Oh man let us know how that goes mat, im so sad its passover tonight and im stuck dealing with 3000 year old whining about getting lost in a sandbox instead of playing spaceships
You win the internet today.
Oh man let us know how that goes mat, im so sad its passover tonight and im stuck dealing with 3000 year old whining about getting lost in a sandbox instead of playing spaceships
You win the internet today.
Nice diverse lists! Very curious to see how this works out!!
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I dig it!
Max nabbed the 50 easily with a Raider, then shot off into the sunset with 3 hull remaining.
There was a massive swing in turn 6, when everybody turned on the ISD that just happened to be sitting on the station.
Score:
Fun game!
I'm thinking VSD Corrupter with a Rhymer ball. Only a CR90 can outrun that Rhymer ball.
First Observations:
1) Best Chance to Win is by SURVIVING - There is a maximum 50 points to WIN, but a maximum of 150 points to LOSE. If you bring 150 points and lose nothing, you score 150.
2) Playing Conservatively > Playing Aggressively - In our scenario, I was the only player to blow up another ship (a Raider 1) but lost my only ship, an ISD-I, so only scored objective points. As seen in point 1, you have more to LOSE by losing points than you have to GAIN by scoring points.
3) To Drop Objective Token or Not - Each ship receives an objective token to begin. It can be dropped for points if the ship activates within range 1 of the station. This is the ONLY way to gain points. However, while you hold the token you gain an extra RED die for each attack. If you bring multiple ships this can increase your damage potential.
4) Large-Base Ships are Big Targets - If you take a large base ship (ISD / MC80) you are going to be a focal point on which the other 3 players concentrate. This is especially true if you try and fly it into the middle of the map to score points as you will have enemies on 3 sides.
5) Bids Still Matter - Going 1st or 2nd allows you to have initiative twice.
Thanks for the game guys!
Edited for typos and redundancy.
Edited by WhatsArmadaWithYouThis was a lot of fun and a lot less tense to me than one on one. I actually really like the simplification of just having 150 points. I agree with the guys that played - There are a lot of different strategies involved. I veered away to try and come up behind Matt's MC 80 on a whim and it ended up being an effective strategy. The others on the left side beat the tar out of each other while my fleet remained undamaged.
I think this is a great intro game. Place a big ship and a few squadrons down and play. Since everybody takes turns you learn from what they are doing as well. It's actually very cool that all the rules seem to work very well even though you are alternating clockwise.
I also really like the swapping of initiative. Totally changes everything up.
Overall I'm quite pleased with this!
Just to help anyone who wants to play this scenario with their first 150pt list, please note the Victory is probably not an ideal choice as an objective ship, if at all.
Shown below is the total move of a Victory over the entire game if it goes full speed, in a straight line, ignoring whatever obstacles have been placed. Even then, it would then only have a chance to be in range 1 of the station while activating once, on turn 6.

The same applies to an MC80 that doesn't have engine techs, making them pretty much an obligatory upgrade -- and demanding a sequence of nav orders to accompany the upgrade.
Engine tech cr90 ftw!
"They must deliver their elite teams of commandos and technicians to a waystation on the edge of the Outer Rim to recover vital intelligence."
Sounds like an Imperial Assault tie-in to me!
Except it would read:
"They must deliver their elite team of commandos and technicians to a way station on the edge of the Outer Rim to recover vital intelligence. When they arrive they will be surprised by an outrageous amount of reinforcements and an impossible task."
Holy crap where'd that Nexu come from!!!
They're coming out the walls! They're coming out the goddamn walls!!!
Just to help anyone who wants to play this scenario with their first 150pt list, please note the Victory is probably not an ideal choice as an objective ship, if at all.
Shown below is the total move of a Victory over the entire game if it goes full speed, in a straight line, ignoring whatever obstacles have been placed. Even then, it would then only have a chance to be in range 1 of the station while activating once, on turn 6.
The same applies to an MC80 that doesn't have engine techs, making them pretty much an obligatory upgrade -- and demanding a sequence of nav orders to accompany the upgrade.
Now see that just...just bums me out here. I love the VSD and the fact it's just...so...slow...is disturbing. Even the Victory 2 model!
The VSD 1 + boosted comms leaves you with 73 points. There is a lot you could do with that. 5 TIE bombers and 2 Jumpmasters, etc.
It will get into the action late, but that may be exactly when you want to be there. You could bomb targets that have already suffered damage.
Unfortunately you're still restricted to a maximum 1/3 of your fleet being squadrons.
Cheesy Vader voice: "NOOooo..."
Cheat. Definitely cheat.
VSD 2 x-mas treed?
It's missing the Angel on the top of the tree: Engine Techs.
Just to help anyone who wants to play this scenario with their first 150pt list, please note the Victory is probably not an ideal choice as an objective ship, if at all.
Shown below is the total move of a Victory over the entire game if it goes full speed, in a straight line, ignoring whatever obstacles have been placed. Even then, it would then only have a chance to be in range 1 of the station while activating once, on turn 6.
8
The same applies to an MC80 that doesn't have engine techs, making them pretty much an obligatory upgrade -- and demanding a sequence of nav orders to accompany the upgrade.
Now see that just...just bums me out here. I love the VSD and the fact it's just...so...slow...is disturbing. Even the Victory 2 model!
Corrupter makes those TIE Bombers speed 5, and Rhymer puts them in striking range by turn 2.
It's missing the Angel on the top of the tree: Engine Techs.
Yeah ![]()
VSD 2 - gunnery team, wing commander, XI7, Expanded hanger bay
Howlrunner
Tie x 3
That's what I'd bring...the VSD would be my Venator ![]()
VSDs really need engine techs.
VSDs really need engine techs.
I honestly think for the price in upgrade from the Mk 1 to the Mk 2 VSD they should get the chance to add engine techs...or even a defensive retrofit.
I agree. I think the major flaw with the VSD is not being able to equip neither Engine Techs NOR Electronic Countermeasures. Turns it into a sitting duck that can't run or defend itself properly with the single brace that almost always gets locked down.
That still throws 6 Dice out its front arc for relatively cheap.
That still throws 6 Dice out its front arc for relatively cheap.
True, but as the waves progress the VSD will be even more hard up.
God forbid the empire gets a dedicated carrier...