Hi people I have been trying out a few fleet builds and objectives with a flatmate over the last few days. We have been using the previewed cards, but not the ships (since I haven’t been able to find reliable firing arc diagrams of them yet). Most of the games have been pretty close, except the one with the following lists:
Rebels:
Admiral token generator (who's name I have forgotten, Bel Ibs or something)
Neb-B escourt
Neb-B escourt
CR90b
CR90b
3 B-wings
3 X-wings
298
Imperial:
Admiral Screed
Victory-1
Victory-1
Victory-1
6 TIE fighters
293
(opening salvo, hyperspace assault, dangerous territory).
So far we have been using the interpretation whereby dice added to the attack pool after determining range can be rolled regardless of colour. I was the imperial player and chose opening salvo based on this......screed + black dice opening sounds pretty rough.
Anyway, I elected to be the second player, and the rebels chose dangerous territory as the objective.......figuring that they might be able to nab a few tokens, and that I probably wouldn’t get many unless I decided to split up.
During terrain placement I was able to get he station and one debris field near the edge of my deployment zone, while the rebels whisked the other debris field over to the other side (since its far safer for them to get objectives off those than asteroids!)
I deployed all three victories slightly off centre to my left and in a Y formation (two at the front, one slightly back and in the centre). The rebels deployed both Nebs roughly opposite the victory Y, and had a CR90 on either flank. Rebel fighters were in a couple of clouds round the Nebs, and the TIE's were scattered about the tight imperial formation (but not tight enough to mess up the TIE placement).
Without going into a full report the rebels got utterly crushed, three capitols destroyed, with one badly damaged CR90 running for a corner in the last two turns of the game. I was finding it really easy to get at least one victory into a position to get an optimal frontal barrage one something through the central turns main engagements (use speed commands and tokens the Nebs might be able to dodge one or two victories, but never all three).......and the CR90s while easily dodging the main arcs, just couldn’t stand up to triple broadsides (with screed really punishing them once their shields were down).
The rebel fighters did significant damage, but didn’t get into position quickly enough (two turns positioning, two turns fighting through all the TIE's, one turn repositioning, one turn hitting). They were pretty speedy early on, threatening to get the jump on the imperials, but through the mid to late game the squadron commands dried up as the Nebs focused on survival, and so they bogged down badly. The TIE's were largely sacrificial, only killing two x-wings all game. Total damage to the imperials was 5 damage on one victory, and 1 on another. Of that, 4 damage was deal by B-wings in the final turn. Overall I was impressed with the X-wings and B-wings combo. The x's keep the B's alive, and both put out decent damage on all targets. I think they will be very dangerous indeed if an opponent loses control of them!
So there we have it......how do the rebels go about breaking open a triple victory list if they are the first player (thus facing unfavourable objectives) and the opponent is stubbornly refusing to break formation and allow them to isolate one victory at a time.