SW Armada Batrep: Clash at The Meadow Nebula (pt. 2)

So this is the continuation post.  The thrilling conclusion of my test game at 400 pts (or so…)

We pick up our story at the start of…

Turn 3:

Here's the disposition of forces where we left off...
Here’s the disposition of forces where we left off…

Left with little recourse, the Imperial Commander is forced to lead off with his VSD, but fails to really do much in the way of damage to either the Gallant Haven in front or Salvation to Port.  Travelling at speed 2, the captain spends a navigation token to slow the ship down, and try to keep the forward weapons on the Haven.

The hope of activating the VSD first was to hopefully force the Yavaris to activate and get closer to Demolisher.  This didn’t pan out.

Haven is next to activate.  Unsurprisingly, the Squadron dial is revealed.  Wedge, engaged with two squadrons, rinses the first TIE Advanced squad tying down Keyan Farlander.  Keyan’s immediate X-wing escort blows away the remaining TIE squadron, and speeds off to re-engage another squadron.

The way now clear, Keyan unloads into VSD at point blank range.  Because the VSD is the target ship, he’s rolling 3 black dice for these attacks (A comparable battery to a Gladiator-2 Star Destroyer).  Adar Tallon also kicks in here, ensuring the B-wings will get another volley in during the squadron phase.

The Star Destroyer reels from the battering from the squadron of B-wings, using as many counter-measures as can be brought to bear to limit the damage...
The Star Destroyer reels from the battering from the squadron of B-wings, using as many counter-measures as can be brought to bear to limit the damage…

Gallant Haven adds its side batteries to that of its B-Wing squadrons…

Shields almost completely depleted, the Victory is taking a beating.
Shields almost completely depleted, the Victory is taking a beating.
Not looking good at all....
Not looking good at all….
The second volley from Keyan slams home, but the damaged is reduced as the Commander orders a second Brace this turn, in an attempt to keep the ship in one piece.
The second volley from Farlander slams home, but the damaged is reduced as the Commander orders a second Brace this turn, in an attempt to keep the ship in one piece.

The Demolisher also takes fire from the Yavaris, but the action brings the Nebulon B painfully close to a concussion-missile induced grave.  Yavaris’ fire is effective, bringing down the front shields.

Yavaris knows all too well it won't survive long at this range with the Gladiator Star Destroyer....
Yavaris knows all too well it won’t survive long at this range with the Gladiator Star Destroyer….

TIE Bombers continue to harass the Salvation astern of the VSD, in an attempt to buy the flagship some more time…

The situation after 3 turns is looking pretty grim for the Imperials.  All stations are experiencing issues, and the Rebel Scum positioned most effectively to cause the most damage…

Turn 4:

The Imperial Commander is forced to make a hard decisions with respect to which ship to activate first.  The VSD is down to its last two hullpoints, while the Demolisher is in a prime location to knock out the flagship Yavaris.  Understandably vexed, he opts to activate the VSD first in an attempt to one-shot Gallant Haven, lest the ship be lost with its concussion missiles still in their tubes.

The attack is effective, and Gallant Haven's crew panics.
The attack is effective, and Gallant Haven’s crew panics.

The engineering crews are also busy on the Victory, restoring shields to the facing so as to deny Keyan free re-rolls.

In activating the Victory however, the Imperial Commander has allowed the Yavaris to flee the certain doom of the side-arc.  Unfortunately the flight was poorly considered, and it brings the ship into an asteroid field, damaging its munitions.

"NEVER TELL ME THE ODDS!!!!"
“NEVER TELL ME THE ODDS!!!!”

Demolisher is the next up, and unloads at point blank on the back arc, and causes some significant damage with the aid of Admiral Screed, including a compartment fire.  Not enough to knock the target ship out however…

it could have been a lot worse for Yavaris...
it could have been a lot worse for Yavaris…

The Rebel Commander is left with a choice now.  Activate Gallant Haven, and let the fighters finish of the VSD?  Or let Salvation take the final shot, and use the fighters to go after the Gladiator, which is definitely no longer its freshest…  Well, it’s a no brainer really, with Salvation not having anything else to do…

***Kra-KOOM*** - Turbolaser batteries penetrate the armour rupturing the main reactor, and Admiral Screed and his Victory Star Destroyer are no more.
***Kra-KOOM*** – Turbolaser batteries penetrate the armour rupturing the main reactor, and Admiral Screed and his Victory Star Destroyer are no more.

The Haven once again orders up its fighters, and Keyan gets to work once more…

Demolisher knows how this story ends....
Demolisher knows how this story ends….

There’s no sense to really continue the game at this juncture, as its a foregone conclusion that the Gladiator will not survive Turn 5 being hounded by a unit of B-wings and 2 units of X-wings while dodging fire from Gallant Haven and Salvation.

The Imperial ship flees combat, and leaves the Rebels to… Revel in their Victory over the Victory.

*sigh*

Final Disposition:

2015-09-08 16.53.00

Haven would have probably turned hard starboard to bring that battery to bear, while Salvation would have jousted on the front battery, as Yavaris did to dodge the bulk of the Demolisher’s broadside.

Soooo…

Things I learned:

  • B-wings are absolutely brutal close in, but they need baby-sitting.  X-wings are great at this.
  • The rebels had more than enough X-wings to mop up the fighter screen, so that can be dialed back some…
  • The Imperials suffered from being hugely out-maneuvered through the course of the game, and should probably reconsider their deployment and synergies.
  • TIEs in particular seem very ineffective at really causing any problems for X-wings unless Howl-Runner is involved, or perhaps Flight Controllers or some such.  It’s more a factor of the Rebel Fighter’s durability than it is their stopping power.  It may be better to use less bombers in this instance and load up on cheaper screens, and keep a second wave in strategic Reserve.
  • Using a 35 point handicap is probably unwise for the Imperial forces… a third ship would really aid in this manoeuvring issue…
  • Objectives are a LOT more fun than simply playing “Last Ship Standing”

 

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10 thoughts on “SW Armada Batrep: Clash at The Meadow Nebula (pt. 2)”

          1. Great batrep Oak, keep em coming! Can’t help but feel for the crew of the Gladiator at the end, watching the victory go down in flames.

            RE: Death star- I’d recommend several hundred decoy reactor exhaust ports in case a bunch of plucky rebels decide that they’d rather keep Mercury. 😛

            1. Thanks Warlock! The game itself is super fun so I don’t really have an issue posting more 🙂

              Is there something I can improve…? Questions about the gameplay? More fluffiness? I’m always trying to improve my content 😀

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