Saturday, February 28, 2009

News Flash!

Balmorra, Core Worlds. February 28 Earth Standard Calendar

In three consecutive battles for galactic domination the Hutts came out on top, 2 to 1.

Game 1 was a long affair with an initial strong start by the Rebels. A lucky break with a faction card gave away the Emperor's position on Gamorr. Unlucky breaks thereafter saw successive tidal waves of Rebel squadrons destroyed by the guardian Death Star. The Hutts took advantage of this to build up to nine resource planets on numerous occasions. The Empire gradually ground the Rebels down to a handful of planets and knocked the Hutts down to four resource systems. In the end, though, the Hutts were able to make a remarkable come-back by recapturing six systems.

In Game 2 the Emperor turned up first round. A clever feint by the Storm Troopers left him exposed to a suprisingly strengthened attack by the Rebels. Score one for the Force.

Game 3 looked to be an Imperial victory with seriously weakened Rebels struggling to make headway. The Hutts, blocked by the Death Star on Gamorr, were also frustrated. But in a desperate ploy Major Ursa used faction card bonuses to take out the Death Star even though there was no hope of victory. In fact the Death Star wasn't even guarding a star base, let alone the Emperor. With Gamorr open, the Hutts quickly rolled to victory.

Saturday, February 21, 2009

Hutt Whoming

Well, Major Ursa and I was gonna have us a Hutt whompin', just like in the Old Country. But that wily Peetza da Hutt done got the better of us 3 wars straight. The Hutt done gone and whomped us.

Game 1. Death Star sets up on Bakura to discomfort the Rebels in the Ison Corridor. Notably, the Rebels attack Kothlis 3:1 and roll three 1s. The Empire defends itself handily with yet another 1! Quickly the Hutts break out of the Mid Rim to Ord Mantell and the Core Worlds, winning within a couple rounds.

Game 2. Major Ursa suggests starting with 3 initial faction cards each. This time the Death Star is on Gamorr to discomfort the Hutts, who won so easily the previous go-round. Of the Imperial faction cards, two are "Fire the Star." First turn the Empire turns Mon Calamari to ashes along with a huge host of Rebels. Peetza responds by running the board as soon as Gamorr is without its protective Death Star.

Game 3. Back to standard rules, the Rebels seek a quick victory by taking lightly garrisoned Imperial systems. The weakened Empire can't knock the Hutts back far enough and they soon win again.

Score 3 wins for the green slimy guys.

Thursday, February 12, 2009

Four-player Games

With nephew Peter in town, it was only natural that we add him to the Thursday evening festivities. The first game went to the Empire (Karl and Peter) largely due to a difference in interpreting the deployment rules on control of a sector by a team. The second game went off much better but quickly became an Imperial victory when the luck of the dice ran out for Ric and Kent.

Sunday, February 8, 2009

Hutt Bashing, Intergalactic Style

Last week's Starwars Risk tourney held two games, yet still ended reasonably early. Game 1 had the Hutts horribly bottled up, nearly locked out of the Mid Rim. The Rebels quickly learned the Emperor's location, but having spent the faction card that would take out the Death Star which would soon come to protect him, an all out assault was needed. With star base bonuses, capital ships, bombers, and an Imperial faction card bonus, it was a close run thing. Literally the last possible attack won through for a Rebel victory.

In Game 2, the Empire avoided the Mid Rim and ultimately the Hutts gained their requisite 10 resource planets. It appears that a valid strategy for the Empire is to occupy as much of the Mid Rim as possible and hide the Emperor behind not only Storm Troopers, but angry Hutts as well.

Next week nephew Peter will be in town for the Junior Olympics (fencing with Epee), so we'll have at least a four-handed game. Stay tuna'd....