First Game:
I came across a strategy that a rebel player implemented that I, as an Imperial player, did not like whatsoever! Of course, that's because it proved effective for him to win the game, but, more on that as we go. We were playing Hyperspace Assault (the one where the second player can bring a ship and two squadrons in at random objective points on the map). I, playing Imperials, got the initiative. My list consisted of VSD-II/GSD-II/Demolisher, and three tie fighter squadrons. My opponent had three Nebulons and six squadrons (Farlander B-Wing, Dutch Y-Wing, Wedge X-Wing, 2 A-Wings and 1 Y-Wing).
I deployed my VSD first. This was probably my greatest mistake, and you'll see why in a second. I set my VSD near the left edge of my deployment zone, at a 45 degree angle facing the majority of the board. I like that sort of deployment for VSDs because it helps them be able to more easily maneuver into proper position. However, my opponent then began to deploy his fleet entirely on his far left edge. But, instead of facing mine, he kept them going towards my table edge, skirting the edge of the board. I had two GSDs, and I could have deployed them on his side of the board, but I felt they wouldn't last against those bombers, not long enough to get the job done without the VSD's support. So, I finished deploying my two GSDs near my VSD, and decided to simply move towards him, spreading out a bit with one GSD flanking either side, and the VSD pushing the middle.
The Rebel player kept one of his Nebulons and his B-Wing and a Y-Wing in reserve to be brought on via the objective markers. The other two Nebulons both kept to speed 1, and eventually slowed to speed 0. I figured out his strategy at this point: with all three objective markers between my fleet and his, he was content to sit there and make me have to move past them, allowing him to have his Nebulon pop out of reserve right behind my ships. I, of course, could have just dropped to speed 0 as well and forced a draw, but I figured one of us needed to act like we had a pair.
I continued on with my original strategy, slowly flanking the GSDs as my VSD moved up the middle. I kept positioning the Demolisher as best I could so that, if he pulled one of the Nebulons out of hyperspace, the Demolisher would be able to get between it and the VSD, and open up with a broadside. He realized this as well, and simply kept holding off.
Suffice it to say, this was an extremely boring first three turns of the match. It wasn't until turn four that he finally gave up on trying to flank the VSD, and instead settled for setting down within range 1 of my Demolisher. The Demolisher got to open fire, and did tremendous damage, but by this point was close enough to the rest of the enemy fleet that the bombers were able to activate and zip over. My VSD and GSD were closing the trap on the opposite side, but by the time they reached optimal position, we'd hit turn six. I'd covered 3/4 of the board, only to watch the turn counter hit 6 and my Demolisher go up in smoke (though not before crippling their flagship and another Nebulon).
The part that gets to me, of course, is that, had we gone on another turn or two, my GSD and VSD were both flanking the entirety of the enemy fleet. Those yummy Nebulon side-arcs would have been gobbled up for breakfast, and victory would have certainly been mine. But, with only six turns, we were done there.
Lessons Learned:
Even defeat can be useful. Perhaps more useful than victory, if you learn from your mistakes. So, here's my trying to learn from mistakes.
1) My initial deployment allowed the Rebel player to control the terms of the engagement. Albeit this was a "worst case scenario" for me, with having to cross the hyperspace assault objectives, it still was a situation I could have avoided. The VSD should never deploy first; it is too slow, and allows my opponent to counter-deploy more effectively. From here on out, the Demolisher will deploy first. With Engine Techs, it has a far easier job of getting into the fight should it be caught on the opposite edge of the board. Had I deployoed the Demolisher first, and seen my opponent's strategy, I would have then put my VSD and GSD on the right side of my edge, moving at speed 1 towards enemy. By the time the conflict had begun, the Demolisher would be flanking the enemy's fleet, or running up behind them.
2) Pay attention to the turns. I've usually been good at this, but in this scenario, my opponent outplayed me with our time limit. His extended reach with the bombers allowed him to alpha-strike, and do so quite effectively.
3) I want my Raider...
Follow Up Game
Both of us agreed that was an unsatisfying match (though I more than he, since at least he had a victory). We'd sat down and analyzed how the game went down, figured out what I did wrong, and played a second time. This time, I picked Superior Positions. Again, a bad match-up for me (btw, I picked his three objectives for him that I would be picking from, so all three would be the worst for me to face up against. Practicing for Sullest.). This time, however, I deployed with Demolisher on the right side of the field, with the VSD and GSD mid-left. He set his entire fleet on the far left, in position for a lancing run against my ships. He'd set up well; there was a debris field and asteroid field in the way of my VSD's turning arc. Avoiding them would place my VSD out of alignment for shots on his fleet, and leave my GSD alone against them.
Inspired by the actions of Captain Needa, I decided to **** the debris field and full speed ahead. Knowing I'm generally a conservative player, my opponent had bet on my avoiding that. He attempted to change his attack plan, but ended up mixing up his activations and getting his bombers into poor positioning (i.e., landing on them with Nebs and allowing me to set them further away from my ships). My TIE-Fighters did their duty, and tied up the enemy squadrons for a turn. The Demolisher made it across the field in two turns, just in time for the action to begin. The VSD got off a solid hit on the flagship Nebulon's front shields using its front arc, Screed using his Overload Pulse to disable the enemy's tokens, and its side arc disabled another Nebulon's defensive tokens. This allowed the Demolisher and other GSD to heavily damage both ships.
By the following turn, only the flagship (which had moved at speed 3 through my lines, was alive. My VSD, unfortunately, took some very unlucky hits from bomber swarms (never seen so many crit-hits rolled on black dice!) and was lost. But, by that point, his front arc was never going to be useful again. The Demolisher made its turn around quickly, and was able to pepper the damaged nebulon flagship's rear with red dice, until catching up on turn six and unleashing a perfect double-arc of fury to finish the game. The other GSD had, meanwhile, sped off, lightly damaged with the enemy's bombers trying to keep up, but lacking the command support to get into firing position.
Lessons Learned:
1) If you know you're going to have to fly through a debris or asteroid field, make sure you have a repair command lined up so you can repair the damage right afterwards. My brave VSD crew may still be alive had I planned that more carefully.
2) With my list as it stands, it doesn't pay to be conservative. Aggressive tactics that disrupt the enemy's plan are the way to go. I need to count on the Demolisher's speed and maneuverability to finish the job.
3) I really really, really want my Raider...