This is going to be a battle summary for yesterday's game where we were talking about a minimalistic approach to the Empire rather than an upgrade heavy fleet. Although I hated the idea of having only 3 activations, I was really keen to see how Moff Jerjerrod would turn the Star Destroyers turning circle into something formidable.
We put together fleets and Todd gave me initiative selecting Most Wanted from his objectives (which we both had). The Imperial-Class Star Destroyer would the the marked ship from my fleet, whilst the Command Cruiser would be my target.
The Rebel Fleet
MC80 Command Cruiser - Admiral Akbar, Flight Commander, Independance, Redundant Shields, Expanded Hanger Bay, Fighter Coordination Team
Modified Pelta-Class Command Ship - Shields To Maximum, Fighter Coordination Team
GR-75 Medium Transports - Bomber Command Centre
3 x Y-Wing Squadrons
5 x X-Wing Squadrons
The Empire Fleet - 'Triple Triangles'
Imperial II-Class Star Destroyer - Moff Jerjerrod, Gunnery Team
2 x Victory II-Class Star Destroyer - Gunnery Team
3 x VT-49 Decimator
Todd and I got chatting and spoke about 2 x Victory II-Class Star Destroyers (VSD) backing it up and either sending those in first or alternatively having them protect the flanks of the ISD whilst it mashed a path through the enemy. Gunnery Teams was a critical upgrade to ensure that potent front firing arc could be taken full advantage of. Next Moff Jerjerrod was in order to increase the turning circle of the Destroyers taking his rightful seat on the ISD.
My love of Decimators being Rogue allowed me to field 3 but I sure was missing the fourth one.
Next up I activate with my centre VSD revealing a squadron command, moving the Decimators to plink off some shields on the Rebel Transport. Even though I fail to do anything major and I probably should have focused on the squadrons it certainly left it worse off than what it was at the beginning of the turn. I use Moff to add some much needed turning power to the VSD to get into a better position for the coming rounds. Todd then activated with his Transport revealing a squadron command. They all swarm the ISD but it doesn't amount to anything significant although Luke Skywalker gets a damage card through. Unfortunately the Rebel Transport moves up with nowhere to go but the very unsafe frontal arc of an angry ISD.
I activate with said angry ISD and unload on the Rebel Transport, ironically leaving it on a single hit point, the anti-flak dice do some damage to nearby squadrons and my 3-speed manoeuvre turns the Rebel flotilla into space dust with the scene from Rogue One playing in my head.
The Decimators remove a squadron and chip away from damage from others whilst little other damage comes from the remaining.
The central VSD activates turning sharply in pursuit of the Command Cruiser whilst the Pelta continues to get out of danger.
The ISD gives the nearly Rebel squadrons a smattering of laser cannons before turning sharply to begin an attack on the Cruiser pending if I could reach it in time.
The Decimators destroy another squadron.
I activated with the ISD first to bring it toward the Cruiser to cut off any potential escapes whilst putting the hurt onto the the nearby squadrons.
Todd's Command Cruiser then unloaded the squadrons again and after all the fire and ship guns were brought to bear my VSD still lived although I was depleted of defence tokens and had a single rear shield left.
I activate my flank VSD which had the Cruiser in double arcs and proceeded to delete it off the board with the opening volley. Some squadrons took damage from the anti-flank fire from the remaining Star Destroyer but it was clear the Pelta was safe.
Once again, the Decimators were awesome and being rogue, they fill a gap in the fleet almost being mini-ship activations themselves and boy can they take some punishment.
I am keen to play this fleet again but perhaps take another look at objectives to get a better feel for what would work well for it. Also I can see this fleet struggling against something with a higher amount of activations simply because it isn't that difficult to run away from a 2-speed VSD, on the flip side however, there is no reason they should get behind one. Also, I think a lot comes down to deployment and being able to dictate at least some of the battle with the presence of the ISD alone.
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