Played a 400 point game last night - my Rebels against my mate's Empire
Fleet Summary Page (394 of 400 pts)
Commander: Mon Mothma (30 pts)
Assault Frigate Mark II B (72 pts), Ray Antilles (7 pts), Flight Controllers (6 pts), Boosted Comms (4 pts)
MC30c Torpedo Frigate (63 pts), Foresight (8 pts), Ordnance Experts (4 pts), Assault Concussion Missiles (7 pts)
Nebulon-B Escort Frigate (57 pts), Salvation (7 pts), Turbolaser Reroute Circuits (7 pts)
CR90 Corvette A (44 pts), Turbolaser Reroute Circuits (7 pts)
Squadrons (71 of 134 pts): Dutch Vander, Wedge Antilles, 2x Y-Wing, 1x YT-2400
Fleet Summary Page (393 of 400 pts)
Commander: Admiral Ozzel (20 pts)
Imperial I-Class Star Destroyer (110 pts), Admiral Chiraneau (10 pts), Flight Controllers (6 pts), Expanded Hangar Bay (5 pts), Boosted Comms (4 pts), XX-9 Turbolasers (5 pts)
Gladiator I-Class Star Destroyer (56 pts), Demolisher (10 pts), Ordnance Experts (4 pts), Engine Techs (8 pts), Assault Concussion Missiles (7 pts)
Raider I-Class Corvette (44 pts), Assault Concussion Missiles (7 pts)
Squadrons (97 of 134 pts): Major Rhymer, 2x Tie Bomber, 2x Firespray-31, 1x Tie Interceptor, Howlrunner
It was a real game of maneuver and in many ways there was very little destruction on either side.
I've attached pics of how the game went.
We played Superior Positions - The Empire was first player, so he had to deploy everything first.
His bombers racked up an impressive number of victory tokens and stripped my MC30 of all it's shields and nearly all of it's hull - only to have the ISD finish it off.
Demolisher made a run at the MC30 too and the AF2, but critically it did now have a nav order/token to turn tightly after making it's initial pass and swung too wide to play much more of a role in the game.
My AF2 sailed through the the Imperial bombers and lost 3 (of 6) hull, but I was able to kill Holwrunner and an Interceptor early (for the loss of Wedge) so Dutch was able to hold up the remaining bombers and firespray while the AF2 got clear.
On the other side of the board The Raider and my Neb + CR90 passed each other at high speed, but both of my ships were able to use Turbolaser Reroute Circuits to do damage to the Raider and remove a lot of shields. I tried to follow up with my Y-2400 (Rogue) but was scared away by the raider's ability to put 3 hits on it a turn with a concentrate fire order.
The raider dropped it's speed and pulled a tight turn to get back in the game.
At the same time, the Neb (Salvation) and the CR90 were able to stay out of the ISD's front arc and used their TRCs to add damage - removing the shields and eventually adding damage cards.
They were able to tuck in behind it and finish it off on Turn 5
We called the game there. The empire was just ahead on victory tokens, but I'd killed the ISD with the admiral.
What worked:
For both sides: Boosted Comms on the ISD and AF2 allowed squadrons to be controlled quite easily for most of the game.
For the Rebels (me):
Turbolaser Reroute Circuits! These are class ![]()
I think the Raider (1) was an animal against squadrons. We talked a bit after the game and you could possibly ignore squadrons (maybe a few firesprays for fun!) and use raiders as your squadron defense, or torpedo boats if there aren't any.
Deployment:
Turn 1
Turn 2
Turn 3
Turn 4
Turn 5





