Finally, we've gotten around to running the missions from the Epic Battles box. We decided the start with this one. While the premise seems simple, the execution is tricky enough that I think the aggressor has to plan his strategy carefully. . .
I was defending. I think this is the easier role, since mostly you can't control what is going to happen, except to decide where to allocate the tokens on the 3 shuttles. I set of the shuttle in friendly space, save one that was a little more toward the middle:
In what might be his only good tactic for the entire game, Maul tractors the outlier shuttle into R3 for some potshots on it turn 1:
My ARC and N1s get ionized, but my brother can't get the bomb follow thru because he didn't understand the new ionization rules.
My left flank falls apart, but Maul and the Hyenas really don't accomplish much anyways. The real action is on the right, where Rick and the other N1s are really able to pound the HMPs with missiles thanks to the supporting action of the LAAT/is.
The HMPs sideslip and burn towards the first shuttle, but it's too little too late, and that shuttle escapes:
My brother conceded at that point, because there was no way he was going to make up for the lack of damage on the shuttles and the higher number of dice guaranteeing shuttle tokens. I think he needed to pre-damage the shuttles more; he also did not think the shuttles could escape the same round they got three tokens. Since both things happen in the End Phase, I'm pretty sure that's true. I thought it was kinda weird that the shuttles don't move.
In any event, we will play this one again in a few weeks. . .I'm going to be the aggressor using the Empire and see what happens.
Any tips from anyone who has tried out this scenario?
Edited by Darth Meanie