Hello there!
I had another game against the ISA with my Vree (but against a different opponent). It was a 6 point raid, and we rolled up the normal A Call To Arms. The lists were:
ISA
3 x White Star II
1 x White Star
4 x Blue Star
8 x White Star Fighters
Vree
3 x Xill Battle Saucer
4 x Xeel War Carrier (carrying all Tzymms)
2 x Vaarl Scout Saucer
It’s been said in the past that you can sometimes tell who’s gonna win by the lists. So go on, try it. Don’t read the rest first, I’ll know if you’re cheating. You decided? Sure? Okay, you can read on now.
I can’t remember it well enough for a turn by turn account, so I’ll just do my best. I do remember I won initiative for the first two turns, which was nice, and a random turn or two later.
I had to set up first, so I put a scout in each corner of my DZ, then loaded all my other ships on the left, apart from one Xeel which went on the right. The ready-launched fighters went in the middle, so they could go where they were needed. He loaded most of his stuff on the right (my POV), with only a couple of WSs facing my main force. There was a few bits of terrain, but they didn’t really do much.
The first couple of turns saw him sweep forward to try for my lone Xeel and right hand Vaarl. He rapidly found that Vree are very hard to pin down when you’ve only got front guns, let alone fewer ships and are moving first. I was able to avoid most shots, while blowing big holes in the trailing WS (crippling it) as my main force came round behind the attacking ISA. A slight beam hit knocked out the anti-matter shredder on the lead Xill, but it was repaired (thanks to All Hands On Deck) the next turn. Every WS I crippled all game lost its self-repair, which was nice!
Thanks to Scramble! Scramble!, I had six Tzymms in the middle (four starting, plus two launched), which were engaged by two Nial flights. The 3-on-1 dogfights were a straight roll off, with a flight from each side going away. The WS fighters (all 8 of them!) and the last Nial went after a Xeel which had stuck its head out too far. A couple fell to AF (including the Nial), but the WS fighters blew the hell out of the Xeel, to the tune of about 20 damage over it’s limit. One big explosion later, and only one WS fighter is left, and that one catches the business end of a Xills antimatter cannon.
The next couple of turns saw some dancing around from the ISA, as they started to give up chasing the scout, and try to engage my main force. The Vaarl skipped around a couple of blue stars, staying out the way. The crippled WS took up the chase, while the others turned to shoot at other things. I lost the other scout (seven hits from a 2AD beam!), and one Xill. He lost two Blue Stars and a WS – they were swarmed by fighters to weaken them, then finished off by the capital ships. Another WS took concentrated fire and lost his defensive traits, only to be finished off shortly afterwards.
The fat lady had sung for the ISA, as the last WSs were hunted down for few Vree losses. In the end, I’d lost a Xill, both Vaarls and a Xeel (that’s a Raid and three Skirmish), and the ISA had lost everything.
The turning points were the loss of 4 Patrol points of WS fighter to the ship they destroyed, and the devastating round of fire from ten flights of Tzymms and several capital ships which destroyed two Blue Stars and a White Star, which was about half what he had left at that point.
Once again, the White Stars found themselves against an enemy they couldn’t outmanoeuvre, and it cost them.
I had another game against the ISA with my Vree (but against a different opponent). It was a 6 point raid, and we rolled up the normal A Call To Arms. The lists were:
ISA
3 x White Star II
1 x White Star
4 x Blue Star
8 x White Star Fighters
Vree
3 x Xill Battle Saucer
4 x Xeel War Carrier (carrying all Tzymms)
2 x Vaarl Scout Saucer
It’s been said in the past that you can sometimes tell who’s gonna win by the lists. So go on, try it. Don’t read the rest first, I’ll know if you’re cheating. You decided? Sure? Okay, you can read on now.
I can’t remember it well enough for a turn by turn account, so I’ll just do my best. I do remember I won initiative for the first two turns, which was nice, and a random turn or two later.
I had to set up first, so I put a scout in each corner of my DZ, then loaded all my other ships on the left, apart from one Xeel which went on the right. The ready-launched fighters went in the middle, so they could go where they were needed. He loaded most of his stuff on the right (my POV), with only a couple of WSs facing my main force. There was a few bits of terrain, but they didn’t really do much.
The first couple of turns saw him sweep forward to try for my lone Xeel and right hand Vaarl. He rapidly found that Vree are very hard to pin down when you’ve only got front guns, let alone fewer ships and are moving first. I was able to avoid most shots, while blowing big holes in the trailing WS (crippling it) as my main force came round behind the attacking ISA. A slight beam hit knocked out the anti-matter shredder on the lead Xill, but it was repaired (thanks to All Hands On Deck) the next turn. Every WS I crippled all game lost its self-repair, which was nice!
Thanks to Scramble! Scramble!, I had six Tzymms in the middle (four starting, plus two launched), which were engaged by two Nial flights. The 3-on-1 dogfights were a straight roll off, with a flight from each side going away. The WS fighters (all 8 of them!) and the last Nial went after a Xeel which had stuck its head out too far. A couple fell to AF (including the Nial), but the WS fighters blew the hell out of the Xeel, to the tune of about 20 damage over it’s limit. One big explosion later, and only one WS fighter is left, and that one catches the business end of a Xills antimatter cannon.
The next couple of turns saw some dancing around from the ISA, as they started to give up chasing the scout, and try to engage my main force. The Vaarl skipped around a couple of blue stars, staying out the way. The crippled WS took up the chase, while the others turned to shoot at other things. I lost the other scout (seven hits from a 2AD beam!), and one Xill. He lost two Blue Stars and a WS – they were swarmed by fighters to weaken them, then finished off by the capital ships. Another WS took concentrated fire and lost his defensive traits, only to be finished off shortly afterwards.
The fat lady had sung for the ISA, as the last WSs were hunted down for few Vree losses. In the end, I’d lost a Xill, both Vaarls and a Xeel (that’s a Raid and three Skirmish), and the ISA had lost everything.
The turning points were the loss of 4 Patrol points of WS fighter to the ship they destroyed, and the devastating round of fire from ten flights of Tzymms and several capital ships which destroyed two Blue Stars and a White Star, which was about half what he had left at that point.
Once again, the White Stars found themselves against an enemy they couldn’t outmanoeuvre, and it cost them.