focus the rest of the day. I needed to put this gaffe behind me, and move forward. 

It ended up coming down to a crazy end of round 5 move to double move the tank into position to perhaps kill a hunkered down box grabbing corps unit , even though I had a few other units nearby to ensure I could pick it up had they died. I also brought Luke all the way back to my backfield (with a box) to be able to play, yet again in round 6, Son of Skywalker. I won the roll off and melted the tank. I think we played it completely out, but there was no way I could lose. 

Joe was a great opponent. Even on his back foot he gave himself a chance. He knew he wasn’t going to make top four and really wanted those Imperial Tokens and I decided to give him mine. I have the Legion Discord tokens and I play Rebels, what’s the point! That’s what this game is all about, being a good cohesive community. Hope you enjoy those tokens, Joe! 

Round 4: The Finals

I end up drawing a local-ish guy Eric Daniels, which is pretty cool. We know that one of us is going to take this home. He was running a very interesting Double bounty list with Krennic and DT’s. It’s a ten activation list and very sparse in upgrades, but all the same very interesting. This game I was blue, and for a split second I almost decided to take red. Had his list been 11 activations, I think I take red. However, since he was a 10 activation list, I decided to take blue. Boy, am I glad I did! I was able to force Limited Visibility/Breakthrough/Major Offensive.

There was a big height 2 bunker in the middle of the map that helped block line of sight, and with Limited Visibility combined with the bunker, I just went all in on moving the forces down the field in a cohesive unit. With his fifteen possible command cards, I wasn’t sure if he had Merciless Munitions, but I was going to gamble he didn’t. Bossk had to double move and climb this piece anyways, so it was something I could worry about later.

I decide to move Luke and Sabine towards this middle bunker in tandem and start formulating a plan. I knew one needed to be aggressive, and one needed to be somewhat reactive. This is where my opponents fatigue sets in, though. In the middle of round two he double moved his Deathtroopers to get to a better area, and they were hidden, but they were in Luke’s Force Push range. Once this happened, I knew which of my characters was going for the throat.

I am able to get them into melee, not wipe them, and keep Luke safe going forward. Bossk DOES indeed move onto the bunker with some climbs, so I decide to go tarpit Sabine into Bossk. Her melee is better than his melee. The plan here is to make sure he can’t bomb my army now, because he won’t reach them. He can’t shoot for a while now. Even if he disengages, she can just re-engage. I caught him in a log jam. On top of all of this, I end up getting two Z6 shots into Krennic and severely wound him at the end of round two.

I was able to cap Krennic very early in round 3, and the wheels kind of fell off there. I was able to delete the Deathtroopers with Luke, without an aim, and I decided to recover to get his force powers back. Sabine kept Bossk at bay and they exchanged some shots, and Boba decided to jump up into that fracas to see if he could aid his fellow Bounty Hunter.

Bossk ended up killing Sabine on a wild roll in round 5, which net my opponent a bounty. This matters because I needed to make sure Luke was not bountied and some weird bounty shenanigans took away what seemed like an assured victory. Luke just bounces his way to another Corps unit to gain safety. At this point I’m pretty positive he can force push them off, next round, and get into the endzone, while being the very last activation of the game. That means I have at least one point there, to tie the bounty. However, I end up being able to get three units into his endzone without Luke, including the Generic Officer! Do I need to say it? MVP!

It was a great game by my opponent. He made one very, very small error. I really wonder how the game plays out if he doesn’t make that error. Alas, he made it and I capitalized on it! At the end of the day, it’s like a sports game: the team that makes the most mistakes typically will lose. I’m not saying I played a perfect game, but I made sure not to make a major mistake at any point.

Final Notes

I can’t lie: I’m pretty shocked I won. I kind of doubt myself as a player all the time, just because it’s my first ever wargame. The dice and decision making can really bog you down. There’s so many variables. Doug Kropp, aka Sploosh, and I talked about it though and we agreed that this might be what it takes to be good at the game. If you go into a game worried you might lose, it’s a much better attitude than going into the game thinking you’re going to win. You tend to make smarter decisions and start calculating certain choices you never thought you would, but the mindset has you on the right path. Now, I’m not telling you to think you’re going to go 0-4 and that you stink at this game. My advice is to be humble about your skill set, know how hard it is to win four games in a row (super hard), and act like your back is against the wall even if it may not be.

I’m super excited about the win! I can’t wait for Worlds next year at Adepticon! I hope to meet all the RPQ winners and have a great time! I’ll be going to LVO in January, too!

May the Force be with you!

-Zachary

Guest Post: GhostWalking’s RPQ Experience at Highlander Games

Battle Reports

Image result for Cassian Andor gif

 “Light It Up.” – Cassian Andor

 

Greetings all! I had the pleasure of attending the Highlander Games Rallypoint Qualifier (New Jersey) this past weekend. Not only was this my first actual Legion tournament, but it was also my first in person competitive gaming event…ever. Having gotten my feet wet in Invader League 3, I decided it was time to drive a few hours and take the plunge.

Going into the day, my goal was to simply get a single win to justify the trip. I ended up going 2-1, and if not for my own huge mental mistake in game one and some slick play by my opponent, could have gone even farther. After spending the better part of the last two months deciding between Wonder Twins and Fly Boys, I ended up going with Leia over Han. As much as leaving Han’s command hand at home hurts, consistency wins the day, and I found myself extremely grateful for Leia’s cards and gun in nearly every round.

 

My List

Leia – Improvised Orders, Esteemed Leader
Luke – Push, Stims, JMT
Fleet Troopers – Scatter, Environmental Gear
5x Rebel Toopers – Z6
3x Rebel Commandos – Sniper

Total: 800 

There you have it, nothing fancy beyond tons of white dice and the occasional flashing lightsaber. The fleets ended up in there due to a combination of not wanting to purchase the sixth Z6 and hoping to play some standby and push shenanigans, which ended up working quite well in the end. I run Environmental Gear on them consistently, as I find that guaranteed speed-2 move solves many of their “closing speed” problems. I did not use esteemed leader once, but more than earned back my points on JMT. My general strategy is pretty basic, utilize Leia’s Coordinated Bombardment and the triple snipers to get a quick activation advantage, usually not too unusual with having 11 myself, and pushing a flank with Luke supported by two Z6’s and the fleets.

Overall Tournament Thoughts

I carpooled and arrived to the tournament before the doors opened, but I was impressed that the store owner was already prepped and had all the tables built and ready to go hours before we were due to begin. Alex Young judged the event, and did a fantastic job being accessible and clear with all his decisions. He took his time with each question (and there were many) and did just as much teaching as ruling. The lists themselves had a large amount of variety; the factions were split eight and eight. We had two Palpatine lists, two Falcon Crew, four lists with armor, and even the meta lists had some flavor to them, be it Wookies, Fleets, or extra Death Troopers. Not every table was perfect, they all looked great, but not all meshed with Legion’s style of play and mechanics. However, no two tables played the same and they forced each player to be flexible with deployment and play style.

 

Game 1

Battle Cards: Sabotage the Moisture Vaporators/Battle Lines/Clear Conditions

Opponents List

Luke – Push, Stims, Reflexes
Leia – Improvised Orders
2x Rebel Troopers – Z6 with Recon
2x Rebel Troopers – Z6
Rebel Trooper – Medic
2x Rebel Commandos – Sniper
Landspeeder – Mk2 Medium Blaster

Stepping up to the board, my opponent declined his bid and offered me blue player, seeing as I outnumbered him 11 to 10. As a result of this, having vaporators fall into play gave me quite a bit of confidence to get the day started. This table was interesting; the entire board was modular and consisted of two plateaus with some buildings on top of them with a fort in the valley between. This created an enormous dead man’s area in the middle of the board, fortunately this was a rebel mirror and neither of us wanted to get stuck there. I placed my vaporators on the right side of the tent on top of the right plateau and centrally just right of the fort in the middle. My opponent chose to place one behind the turret on the far left and one of the north side of the fort opposite of mine.

 

Turns one and two consisted mostly of posturing, trading sniper fire, and interacting with the vaporators. I managed to wipe a strike team with Leia’s CB and go up a second activation on turn 1, and on turn two had taken another Z6 down to its leader. However, his Luke and Landspeeder managed to come up the right flank to threaten troops along the “tent” on the top plateau.

 

Things began to unravel quickly on turn three for me. Falsely believing that the Landspeeders base leaving the board meant instant removal, I pulled Son of Skywalker and attempted to kill his Luke with my own and the Fleet Troopers. Failing to do a single damage, I left my own Luke exposed and his Luke and Landspeeder free to assault my far right vaporator. He was able to wipe my squad holding the position, which forced me to move towards his own vaporator on the north tower side. During my mad dash across the middle, I managed to get myself into a position to add enough wounds to claim victory, but a clutch roll by his Leia on a single wound combined with a great melee tie-up from his final strike team stole the day, and left him a point ahead on vaporators for the victory.

 

Game 2

Battle Cards: Key Positions/Major Offensive/Minefield

Opponents List

Krennic – Strict Orders
Boba – Recon, Stims, Hunter
3x Stormtroopers – DLT
Stormtrooper – Medic
2x Deathtroopers – DLT, Config
Scout Trooper – Sniper

The Hoth table for Round two presented another set of unique challenges. The table was dominated by two large hills that funneled both armies into a middle zone centered around a bunker, large enough to hide multiple squads, yet still small enough a player with Boba and Luke could jump it. Both units were present, of course! The size of the bunker, which ended up the middle KP, and the major offensive deployment setup forced me to choose a KP so far out of the way it’s actually outside the picture on the left hand side. My opponent chose the middle right turret, ideally giving him a clear shot at any of my troops assaulting the bunker, this turned out to be a mistake.

Being up two activations to begin with, 11 to 9, I made it my mission to try to eliminate his single sniper team early. Despite CB catching both models in the open, the snipers passed both saves, and proceeded to weather three consecutive sniper shots without losing a model. The remainder of my turn one activations were spent positioning my models to remove mines while dealing with the effects of a turn one Annihilation Looms from his Krennic. Early in turn two, I managed to eliminate his sniper squad with the help of some aimed sniper fire, and moved up my fleets to the bunker alongside Luke while I massed Z6s on the other side of the middle by the hill.

On turn three I decided that taking his home KP was going to be much easier than holding onto my own on the right side.  Using an effective Leia 3-pip, I was able to use her and the Fleets back to back to eliminate his advancing Stormtrooper squad, and use Luke’s criminally underutilized pistol to combine with the snipers to kill a second full trooper unit on the same turn.

By turn four, Luke had successfully chopped and subsequently pushed Krennic into a fleet shot, and had SOS’ed into both his Death Trooper squads. My opponent was punished for leaving Boba on his own on the far right side, and he melted under the focus fire of five separate Z6 rolls.  On turn five he conceded and we ended early to enjoy a break before the final round.

Game 3

Battle Cards: Key Positions/Major Offensive/Minefield

Opponents List

Veers – Commanding Presence
Snowtrooper – Flamethrower, Frags
3x Stormtrooper – DLT
3x Scout Trooper – Sniper
2x E-Web
GAV Assault Tank – Pintle, Hammers Pilot

My two games against the Imperials ended up with the same battle cards….ironic. This table was actually determined to be too dense during the pre-tournament setup, and ended up with fewer pieces by the time my opponent and I began. Unfortunately, this still resulted in a table that was far from optimal for tank play, and I quickly used this to my advantage. Our middle KP ended up as the TIE fighter/staircase in the hangar, while I chose the double vaporator on the right hand side and my opponent took the house in the far bottom left corner.  During deployment, I was able to concentrate my forces in one large group on the right side of the hangar bay, while my opponent split his forces in half to the north and south of the bay. This ended up backfiring in the end.

Turn one went about as scripted as you’d expect. As in my previous two games, I was able to deploy Leia in view of full strike teams, this time two to be exact, and got my CB off successfully. After managing to kill only one of the four sniper models I hit, we engaged in a mini sniper war along the north corridor above the hangar bay. Veers was able to wipe all but a leader of a single Z6 squad, so I ran the leader inside a building and he sat inside for the next five turns, providing a delay tactic and keeping MOV (Margin of Victory from kill points) off the table for my opponent. The only clear pathways into the hangar were the openings to the north and south, otherwise you were forced to climb or clamber over the walls. Half of turn two consisted of us positioning our unit leaders into the base contact with the walls to prepare our coming assaults. The other half continued the sniper war and dealt with the tank advancing to the south with a squad of Snowtroopers. I was able to use No Time For Sorrow to wipe out his first E-Web with my Fleets on the turns first action, starting the activation snowball that quickly began rolling next turn.

The action began in earnest on turn three. My opponent positioned his remaining E-Web and sniper to guard the northern entrance while moving Veers and a DLT squad into the hanger arena. In response to this I was able to use my three strike teams to pick off the sniper squad and heavily damage the E-Web with a Z6. Meanwhile, his tank had reached the southern entrance but also realized that he could not enter the hanger without giving up his ability to shoot anything outside of range 2, so he hung back and blocked off the entrance for my troops. I responded by ignoring the tank, panicking his Snowtroopers off the board, and slowly chipping away at the two DLTs Stormtrooper squads to the south. Holding Luke until the end, I jumped over the walls and prepared to engage his DLT squad and Veers on the next round.

The game was decided on turn four. Despite losing the priority roll on my SoS, Luke was able to weather a single Stormtrooper shot, charge into Veers, push the Storms into melee as well, and one shot each with his double lightsaber attack. My opponent then drew the tank early, removing only a few Fleets, before I continued to pick off activations, starting with the last remaining E-Web before moving onto the south DLT squads. We agreed to play out the remaining two turns, and I ended up scoring two points to one, being up on activations 11 to 3.

 

Final Notes

Mike, also known as GhostWalking on the Discord, came to me last week before his Rallypoint Qualifier and asked to do a write up, which of course I was all for it! (I have data from my personal RPQ that I’m sifting through and will write up in a different format some point this week!) It’s always great to get points of views from all over, even more so from these early RPQ’s! It’s a shame that he lost his first game with a ruling that he did not understand, but he rebounded well winning his next two games and I can tell you right now that he’s not bothered by the loss at all! He’s taking it in stride, as he should, and we all should if this were to happen! We need to remember: we’re playing a game. Have fun, even amidst a loss at an important tournament! Good luck to all in any upcoming RPQ’s!

 

May the Force be with You!

 

Battle Report: Fly Boys

Battle Reports

I have tried several lists that don’t include Luke over the course of my brief-ish tenure of playing Star Wars Legion, but somehow I always find myself just playing with both Luke and Leia. I have an upcoming Rallypoint Qualifier and I probably should be practicing what I anticipate to bring, but I have played enough Wonder Twins where I feel comfortable branching out right now and playing something different. I tried a nine and ten act Landspeeder list recently, which was a lot of fun, but not necessarily as effective as I would like. This past Friday I decided to play a variant of what is known as Fly Boys, which is Luke Skywalker and Han Solo with your typical supporting cast of Rebel units. It plays a lot differently than Luke/Leia and there’s a few things we can go over as I describe the game.

Army Lists 

My List:

– Luke Skywalker (160) + Force Push (10) + Emergency Stims (8) = 178
– Han Solo (120) + Esteemed Leader (5) + Emergency Stims (8) = 133
Corps:
– Fleet Troopers (44) + Scatter Gun Trooper (23) + Rebel Officer (19) = 86
– Rebel Troopers (40) + Z-6 Trooper (22) + Rebel Officer (19) = 81
– 3x Rebel Troopers (40) + Z-6 Trooper (22) = 186
Special Forces:
– 3x Rebel Commandos Strike Team (16) + DH-447 Sniper (28) = 132


Total: 796/800 

My Opponents List: 

– Han Solo (120) + Duck and Cover (8) = 128
– Rebel Commander (50) = 50
Corps:
– Fleet Troopers (44) + Scatter Gun Trooper (23) = 67
– 2x Rebel Troopers (40) + Z-6 Trooper (22) = 124
– 2x Rebel Troopers (40) + Recon Intel (2) = 84
Special Forces:
– Rebel Pathfinders (68) + Pao (22) + Duck and Cover (8) + A-300 Config (6) = 104
– 2x Wookiee Warriors (75) + Bowcaster Wookiee (35) + Hunter (6) + Tenacity (4) = 240

Total: 797/800

battle rep vs eric

Battle Cards

Limited Visibility/Intercept the Transmissions/Disarray

I was Blue Player and my opponent was a little surprised I had Limited Visibility in my deck. Now, while my opponent was a Rebel list, I could have changed my deck to bring Hostile Environment, which is what I’ve been cutting recently, but the thought process there is: In a tournament setting, my battle deck is my battle deck I can’t change it due to what faction I am facing on the other side. I want to practice what I know my battle deck is. Now I also know that Disarray is bad for Fly Boys, but it’s a deployment I wanted to practice as well. It’s a deployment that could come in handy against an Imperial list in the upcoming RPQ and having insight of how to play it is nice to have.

 

Game Overview

I’m going to go over the first two rounds in depth, because I want to explain in detail some plays I made and they all come from playing the game often and gaining experience. Something that we can all do, and this is a blog for beginners after all, but this is how you can take that next step. I’m not saying I’m any good, yet, but I’m certainly starting to make some plays I didn’t expect myself to make even a few weeks ago. Reps really matter, so get to playing!!

Round 1

This was the first time I played Rebel vs Rebel in a few weeks, and it was a nice change of pace. Looking at my opponents list, he had 10 activation’s that could and would play for objectives, so I did something that normally isn’t recommended but I deployed my snipers in positions to reach the transmissions if I really needed to do so. Knowing that he didn’t have snipers made this decision easier for me. One side of my table had a regular Z6 Rebel Trooper squad, a Rebel Officer Z6 Squad, two snipers, and Luke. The other side of the table had the Officer Fleets, a Z6 squad, two sniper teams and Han. My opponent did a similar type thing of splitting his forces, because we have two commanders it’s okay to do this in Disarray. He put a set of Wookies, two naked Trooper units, two Z6 units and Han in the corner opposite of my Luke. On the other side he put the Rebel Officer, Fleet Troopers, naked Rebel Troopers and Wookies. The Pathfinders deployed somewhat towards the middle but towards his side with Han in it.

With the game being Limited Visibility, we both played Standing Orders round 1. It was a lot of moving and maneuvering but more shots than you’d expect happened. I took the Fleets and moved up to take a shot at the Pathfinders, this put my Fleets in a precarious position, but an early shot was something I felt like I needed to do. It killed all but one Pathfinder and Pao, which was a good trade off I felt. (The Pathfinders did eventually return fire later in the round and kill two of my Fleets) I was trying to do my best to deny shots from my opponent while moving up to the objective/staying out of range two, but I failed with one of my units doing so. I moved a Z6 squad on the side with my Han up to this big rock, thinking I could do a few things: stay out of Line of Sight of some units, gain heavy cover from other units, and dig myself into the transmission spot behind a big LOS blocker. However, my opponent was able to dwindle them down to the trooper leader only by the time the round ended. That said, I had a plan already in motion. On that same side, I decided to move a sniper unit up, in range of the transmission, and take a shot on a unit at range 2. (We both played a little aggressive) Now this is something I wouldn’t think I would do normally with snipers, but with Han and his Command Cards, I deemed it necessary.  On the other side, it wasn’t as active. I took out one Wookie on his approach and played very conservatively with everything else, knowing I was being very aggressive on the other side of the table. I double moved Luke into a somewhat safe area and went to round two with a game plan, that ended up working.

Round 2

It’s time to get my plan going, there’s only one caveat: I was worried my opponent would play his Change of Plans. This is really the whole reason I’m doing this game as a Battle Report, for what I did on round 2 as an example of how to make better plays after experience. I played Reckless Diversion and my opponent played Covering Fire. I really needed Reckless Diversion to go through, because I placed Han strategically and had a full Z-6 Rebel Trooper squad almost perfectly placed as well to take the brunt of whatever second round attacks my opponent could get. Remember, it was Limited Visibility, which means now attacks from range 3 are good. In playing Reckless Diversion, I ensured that the lone Rebel Trooper leader would live and that my aggressive sniper move wouldn’t get them wiped out. Basically, Reckless Diversion won my that transmission on its own. Han took a few wounds, as expected. But I was able to dwindle his Fleets to two troopers and his naked squad to two troopers, setting up a Han finishing shot at the start of round 3, perhaps. My opponent used his Han towards my Han, but not in range, and took a shot at my Fleet troopers, killing two troopers. The Fleets, having not much else to do, decided to go into melee with his Han. This is a tactic I wanted to use to slow up his Han, and not allow him to turn a corner on round 3 and start deleting things. Han rolls awful dice in melee, and when you can lock him up you do it. It made my opponent waste his Wookies on that side, who ran all the way over and take a swing at two Fleet Troopers. It was a sacrifice I was willing to make, because he now used actions that he didn’t really want to use.

On the Luke side of things, we exchanged some Trooper shots, his Wookies shot a sniper team off the board (played them aggressive as noted before) and I want to say I brought a Z6 unit to just the leader and the Z6. He took some pot shots at Luke, and put two or three damage through, but it didn’t stop what was coming towards the end of the round. I double moved Luke into the transmission range, and in range 1 of a Rebel Trooper unit also in range of the transmission. Can you guess what happens next? Force Push. Force Push is more the reason of why I can’t put Luke down. So on the far left transmission I captured a VP because of Force Push, on the far right I took the transmission because of Reckless Diversion, and my opponent held onto the middle which was something I knew would happen anyways.

Round 3

Both me and my opponent play Sorry About the Mess and I won the roll off. Which is pretty huge because it allowed me to use my Han before he could use his Han or the Wookies. Han deletes the two trooper units my opponent had left, and moves as far as he can away from the Wookies. Ensuring that they need to double move if they want to engage him, and at this point Han has 4 wounds on him. My opponent charges with the Wookies, and this is where things get funky. Han eats the Wookie charge like a champion and stays upright with 5 wounds, not even having to go to stims. Now he’s safe until the next round, which is nice. The lone trooper decided to engage his Rebel Officer, to stall him and make him throw one less die trying to take him out. And in the off chance my lone guy lived, he was in range of the transmission. He didn’t live, but this allowed me to move behind this rock with a leader and a Z6 and rip a shot on the Rebel Officer…..who dies on the one shot. It was a big turn of the tide on that side. Z6 dice can be really fickle, but this was a nice roll! On the Luke side of things, I dwindled my opponents second set of wookies down to one wookie, who then will retreat. And I set up Luke for an apparent Son of Skywalker, with I think four wounds on him. I also have a few very healthy Rebel Trooper squads over here, getting ready to score on round 4.

Round 4

I play Son of Skywalker, looking to get more of a stranglehold on the transmission, but my opponent Change of Plans’ it. I end up dropping down My Ally is the Force, to protect Luke, and my opponent plays Sabotaged Communications. He gives the Wookies an order and it’s time to swipe on Han, with hunter they get a free aim, so he didn’t take an aim and just punched. With hopes of having another action, should he kill Han. Han says not today, and gets pushed to stims. He will die after his next activation this round, but it meant the Wookies were stuck. My lone trooper unit on that side, consisting of the leader and the Z6, move into melee with Han. This ensured that Han doesn’t come around the corner and ace them with his DL-44. On the Luke side of things, I recovered force push, charged a barely wounded Z6 squad, and took out all but one I want to say. I then force pushed his Wookie, who was in the area, to ensure a few things. He would have to make a choice between charging Luke or double moving into the transmission range to challenge it. He chose to charge Luke, and dealt one more wound to Luke. The lone Rebel Trooper aimed and punched my Luke to stims, but Luke tying them all up, allowed me to score this transmission again. With a tie on the Han/Han side, Luke side winning one, and my opponent having the middle locked down, I have a temporary edge at 3 VP’s to 2 VP’s heading into round five.

Round 5

This ends up being the turn I use Son of Skywalker and my opponent using I want to say Push. Luke deletes the Wookie and the lone trooper, and then dies off the board. But now that entire side is empty of my opponents ranks, and it allows me to leave my sniper squad back for round six scoring and double move the two trooper units towards the middle, where my opponent has very wisely moved Pao and a Trooper leader in very, very safe spots. Back to the Han side, the Wookies finally take him out. His Han takes out the Z-6 in the unit that engaged him, and then I just aim and punch back to take us into the final round.

Round 6

We’re both doing some calculations on what we want to do, I put my Leader token on the Officer led Rebel Troopers, which gives my other squad a courage value of two, just in case they were to take two shots from the enemy lone trooper or Pao. My opponent tries to use his Han to wipe out the lone trooper, but I block the one hit. I then moved that trooper into base to base with the Wookies. This ensured they could not make a last ditch effort towards the middle. I don’t think they could have made it, but I wasn’t taking a chance. Then things got interesting. My opponent moved his Pao out towards the squad that didn’t have the Rebel Officer on them and took a stand by. He was trying to set up a bubble to shoot me on the approach to potentially deter me from making it in range. So what I decided to do was double move the other Rebel Troopers, the ones with the Officer, into base to base with Pao and deny any kind of shot. His lone trooper stepped out, applied a suppression token to make things harder for me. If I rally, I win the game. If I don’t rally, I would have had to take a heavy cover shot on his lone trooper and kill him, which is no guarantee. The die goes in the air…..Rally! Ball game, Fly Boys. Final score of 5 VP’s to 4 VP’s.

Final Notes

This turned out to be quite a lengthy Battle Report, and it’s kind of a test run of if this is something I want to keep doing or if it’s just something I’ll occasionally do. Trying to keep the content diverse and ever flowing! Feedback will be greatly appreciated! Trying Fly Boys was a lot of fun, and I look forward to playing them more after my RPQ next month! Thanks to my great opponent and friend, it was a great game that came down to the wire!

May the Force be with You!

-GrandAdmiralThrawn