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Evacuation of Hoth - Gareth vs Will/Simon
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Ok pre-Evacuation report. I'll write up a post game report, and try and remember to take some photos, but seeing as its a scenario rather than a full on Dog-Fight, its something a little more interesting to report.

The scenario is this.

The GR-75 departs from Echon Base and soars out of Hoth's atmosphere, but it must travel through an Imperial minefield on its way. The Rebel forces escorting the GR-75 struggle to override the mines' programming and seize control of them in order to buy precious time for the transport to escape.

Basically the GR-75 needs to vacate the board, off the opposite corner. Six mines with various effects, are scattered about the board. They can be turned off by being placed under Rebel control, or back on by being under Imperial control, and an Imperial mine within range 1-3 of the GR-75 can be activated at the end of turn.

With that in mind and not knowing what force Will was going to choose, I selected my forces.

Rebel Alliance; 125 points.

X-Wing - "Hobbie" Klivian - R5-K6 and Proton Torpedoes - 31 points
This is quite an expensive ship, but Hobbie has a few advantages up his sleeve. When he Target Locks he de-Stresses, and the R5-K6 unit allows him a chance to get a Target Lock when he spends one. The Proton Torpedoes can make a mess of most TiEs, an obviously require the target lock, which he will be obtaining. Also at Pilot Skill 5, he will help deactivate the Mines.

2 x Y-Wing - Gold Squadron Pilot - Ion Cannon Turret - 23 points.
Two Y-Wings, which can soak up fire, and with a Turret anything getting behind them, is still threatened. With it being Ion, it can severely neutralise the TIEs speed and manoeuvrability.

B-Wing - Dagger Squadron Pilot - 24 points.
My favourite Rebel ship from the films, and having a habit of playing Imperials, I have never used it. So what better opportunity. A tank on the field, but to fit in my next two choices, I had to keep it cheap.

2 x Z-95 Headhunter - Bandit Squadron Pilot - 12 points.
Cheap ships, but the get bodies on the board. With the idea being to deactivate the mines, the more ships I have the better. Would have run more, but only own two.

Imperial Alliance; 100 points.

I imagine that I will be running these, as Will is sure to be draw to the Transport, but I love my choices here. The Imperials can bring on reinforcements, for anything Pilot Skill 4 or above, in the form of the lowest pilot skill version of a destroyed ship, to combat their lower points value. As such I made the following choices, an tried to skip upgrades.

3 x TIE Fighter - Black Squadron Pilot - 14 points.
Cheap, pilot skill 4, comes back.

TIE Interceptor - Saber Squadron Pilot - Adrenaline Rush - 22 Points.
My favourite ship from the films, I can never see me not running one. Besides if I took 4 BSP I would have had spare points. Adrenaline rush, filled out the points, and allows me to K-Turn and pull of an action. Again Skill 4 and comes back, without the AR though.

2 x TIE Bomber - Scimitar Squadron Pilot - Concussion Missiles and Proximity Mines - 23 points.
Ok I spent a fair amount on these. At skill 2, they don't come back, but without the upgrades they are of little use. Dropping mines over the evacuation area, will help at the late game, and the concussion missiles will do a fair amount in the early game. After that their primary weapons, and 6 hull points are just a distraction.

So thats my list design, lets see this evening how things pan out.
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Evacuation of Hoth - Gareth vs Will/Simon - by Gareth - 12-08-2014, 02:02 PM

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