EDIT: I'm going to just report in on games I play as the Republic faction.
For our sixth season here, we're running an Escalation League, which allows Clone Wars folks to gradually play their forces instead of having to rush into buying 800 points immediately. We've gained a few new players, and a lot of us are switching to Clone Wars armies, now. We're up to 24 players for this season.
First round follows the Imperial Discipline format for 500 points, and this is the first time I've played it. Last night, I played a friendly game to practice both the ID rules and my new Clone army, as well as newly-released Rex. These are the details.
Here is my list ( Rex and the Boys ) 497
-
Clone Captain Rex (90+20=110)
- Aggressive Tactics; Electrobinoculars; Recon Intel
-
(Squad Blue) Phase I Clone Troopers (52+27=79)
- Z6; Recon Intel
-
(Squad Red) Phase I Clone Troopers (52+27=79)
- Z6; Recon Intel
-
(Squad Green) Phase I Clone Troopers (52+30=82)
- DC-15
-
(Squad Orange) Phase I Clone Troopers (52+30=82)
- DC-15
-
(Squad Yellow) Phase I Clone Troopers (52+13=65)
- Phase I Clone Trooper
Deployment
I was aware of keeping my clones all within Range 1 of one another, and, with Rex's Scouting Party ability, I knew I had to deploy him last. So I deployed, effectively, in a simple gun line, with the DC-15 squads on the outside of either flank, the two Z6s in the center, using Scout 1 to move forward a bit, and then, the last squad dead center, as they were going to be my Fire Support/Token farm.
Rex deployed in the center, and with Scout 2, moved up further allowing the two Z6 squads to move forward as well, putting Red Squad firmly behind a barricade on the left flank, and Blue Squad behind a large container that fully concealed them on the center right, allowing them to pop out and fire later.
My opponent played Leia, two squads of Tauntauns, one on each far flank, and a few Rebel Troopers with only the extra troopers, no heavies. The objective was Breakthrough.
Round One
I knew I could have perfect activation control with a simple Standing Orders, and I wanted to let my opponent go first, so that he would start coming to me, I had hoped, especially with the aggressive Tauntauns. So I ordered Rex, who gained a Surge token from AT. My opponent played Push and ordered both Tauntauns. However, he drew from his bag and moved a Rebel Trooper unit up behind a barricade and fired on the squad I had used with Scouting Party to position behind a barricade (now within Range 3). I didn't lose anyone; thank you red dice .
My first move was to send Rex forward, and he hid in base contact of a building near the dead center of the map. He gained an aim token from Tactical 1, and I used his second action to Spotter Yellow Squad. I planned to have that squad move into the center of the formation, within range 1 of all others.
The Tauntauns rode up on my left, with a double move and fire. I lost only one mini from Yellow Squad; thank you red dice . I resisted the urge to activate Red Squad, and went with Yellow, which could not remove its suppression, so with only one action, I went with aim, giving them a second token. My opponent moved another Rebel Trooper squad up and fired at Red Squad, giving them a second suppression, only; thank you red dice .
Now the time was right for Red to activate, since the left flank for the Rebels was totally activated. I failed to roll off the suppression, so with only one action, I just fired into the Tauntauns, which had 2 dodge, but no cover. This was an incredibly lucky salvo, as I rolled 4 natural crits on the white dice, and using Rex's surge token, his aim token, and an aim token from Yellow Squad, I totaled 8 hits, which went down to 6 after dodge. I eliminated one of the minis in that squad as he rolled 2 saves.
I used Orange Squad to fire into the remaining Tauntaun on the left, and removed that as well, as he made no saves, and I shared an aim token from Yellow Squad. Seeing his Tauntauns and two squads of troopers coming to my right, I moved Green Squad in toward the center taking a dodge token, and Blue Squad did not take the bait, and stayed put. He took a shot at Rex, but I dodged with Green Squad's token, and saved the rest.
Round Two
Since the fight was going to be brutal on the right flank, now, I used We Are Not Programmed, to give Rex Inspire 2, two surge tokens, and recovery when he activated, in case he was shot multiple times and had a lot of suppression. With AT, I had 3 surge tokens on Rex, and one on every trooper Squad, except Orange and Red, I think. Because I expected my opponent to play Coordinated Bombardment, with Fog of War lifted, I wanted all my troops to effectively have surge on defense, with this card plus AT. However, he surprised me, and did not play it, opting instead for Ambush, which he issued to his Tauntauns.
Being quite aggressive, he double moved them in and used Ram against Yellow Squad, hoping to knock me down an activation. But, I saved the commander! I immediately used Yellow's activation to just move out of melee, so I could start the shooting gallery on the Tauntauns. He moved a trooper squad up behind a large crate and shot into Green Squad, which didn’t lose a man; thank you red dice.
Now I needed to take out the Tauntauns and I chose to activate Green Squad. I did not roll off their suppression, so with one action, I thought it was a good opportunity to try out the Fire Support, thinking an overwhelming number of dice could compensate for the lack of the aim token, plus, the DC-15 has Critical 1. Blue Squad used Fire Support, giving me a full Z6 squad and the full DC-15 squad right into the Tauntauns, to take one of the minis down. Rex finished the other off with his activation, using Gunslinger to shoot the Tauntauns and the trooper squad that had moved up on my right.
Round Three
By now, we deemed the game was really decided, but wanted to keep practicing. Here I used Call Me Captain, planning to march forward and give Rex the chance to Fire Support without flipping his token. My opponent played Bombardment and won the roll. He took only a couple minis aways with it (thank you red dice), and then, I was up.
As I had moved Rex out from cover of the building in the last round, he had two squads in his range on that flank. I activated my troopers and Rex used Fire Support on all of them, and I eliminated both squads on the right. Finally, as a squad on the left moved forward, Rex was in range of them as well, and with a DC-15 squad, took them down. Ultimately, this meant there was little to do for the remaining turns. I did finally lose Yellow Squad, though, on this turn, the only activation I lost.
Edited by manoftomorrow010