Monday, 5 August 2019

Garms Rogues vs Thrawn Double ISDs

The third of Task Force Orange's Winter Campaign occurred on a Thursday night. Rory was my regular opponent again, flying the same list as a few weeks ago - Thrawn, and ISD2 with Pryce, a Cymoon, and some generic squadrons.

I went with something quite different - five ships with Garm and a Rogue Ball. Dash Rendar, 3 YT2400s, and 4 Lancers. Yes, Lancers. The AF2B flagship comes with Bail Organa and Expanded Hangar Bays (and ECMs). Neb B with Yav title, naked Torpedo Hammerhead, Combat GR75s with BCC and GR with Torryn Farr.

We both bid 1 point, Rory won the roll, chose first, and selected my FIGHTER AMBUSH. The other options were Most Wanted and Superior Positions.
Rory put his ISDs down first, so the deployment advantage of FIGHTER AMBUSH was lost to him.

I deployed with the BCC on the left (for some reason) and everything to the right. He chose to Pryce Round 3, so I chose to Bail round 4 to prevent him from gaining the double activation effect.

 Start of Round 2 - Yav and the Hammerhead dropped to 0 to delay the action - I"m so out of practice with most of these ships that I really didn't know what I was doing. The Transports rushed towards the scene of the battle.
Rory sent his Generic Ties forwards to tie up my Rogues, but the combination of Flak, Torryn, and YT2400s meant that was not a problem for long. My Lancers went ahead and struck the flagship, doing limited damage.

Start of turn 3, and Pryce means I get to move the Bail AF2 into position for a start of turn 4 attack. The Hammerhead and Yav have taken long range Cymoon attacks and will not last long. The ISD activates last, does flak damage to my squads, and moves forwards. The bombers and YT2400s hit the ISD again, this time in BCC range.

Start of Round 4 and my Bail AF2 goes first, activating the four lancers and a YT2400 into the ISD, tearing it to bits - the AF2 finishes off the ISD before swinging around behind the Cymoon.
The Cymoon finishes the Hammerhead and Yavaris.


Start of Round 5, and the Fighter Ambush tokens are building up. The Cymoon destroys the Torryn Farr transport (front right), and I realize that no matter how good I roll with those lancers I can't take out a mostly healthy Cymoon in two turns. So we settle in to kill squads.

Start of turn 6 - all I have left is the BCC and AF2 - there are some generic tie bombers and a lambda left.

I don't think we really bothered doing the points thing - it was clearly a Rebel win - I really like the Bail AF2 with Ex Hangers - Garm probably isn't necessary - maybe Dodonna? And I really need to work out what I'm doing with Yavaris if I'm going to play it.

I did like the double hit of the rogues last in a round, then activating again with Bail at the start of the next. I think it's a good counter to the Pryce shenanigans of a two ship list...

Thanks to Rory for a good game and coming out on a freezing cold night.

Wednesday, 17 July 2019

What is a Frigate? - Excerpt

The following is a section from a novel I'm slowing writing (very slowly). I was motivated to finish
this bit after a discussion on the FFG Armada Forums about ship classifications, and publish it here
for comments and responses. The formatting is a bit strained for some reason.

The story so far - Master Akimo is a blue alien, who is guest on the Glorious Warning, an MC30c.
The master is not a Jedi, but has some force abilities that are explained elsewhere. Whatever.
Akimo is helping repair the ship, which was badly damaged in a battle some years earlier before being abandoned.
Galto is a human crew-member, a veteran of the clone wars navy, etc. We are very early in the days of the Rebel Alliance.

***

What is a Frigate?”
Galto looked up from the various wires before his eyes.
Master Akimo was working beside him, checking couplings and circuits with a steady efficiency.
“Huh?” Galto aked.
“I have heard the term since arriving aboard the vessel - the conveyance.” Akimo replied.
“It is called a Torpedo Frigate.”
“Well, that is what she is - a torpedo frigate.” she turned back to her work. 

Akimo was not satisfied with simple answers.
“Leaving aside its gender- which I also have questions about being a hermaphrodite -
what does it mean: Frigate?”
“That refers to the class of ship - heavier than a corvette, lighter than a cruiser.”
“Then it is a reference to mass?” Akimo mused.
Galto shook her head. “Not specifically - more a reference to her role in combat.”

Akimo briefly lifted a hand, then returned to the circuits.
“I do not understand - how does mass relate to role?”
Galto paused a moment before replying.
“Well, lighter ships typically accelerate more quickly are more lightly armed.
They serve as scouts and flank guards. So Corvettes skirmish and flank,
whereas Frigates dash into the heat of battle and out again before being destroyed,
while Cruisers do most of the heavy fighting.”
“Frigates cannot fight cruisers then?”

Galto coughed. “Well, of course. In numbers frigates can destroy cruisers.
With enough numbers Corvettes can destroy battle-cruisers. But in large fleet actions Corvettes and
Frigates tend to find their place on the outer edges, not in the thick of things.”
There was a few moment’s pause as Akimo shut one wall section and moved to another.
“Battle cruisers?” 

Galto finished closing a circuit before responding. “Heavy cruisers. Real warships - like the new
Imperial class Star Destroyers. Technically a cruiser but fast and heavily gunned and shielded.
We live in a new age of space combat. Many things are changing- some of our old terms are
out of date.”

“So Star Destroyers are battlecruisers?” Akimo had stopped work to look at Galto.
She turned to the alien and crossed her arms. “I call them that. The new Imperials are anyway.
The mainline Victory class are more traditional cruisers. Slower - but vicious in numbers.
They serve as the line of battle. The Victory class will be the bulk of the Imperial fleet for a fair time -
particularly out here.”

Akimo tapped a finger to chest. “So your Frigate is not equal to a cruiser? You cannot hope to defeat a
Star Destroyer?”
Galto shrugged. “Well, that’s a question and no doubt . There are different kinds of Star Destroyers.
Against an Imperial class - the battle cruiser - I’d say clearly no. It would take three Frigates like this
to take down an Imperial - and you’d likely lose two of them. But against a Gladiator class star
destroyer, which is really a Frigate itself , I’d put good odds on a Torpedo Frigate like ourselves
coming out on top in a one on one -better shields, better weapons mix.”

Akimo stepped forward, eyes searching. “And against a Victory? A Cruiser?”
She held her hands out, palms up. “Well, there you’ve got me. In a face to face conflict the Victory has
the edge - but any Frigate Captain worth his salt knows how to kill a Victory.”
“Salt?” Akimo asked, held tilted to the left.
“An idiom. One who knows his business. Our Frigate can fly rings around a Victory cruiser. Get in his
flanks or behind him and smash him to bits. Just don’t get caught in his front. A squadron or two of
fighters to keep the Ties off our back and we’ll give them what for.” Galto turned back to the circuits.
Akimo’s head shook. “You have a strange manner of speech.”
Galto laughed.

The blue master turned back to the circuits and wires. But another question came. “If a Frigate fan
outfly a Cruiser, surely a corvette fan outfly a Frigate?”
Glato sparked a wire and gave a little grunt. “Well, perhaps. The Imperials have Corvettes that fun turn
pretty fast but can’t outrun us. These mon cal frigates have a nice turn of speed. Corellian Corvettes
are slightly faster again with the right engines. I’ve seen them bully Victories very nicely.”
“And these hammerheads I have heard about? The Captain used to command one of them. Would they
pose a threat to a Frigate like this?”

Galto took off her glove and sucked a tingling finger. “I should say not. The hammerheads are an old
corvette and not much use anymore. They make up most system defence forces but are mostly useless
now - slow - under gunned under shielded. I would not want to serve on one in a serious fight.”
“Ah. They are weak. Flimsy.” Akimo coupled some wires and shut the compartment.
“Well, no.” Galto responded.  “Not flimsy. In truth a hammerhead has better armour then this thing.
If a Hammerhead rammed the Glorious Warning we’d crumple. But that’s these non cal ships -
all shields, no hull. There are parts of this boat where you can’t lean on the wall for fear of putting a
hole in it. But she’s shielded like a Cruiser, flies like a Corvette and hits like a hammer. And the
commander knows his business. If we can get the hyperdrive running reliably we’ll be a danger to any
Imperial ship short of a battlecruiser. We’ll need some friends to take down an Imperial. But anything
else? No worries.” Galto chopped the air with her tingling hand.

“None at all?” Akimo was opening another compartment.
“What?”
“No worries at all? That easy?” 
She shook her head. “Idiom. Nothing is too easy. Although Gozanti Cruisers shouldn’t be of concern.”
“Cruisers?” The blue master lifted an eyebrow.
Galto sighed. “A stupid name. They call them Cruisers but they are really support ships. Freighters.
Transports.”
Akimo frowned. “Then why call them Cruisers?”

Galto slammed the compartment and moved to the next. “It’s all Palaptines fault. We had a perfectly
good system before he came along - Transports, Corvettes, Frigates, Cruisers. Then his majesty comes
along and now it’s cruisers, destroyers, destroyers, and bigger destroyers. The man is mad I tell you.”
“Undoubtedly so. Whereas your system is superior - this Frigate is faster than a corvette with a thinner
hull and more weapons than a cruiser.” Akimo gave his odd chuckle, like a duggi drowning in mud.
“Ah but you see - that’s because this is a mon cal design - aliens see? Non-humans don’t really
understand space - not really - at least not in the proper way.” Galto leaned further into her compartment,
reaching for a stray line.

Akimo snorted. “I certainly don’t understand it at all.”
“Well exactly,” Galto countered quietly. “Blue skinned hermaphrodite pacifists can’t be expected to
understand the nuances of fleet operations the way humans do - we are bred for it.”
The little blue alien seemed to get the joke. With a gentle smile Akimo responded:
“But Palpatine is human isn’t he?”
Galto laughed. “Yes.” She climbed out of the compartment and waved a ray-cutter at the master.
“But as I said before - he’s mad. All that power has gone to his head. Mad as a barking nun.”

***

Tuesday, 2 July 2019

Rieekan Seven vs Ozzel - Sensor Net

 The second outing for the Rieekan Seven (plus Tycho) was against Theo, flying a Cymoon (Xi7s, Gunnery Teams, Dual Turbolaser Turrets, Strat Adv), Quasar, Raider (ex racks, sensor teams), and two Gozantis with comms net. His fighters were Howlrunner, Mauler, and 4 Generic Interceptors.

Both at 400 - Theo won the toss and elected to go first. He looked at the objectives and chose Sensor Net - which is fair as I don't have Strategic Squadrons.
 We placed the tokens and deployed. Theo had the last drop, so I deployed cautiously. I regret my deployment of Jaina's Light (the one facing right). I should have put them all in a neater line, but such is life.

Start of turn 2, and Theo used his Strategic Adviser, so I flung Quantum Storm forwards to gum up the Quasar's order... but this wasn't really a problem - the squadron ball wasn't really going to be a huge threat to me at this point. But I did it anyway. Everything else moved up with various levels of speed in order to trap the ISD. The other slicer tool moved up to annoy the ISD, expecting to be shot to pieces, but instead the ISD took shots at Quantum Storm (and failed to get the Accuracy) and one of the Corvettes (Minor damage - Cymoons NEED Vader IMHO) - the ISD instead rammed the Transport to stay in place and avoid getting shot by multiple Corvettes.

 Start of turn 3, and the damaged Corvette (on the left) is there to draw the Raider shot so the other one can escape, but the ISD goes first destroying the Corvette centered on the Quasar (which is Rieekan'd). The ISD rams the Bright Hope transport again. So I move the left front Corvette, taking shots at the ISD and Raider (though the ISD is the main target of my assaults). The Raider then finishes off the Transport, so I slicer tool the Quasar. Jaina's Light takes the token on the right and comes roaring into the battle.

This is just a zoomed in view of Turn 3. Tycho is on the Station, waiting his moment of glory.
The Rieekan corvette does some serious damage to the Quasar, then ducks around the back to stop the Gozanti ramming Quantum Storm to death. I double rammed the Gozanti, expecting it to have to ram me in its turn and die, but instead Theo just dropped it to speed 0. Of course, that level of arrogance had to be dealt with, so Jaina's Light lined up a side arc through obstructions to kill it next turn.

Start of turn 4, and the tokens are building for me - even without the Strategic squads I'm getting more of them because I have more activations and can move the tokens further to my not-yet-activated ships. I did not do this perfectly (I'm rusty) so I probably missed out on another 3 tokens over the course of the game.

The Quasar activated first so the Squads did some limited damage to the Corvette behind the ISD, but it lived. Then the Quasar shot and rammed the corvette before it to death (Rieekan'd).
I went first with Jaina's Light to kill the Gozanti and almost finish the Quasar. My Rieekan'd Corvette rammed the Quasar to death, then ET'd into the ISD, then died.

 Start of turn 5 and I still have 3 Corvettes going (Rieekan's Flag is the middle of the three Corvettes).

There is some shooting, and the now heavily damaged Corvette in the shadow of the ISD goes down. (Rieekan'd, double ram, etc).

 Start of turn 6, and Jaina's Light does the damage to finish the ISD, but not before being Rieekan'd.
I had dreams of a perfect role to kill the Raider with Ozzel on board, but it did not happen.

Tycho had jumped from safety to put a shot into the ISD, and went down to Theo's Squads.


  End of turn 6 - only Rieekan's flag and Bright Hope survive. The Raider, squads, and a Gozanti for Theo.

I had 4 more tokens than Theo, which was enough to get me a 6 point win (6/5). Well, Theo did the maths, and I didn't have the brain space to check it, but he's pretty good on the addition and subtraction side of things.

A good game, and a good bit of training for the Rieekan Seven (and Tycho!)








Task Force Orange Fleet Ambush Rieekan Seven and Tycho

After a long hiatus of Armada, I managed to get a game on an actual table. I'm playing around with a Rieekan Seven list - 5 TRC90s with ETs, 2 slicer GRs, and Tycho for an even 400 points. The objectives are Most Wanted, Sensor Net, and Fleet Ambush. 

Yes, Fleet Ambush.

Madness, I know.

Fleet Ambush fell out of favour early in Wave 1 with the introduction of Demolisher (and to lesser extend Ackbar AF2s). The ability for the first player to shoot at things in the first round of the match was quickly seen as problematic - "Who is being ambushed here? You or me?"

I'm not convinced Fleet Ambush is a great option, and if my opponent has it I will be strongly tempted to take it.

The thing about Fleet Ambush that might be useful to the 2nd player is the wording that all ships have to be deployed before any squadrons (nice if you have lots of ships and few squadrons).
The other thing is that the Ambushed ships in the ambush zone CANNOT deploy on terrain (nor can squadrons, but this is less of an issue). This second ruling means that with thoughtful deployment of terrain you can really limit where big ships deploy in the ambush zone - pushing them to one side, or to the front or the back of the ambush zone. Then you can deploy to counter this - either by lining lots up to engage, or deploying sideways somewhere else to fly around or flank or do any number of things.


My opponent for this match was Rory who was flying two ISDs (2 and Cymoon) with Thrawn, a mid sized generic squadron ball, and Pryce. Rory decided to take Fleet Ambush, and deployed his Pryced flagship in the Ambush zone. I deployed with four of my TRC corvettes lined up the ISD2, expecting Rory to pick turn 1 for his Pryce - but he chose turn 2. I did question that at the time, and suggested an earlier timing, but he made up his mind. Rieekans flagship is deployed on the left, ready to jump in to the mid / late match.


At the start of turn 2 I know for sure that the Thrawn ISD is going down - I get to activate all of my ships before it can do anything, and that means 5 lots of TRCs chopping it to bits.
Rory's squadrons are not scary enough to destroy any Corvettes to quickly, and although that Cymoon is coming up fast, It's still out of range (and Cymoons without Vader - not that scary IMHO).


Start of turn 3 and the Thrawn ISD is gone - putting it in the Ambush Zone and Pryce'ing for turn 2 was a definite mistake - but live and learn! Without Thrawn, my slicing GRs can keep the squadrons ineffective, and the Corvettes can chop the Cymoon to bits in quite a leisurely manner.



Start of turn 4 and my Rieekan flagship has ended up quite close in the side of the Cymoon (unnecessarily close really) and Rory rolled exactly what he needed to kill it - and I forgot that I had Lando on that ship to keep Rieekan company, so the whole thing might have been avoided.



Rieekan zombified himself, let rip with the TRCs and double ram, and finished the ISD-C. The game was over in round four.

It has been quite a while since either Rory or I have put ships on the table, and I had forgotten so much about effective corvette flying (lining up double arcs, thinking ETs, etc).

Thrawn was well and truly ambushed - a good and quick game to get us back into the swing of things.

Wednesday, 10 April 2019

Conquerors of the Paellos Sector




Conquerors of the Paellos Sector


OBJECT
CPS is a turn-based strategy game for 6-12 players.  Each takes the role of a factional leader, building and commanding forces while conquering worlds.  Victory is achieved when a player controls more than half the sector or when all remaining players acknowledge one player's supremacy.


PLAYER
Each player controls planets, ships, squadrons, and ground forces. The ships and squadrons are those found in a normal game of Armada. Upgrades, officers, and commanders are not used.

TURN 
There will be at least one turn per week, with hopes of two or three. Players are expected to reply to any message from the GM within 24 hours. Orders must be submitted by the appointed deadline, or no actions will be taken by the side. The turn has three phases:
1.       Construct Units
2.       Jump
3.       Combat.
Each phase occurs simultaneously among players.

MAP
The map is map up of planets, systems, and hyperlanes. Ships in a system may travel to any planet in the same system or a planet in a linked system in one “jump” – the distance a Capital ship can travel in a week. Ships do not have to end their move at a planet but can instead specify to land in deep space in a listed System.

Unstable hyperlanes: when a fleet uses a red hyperlane a D6 is rolled.  On a 1 or 2, 10% of the traveling force is destroyed or scarred.




PLANETS
Planets produce a number of Credits (C) {aka "JABBABUCKS"} each turn. 
Planets can hold up to 10 Ground Forces (GF).

PHASE ONE: CONSTRUCT UNITS
Credits are the currency of the game, representing resources for production, fuel for movement, and supplies for military forces. 
A planet can produce up to its credit value of units each turn. 
For Example: A planet with TEN credits can build UNITS up to 10 points in a turn (so 10 points towards a larger ship).

Units that cannot be fully produced in a turn will remain partially built (and non-operative) until a future turn.

Ships and Squadrons have the same cost as in Armada. Ground Forces cost 10 credits. 

Blockaded worlds produce credits but these can only be spent on production of Ground Forces at that world. Ships cannot be produced at blockaded worlds.


Any unspent Credits at the end of the turn are lost.


For example: Planet Redjik 30 credits.  U to 30 credits can be spent each turn at Redjik to produce units. The planet could construct 3 Ground Forces; or 2 squadrons of X-wings and 4/13 of another; or build 30/39 of a CR90B. Only one partially constructed unit may be left at each planet per turn. If another unit is begun before the partial is completed, the partial is considered destroyed and any resources invested are lost. For example, Redjik spends 30 credits in turn 1. The player builds 2 A-Wings (11 each, 22 total) and 8/13 of an X-Wing. In turn 2, the Player decides to spend 30 credits investing in 30/57 of a Nebulon B Escort. The 8/13 of an X-Wing is lost.

Newly constructed units may jump / move in the same turn as they are constructed.

Credits may be spent to increase a planet’s Credit production. For each 10 credits spent the credit production of the planet increases by 1 the following turn.

Please note: Credits cannot be saved for future turns. If not used in a turn credits are lost.


PHASE TWO: JUMP
The Jump to Lightspeed allows ships to travel between planets. Only ships may do this – squadrons and ground forces must be transported in ships. Ships may carry their Squadron value in squadrons or ground forces. So, a corvette can carry 1 squadron or 1 GF. An AF2 can carry up to 3.

For our purposes, all ships have the same kind of jump capacity. A ship can jump to any planet in the same system OR any planet in an adjacent system. Ships can also jump to a non-planet place in a system – deep space. While in deep space the ship cannot be attacked – it is simply at some random place, and space is very, very big.

It costs 1 credit for each ship to Jump – this covers the cost of fuel. Flotillas cost 2 credits to jump.


PHASE THREE: COMBAT
Once all ships have jumped, planets that have units from two or more sides may have combat. For small or very one-sided battles the GM will simply roll a dice to determine an outcome. For very important or interesting battles players may have the option of “fighting it out” using vassal (or IRL? Possibly). But we can’t hold up the game for these purposes, so any such battles will have to be resolved quite quickly.

For auto-resolve purposes, the GM will roll 2d6 and apply the following table:
1 or less: Attacker takes 0 casualties, defender takes 100%
2: Attacker takes 0 casualties, defender takes 75%
3: Attacker takes 10% casualties, defender takes 75%
4: Attacker takes 20% casualties, defender takes 50%
5: Attacker takes 20% casualties, defender takes 40%
6: Attacker takes 20% casualties, defender takes 30%
7: Both sides take 30% casualties
8: Attacker takes 30% casualties, defender takes 20%
9: Attacker takes 40% casualties, defender takes 20%
10: Attacker takes 50% casualties, defender takes 20%
11: Attacker takes 75% casualties, defender takes 10%
12: Attacker takes 75% casualties, defender takes 0%
13 or more: Attacker takes 100% casualties, defender takes 0%







































































There will also be an adjustment for force disparity. Where equal force sizes (in points value of ships and squadrons) meet, there is no adjustment. But for every 10% difference, the superior side gains a +1 or -1 in their favour. For Example: if an attacking force of 400 points encounters a defending force of 300 points, the attacker gains a -1 to the die roll (57% to 43%). If the defender has 600 points and the attacker has 100, the defender gains a +7 to the roll (85% to 15%).

The casualty percentage is based on the size of the smaller fleet. For example, a fleet of 100 defeats a fleet of 200 points. If each fleet takes 30% casualties, both sides will lose 30 points.
Actual unit casualties will be randomly determined by the GM.

After a battle, the force with the lower points cost of ships and squadrons remaining must retreat. The combat is concluded, and the force MUST jump the next turn to another location. If it is unable to jump, it is considered destroyed. A retreating fleet may not take any GF off the planet it was defending before retreating. Only GF already loaded on the fleet may escape with the fleet.

INVASION
Once any space combats are resolved, the winning player may decide to launch a ground assault. Ground combat is resolved using standard RISK rules - up to 3d6 rolled for the attacker, 2d6 for the defender. Highest pairs of each side are compared, higher roll destroys the other side.
Where the pairs are tied, the defender wins.
Ground combat ends once one side is eliminated.

BLOCKADED
If a fleet of one player is in orbit of a planet controlled by another player the planet is blockaded. Blockaded planets may only construct Ground Forces and do not contribute credits towards Jumping.

BOMBARDMENT
If a planet is blockaded planet may be bombarded. A d6 will be rolled for each 100 points of fleet above the planet. On a roll of 1, 2, or 3, a GF is destroyed. On a 4, 5, or 6, the planet’s credit production is reduced by 1.
You cannot Bombard and Invade in the same turn.

REPAIRS
Any ship that takes more than half its hull points in damage in battle is “scarred” and must be repaired before it can face battle at full strength. A scarred ship counts as half rounded down of its point for combat calculations (or if playing a vassal or irl game, give the ship damage cards equal to half (rounded up) of its hull value). To repair a ship it must be in orbit of a planet. The cost to repair is equal to one quarter of the cost of the ship, rounded up. 

For example, if a CR90B is “scarred” it would cost 10 credits to repair. If the planet it is located at has less than 10 credits in production, it may take multiple turns to repair. If the planet is part-way through production of another unit the ship may not be repaired until the production is completed OR the production is lost.

When a ship is scarred it will be marked as such in your roster.

FLEET SIZE
Ships and Squadrons may not exceed 500 points in any one location - planet, deep space.

STANDING ORDERS
A player should set some standing orders for all or some fleets to attack or not attack certain players forces if encountered. A player with a no-shoot order that is attacked will suffer a modifier of 1 to their disadvantage in space combat. These standing orders should be repeated in each set of orders to remind the GM of those that are appropriate.

MULTIPLE FLEETS IN ONE LOCATION
Only one player may ever have a fleet remain in a given location at a time. Even if multiple sides have no-shoot orders the smaller fleet is forced to retreat.
In the event that multiple fleets arrive in a location in a turn with SHOOT orders the battle is resolved by pairing the two largest fleets, resolving battle, and then pairing the next two largest fleets.


OTHER THINGS
Matters not covered by these rules will be decided by the GM typically by shouting and then rolling some dice.

END OF RULES

Monday, 18 March 2019

Grand Battles versus Darth Veggie

Darth Veggie has come up with a set of rules for GRAND BATTLES. They are certainly very interesting and worth the look.

Read the Sith Carrot's English blog HERE.

Through no fault of my own I have been co-opted to playtest the rules via Vassal. We set up our lists a few days ago, and played our first chunk of the game last night.

Darth Veggie (hereafter DV) is flying 1200 points including an SSD. My list is pretty basic, being an Ackbar list with a Home One and TEN AF2Bs with Enhanced Armament and Gunnery Teams. Ackbar is on a Pelta with Intensify Firepower.

I had a bid of 3 points (I should have taken Hondo Ohnaka! Oh regrets, thy name is LTD!) and chose to be "BLUE" player, which means I get to be first player in odd numbered turns (including turn 7!). I also got to set the first unit.

DV chose my "these are the droids you are looking for" which is a kind of updated Most Wanted / Capture the VIP. I chose DV's "Ambush" which is kind of like "Fleet Ambush" with some changes, where DV got to pick which of my ships had to be ambushed. The combination meant that the droids were on my Flagship in the Ambush Zone as the very first deployment! I faced the Pelta away from the enemy and ran for it as first activation.


Before deployment, both sides place their hyperspace exit points, allowing the mandatory reinforcements to arrive at some point. I put mine in such a way that DV's had to go in less than ideal places (hopefully).

During fleet deployment I was able to put a number of my Assault Frigates in range of two enemy ships, which I was able to destroy in the opening activations. I have a heavy advantage over DV's fleet in terms of activations, an advantage made all the worse by my being able to land an Assault Frigate in such a way that it made dropping ships from Hyperspace onto that point all but impossible. I was able to bring in my three Assault Frigates at the start of turn 2, whereas DV chose not to bring in any reinforcements, instead moving the deployment zone.

I fully expect to lose my Frigate in the SSD's side arc, and may lose the Home One as it is double arc'd and does not have ECMs (regrets! I've had a few!) and Major Jonus is right there. The three frigates on the right of the SSD dropped there at the start of turn 2, and I expect they will put some hurt on that Gozanti and then rip into that SSD.

Things are not over yet, and it is likely that DV's hyperspace jump will include ships dropping in such a way as to trap Ackbar's Pelta... why did I put Ackbar on that Pelta? What was I thinking?

Play resumes in a day or two when our hemispheric timezone differences can be aligned.