For some reason I have put advanced gunnery in the title.......not sure what I was thinking here, this battle is actually minefields:
Rebels (me):
AF2b (Mon Mothma, gunnery team)
Neb-B support (salvation)
CR90b
CR90b
5 A-wing's (in the pictures below the x-wing is pretending to be a fifth A-wing)
Total – 300
Objectives – Most wanted, fire lanes, dangerous territory.
Imperials:
Victory-II (Screed, expanded hangers, flight controllers)
Gladiator-I (Demolisher, Wulff, engine techs, assault missiles)
4 fighters (including Howlrunner)
3 interceptors
1 bomber (Rhymer)
Total - 299
Objectives – Advanced gunnery, contested outpost, minefields.
I was made the first player and went for minefields. Contested outpost forces me to rush in, and even then I wasn’t confident in building and maintaining a lead. I dont really want to know anything about an advanced gunnery demolisher so that was out.....and that leaves minefields......I dont have the long range fire power to blast the gladiator (especially if it hides behind the victory, so the fight is going to happen up close and personal anyway, so it may as well happen without enhancing the empire or giving them free points!
Deployment:
My opponent creates a nice little funnel of mines for me to fly down. The far side of the table is pretty much out of bounds, I could fly down the near side, but if the empire push fast up the centre whatever goes down the flank will be stuck on the other side of the mines from the main fight.......so down the centre we go.
Turn 1:
You may be slightly surprised to see the victory leading the way here.......this is actually our second game. In the first the gladiator came in fast and got destroyed in one turn by the entire fleet, this time it seems to be playing it safe trying to use the to hide behind (somewhat), and force me to spend some fire power on it.
I cant quite remember how the interceptors and A-wings got into that position. Im pretty sure the gladiator sent them in because the victory banked a nav token in the first turn (so these were not fully powered combo-tastic interceptors at this point).
Turn 2:
And lo! Combo-tastic interceptors kill all the A-wings (okay so not quite, but they each destroyed one A-wing each in a single activation). Thankfully the AF2 was able to activate three of the A-wings first and get some early damage on the interceptors, which the CR90's managed to take a couple of flanking pot shots at and finish off.
With the AF2 trundling off to the far side of the picture (while shooting both the victory and gladiator), and the neb-b swooping in from the flank (and shooting at the victory) Im able to force the gladiator to move in before my CR90's, it does its thing and drops the shields of two faces of one of the CR90's and does some hull damage (thank you Mon Mothma!), but it takes a fair beating in return (both CR90's had concentrate fire commands). The CR90's both position themselves for dual arc shots on the gladiator and victory for next turn (moving first, and with twice as many activations makes this so very very easy with a ship as nippy at the CR90).
Turn 3:
The first activation of the turn sees a CR90 with more concentrated fire drop the gladiator. It is subsequently pounced on and killed by the squadrons under the victory's command. The victory delivers a fair slap to the AF2, but its the first serious attack its taken and it has plenty of engineering commands ready so its not in any danger. Over the rest of the turn the victory loses all its shields on all facings and loses half its hull (a glorious 5 damage shot and timely capacitor failure from a concentrating salvation helped a lot in this regard). It actually had to lose its brace token just to stay alive with more than one hull (which would have been risking a double hit crit – the crits were piling up at this point and no double hit had materialised yet).
Turn 4:
More concentrated fire from another dual arc CR90 sees the victory destroyed before the empire get an activation.
Thoughts:
It probably looks like the victory did very little, this wasn’t the case, it was putting constant pressure on the surviving CR90 who had taken a couple of hull damage. Mon Mothma was really saving my bacon in a big way against those medium range double hits! - she also helped negate several fighter attacks – forcing the fighters to come into close range to attack successfully made Rhymer less effective (more squadron command hungry) than he might otherwise have been.
I was also stunned by how lightly I got off in the squadron fight. I was expecting to get well and truly maimed by the legendary 6-dice interceptors that everyone is on about.......and I suppose I did, but getting the jump on them, and then having counter really showed just how brittle they are despite their mighty attack power.
I'm not 100% sure why the interceptors lead the way in against the fighters. I know my opponent was worried about all the A-wings flying in and helping one shot the gladiator again (I had banked squadron commands on the CR90's in the first turn ready for a second turn blitz if the opportunity arose). The A-wings were just out of range of TIE fighter engagement when they moved in (so it had to be the interceptors or Howl if any attack was going to go at them)......not sure what I would have done here I can see the pro's and cons of either choice.
I was delighted with how Mon Mothma helped me out. Its going to be hard to go back to Dodonna now, Mothma just helped so much with the aggressive moves of those CR90b's. They took far more punishment in this game than they have previously. The enhanced armament on the AF2 was handy as well. It allowed it to play the stand off roll much better than previously.......not sure how great that will be against rebels where it might be able to dive into the fray a bit more, an intel officer may work better under those circumstances.
Edited by Boothy


