Wednesday, November 26, 2014

A Hutt Trifecta

Recall that Kent the Hutt slaughtered millions of innocents in his quest for power two weeks ago.

Last week Deputy Rebel Leader Wood took out the Death Star on Kessel that was blocking a Hutt breakout into the Mid Rim.  Bad Death Star movement die rolls had kept the Empire from exercising its power and destroying Sluis Van.  Trapped on Kessel, it still prevented the Hutts from gaining access to four critical resource planets. 

Sure enough, with the Death Star gone, the Hutts soon overran Kessel, Balmorra, Yavin 4, and thence on to Duro and Tattooine.  Game Hutts, their second in a row and a victory for Peetza da Hutt. 

This week, the Hutts collected faction cards until on the third turn they were able to use their lone capital ship plus the seven legions from a faction card straight to sweep to victory.  Valiant efforts by stormtroopers and Rebels were not enough to avoid the avalanche of Hutts who ran all the way to Tattooine.  The tenth resource planet was Dar Shaddar, but even it was finally overwhelmed. 

Victory Hutts, making this three in a row, each by one of us, for a Hutt Trifecta. 

A second game was vainly attempted, but powerful defensive cards by General Horak kept Kent the Hutt from winning.  Darth LaBan couldn't eliminate the Rebels, but he drew them down to four systems.  Time ran out and we called it a draw. 

Happy Turkey (or Salmon) Day!


Friday, November 14, 2014

Hutts, Hutts, and more Hutts

After Horak the Hutt gained the coveted mirror ball trophy, it was up to Kent and Ric to win it back.  And that they did, or rather, Kent did (Oct. 30).  As the wily Hutt leader, he was able to sweep to victory.  Unfortunately, I've slept since then, so I don't remember how exactly he managed to pull it off.  I suspect he got Rebel Ric and Sith Lord Karl to go after one another, while he quietly gained strength and cards.

The week following (Nov. 5), Ric as Peetza da Hutt made an excellent run at gaining the trophy and a trifecta for the Hutt faction.  Initially, it looked like a sure thing for General Horak as his Rebels overran much of the galaxy.  But two well-placed attacks by the Death Star decimated his forces and destroyed the Rebel fleet.  That said, the Empire was not able to take out the Hutts nor finish off the Rebels.  After many, many dice rolls, a draw was declared and the Hutt trifecta averted.

Now (Nov. 13) we've had two more battles for galactic domination.  In Game #1, Sith Lord Ric was able to overcome the Rebellion in just 3 turns.  Horrendously bad dice rolls in the initial turn and poor faction cards left the Rebels vulnerable.  The Hutts never got traction and were never much of a threat.  Game Empire.

In Game #2, the same arrangement of forces led to a different outcome.  The Rebels held the advantage for most of the game, even taking out 3 starbases.  But as luck would have it, the Emperor's starbase was the last one to come out.

Meanwhile, the crafty Hutts built up a fleet and made good on mopping up the Stormtroopers in the Mid Rim before succeeding in a flanking attack against Sullust and then a breakthrough to Tattooine.  Game Hutts.

Postscript:  We've completed 242 games.  Watch this space for the big 250th Galactic Battle Celebration.

Wednesday, October 22, 2014

The First Funky Chicken Mirror Ball Trophy Night

Kent created a masterful trophy in the likeness of a particularly despised piece of nearby street sculpture.  Each week's winner will be able to carry the trophy home until another can reclaim it. 

Tonight Karl the Hutt took on Sith Lord LaBan and General Wood.  Things took a favorable turn for the Hutts as they set up using their new strategy using few but heavily garrisoned resource planets.  While Ric and Kent snapped up the remaining resource planets, the Hutts snarfed the entire Wild Space(!).  Definitely a first for the Hutts to control a sector out of the starting gates. 

With the extra 2 legions per turn, the Hutts soon had an impenetrable lock on the Wild Space.  Then 3 faction card straights in a row led to victory.

More details and photos later.

Thursday, October 9, 2014

Trifecta Averted Yet Again

In a most unusual initial setup, last night's battle for galactic domination featured Sith Lord Ric, Rebel Commander Kent, and Karl the Hutt. 

Initial setup before any attacks
The Hutts, fearing a secret agreement between the Rebels and the Empire to deny the Hutts any chance of a trifecta, hunkered down on 3 resource planets:  Ord Mandell, Balmorra, and Tattooine.  With only 3 systems to heavily defend, their garrisons were comprised of 6 legions each. 

The first Rebel assaults in the Outer Rim did a fair amount of damage, but left them with only small garrisons.  The Empire struck back with a minimal number of assaults, just for cards.  The Hutts then consolidated the Outer Rim, collected two cards, and sat tight while small outlying garrisons got picked off by the others. 

By the end of turn 2, the Rebels had captured the Ison Corridor, the Hutts controlled the Outer Rim, and the Empire held the Mid Rim. 

As luck would have it, the Rebels assaulted the starbase on the Wookie home world.  A poor roll on a defensive faction card left the system vulnerable.  As it turned out, it was the Emperor's starbase.  Victory Rebelion. 

Thursday, October 2, 2014

A Rare Two-fer

Two games in one night, a rarity these days.  Even more rare, I was twice the victor, once as Rebel Leader and once as Emperor.  Next week I have an opportunity to seize the coveted Trifecta crown. 

Game #1

Peetza da Hutt, true to his name, brought pizza.  Darth Kent took up the imperial reins of power leaving me, the low roller, to struggle with the disorganized Rebels.  The first Rebels assaults fared only modestly.  The Hutts fought a major engagement with the imperial forces at Hoth.  Although the Hutts came out victorious, it was a Pyrrhic victory.  The Empire made numerous counterattacks, especially against the Hutts, but this left them mostly with singletons for garrisons. 

Unbeknownst to the Rebels, the Emperor's starbase came out on turn 2.  With only light garrisons spread widely, Sith Lord Wood placed it on Elom where a few legions could protect him from the small group of Rebels on Omwat. 

That turned out to be ill-fated, because the Rebels had gained 4 faction cards... all Imperial troops must flee and a straight.  With the garrison on Elom reduced to 1 and 10 in-coming Rebel legions, the starbase was overwhelmed.  Game ova by the beginning of turn 3. 

Game #2

With such a quick end to the game, we elected to go on for a second one.  Rotating seats counterclockwise, I became the Emperor, Kent became the Hutts, and Ric moved over to the Rebels. 

Needless-to-say, this game went differently.  Rebel Leader Boom-boom got an early lead by punishing the Stormtroopers.  Typical Imperial reinforcements were only 4 or 5 troops.  Also, the Hutt concentration in the Mid Rim kept the Empire from picking off any stragglers for extra faction cards.  However, that also worked to the imperial advantage by protecting the Wild Space from invasion via Gamorr.  Meanwhile, the Death Star blocked egress at Sluis Van.  Lucky thing, too, because the Emperor's starbase came out in turn 2 again.  Safely placed on Elom, it came under no threats for the duration of the game. 

With so much Rebel attention on the Stormtroopers, the Hutts flourished.  Eventually, Ric had to turn his forces on the green hoards, who had run up to 7, then 8 resource planets.  With that distraction underway, the Sith were able to close off the Wild Space by destroying Omwat and moving the Death Star to Gamorr. 

After securing the Wild Space, the Stormtroopers advanced into the Ison Corridor and the El'Rood Sector.  Hutt attacks nearly won the game, but they fell short and overwhelming Imperial forces soon wiped out the last Rebel vestiges.  Game ova in about 9 turns. 


Saturday, August 30, 2014

The Long Drawn Out Draw

The initial dice roll sequence for choosing sides went 1-2-3.  Kent, always seeking a trifecta, took up the Imperial forces, Ric chose the Rebels, and I was left, surprisingly, with the Hutts.  The game started off with the Death Star on Elom, Storm Troopers on Arbra and Excharga, and Rebels on Omwat. 

Initially, the Rebels stumbled with poor dice rolls against lucky Storm Troopers, the Hutts did only slightly better, and then the Imperial forces kicked ass everywhere.  The game looked to be in the bag for the Emperor.  Sith Lord Kent managed to eliminate the Rebels on Omwat and then destroyed Sluis Van and Gamorr with the Death Star.  Safe in the Wild Space, he drove the Rebels down to a handful of scattered systems.  They even captured the Ison Corridor, which had briefly been held by the Rebels. 

But the combined Rebel and Hutt attacks finally put the breaks on an easy victory for the Dark Side.  The Hutts amassed a fleet of 2 capital ships and 2 bombers.  That combined with a faction card flush let them sweep from Tatooine all the way to Bespin, doing considerable damage to the Imperial legions in the process. 

Despite an invasion through the asteroid field of Sluis Van and an unexpected uprising of Hutts on Elom, the Empire held on to the Wild Space.  With the Emperor's starbase safely behind impenitrable asteroid fields in the Wild Space, it looked like an Imperial victory.

But wait!

The Rebels clawed their way back from 4 systems to 7 and then totally pwned the Storm Troopers invading Falleen in an attempt to break into the Mid Rim.  The pesky Hutts split their fleet in two and made a run at a win.  Only stubborn resistance at Kessel by the Rebels prevented a 10 system takeover. 

After that, the Rebels were sitting on a faction card straight in a good position to counterattack both Hutts and weak Storm Troopers remaining outside the Wild Space.  The Hutts were sitting pretty with 8 resource planets and 20-odd garrisoned systems.  The Emperor was strongly protected in his fortified Wild Space. 

Perhaps the Rebels could hold on and neutralize the Storm Troopers.  Somewhere in the few remaining cards was the "death from above" card that would enable an invasion into the Wild Space despite the blockading asteroid fields.  Perhaps the Hutts could garner the last few resource planets.  Perhaps the Storm Troopers trapped outside the Wild Space could turn the tide and eliminate the Rebels.

We'll never know.  After 3 and a half hours, 12 turns, one large pizza, two eclairs, and lots of wine and beer, a draw was called. 



Friday, August 22, 2014

Rebel Rowsing

General Wood led off with a very strong assault against Sith Lord Horak, which means he will never taste Jaime Oliver's pork stew again ;-).  Combined with a minor loss to Peetza da Hutt, the Empire only had 3 legions for initial reinforcements.  But between the Death Star on Endor neutralizing any threat of a take over of the Ison Corridor and large Imperial and Hutt garrisons in the Wild Space, the battles soon took to the Mid Rim, Core Worlds, Outer Rim and El'Rood Sector.

Friday, August 15, 2014

Trifecta Averted... Yet Again

Despite awesomely good sloppy joes washed down with IPA and Ric's amazing chocolate chip cookies, Sith Lord Kent couldn't put down the Rebellion tonight.  The Rebels under General Ric came out swinging on Turn 1, taking out 6 systems with single garrisons.  The Hutts were able to capitalize on the situation and move from 5 to 6 resource planets while the Storm Troopers fought hard to maintain the status quo. 

Saturday, August 9, 2014

Yet Another Two Thirds of a Trifecta

Darth Horak took on Ric the Hutt and General Kent this week.  Except where the Rebels took out the Death Star on turn two, things were fairly even.  The Force Meter didn't get pushed too far out of whack.  Ships came and went.  Imperial dice were lots better than the week before. 

The Hutts became dangerous on turn three, getting up to 8 resource planets.  Starbases on Omwat and Elom where considered safe behind considerable numbers of Hutts.  However, in an ill-advised moment, Storm Troops were sent to Sluis Van instead of remaining on Omwat.  The dastardly Rebels came up with a flush for 6 extra legions and were able to push through all the defenders for a surprise victory at the beginning of turn 5. 

Victory Rebels. 

Thursday, July 31, 2014

Hutt, Hutt... Hutt... Hutt!

In a rare double-header, the Hutts swept both games tonight. That make this three Hutt victories in a row.

Game #1


After a surprisingly unaggressive initial Rebel move by General Wood, the Hutts under Gamorran Leader LaBan moved up to six resource planets.  The Empire was in a strong position, but extraordinarily poor rolls caused massive casualties and limited their faction card gain.  Sith Horak was already in dire straits. 

By turn two the Rebels controlled the Wild Space and the Hutts crept up to seven resource planets.  Once again the Storm Troopers had catastrophic dice rolls and huge numbers of casualties.  They failed to make any headway against the Wild Space.  The Rebels soon controlled the Ison Corridor as well. 

With swelling numbers of reinforcements, it looked to be the Rebel's game, but on turn four the Hutts broke out and swept up the remaining three resource planets they needed.

Game Hutts.

Game #2

In contrast to the quick first game, after Ric and Kent switched sides, the game degenerated into a long slog.  No sectors were controlled, faction card straights were rare or ineffectual.  Rebels and Storm Troopers fought to a stalemate with about 14 systems each, plus or minus. 

The Hutts repeatedly reached 8 or 9 systems only to be beaten back to 5 or 6.  The heavily fortified resource planets weren't accessible.  Even after the first Death Star was taken out, the Imperial starbases repelled all attacks.  The Rebels pushed the Force Meter far to the Light side, but were unable to put together an effective assault on the well hidden base of the Emperor. 

Two minor mistakes led to the downfall of the major factions.  First, with a new Death Star, the Emperor elected to destroy a Rebel outpost instead of a resource planet.  Then the Rebels reinforced to Aldebaran, to prepare for an attack on Tattooine.  That left Duro vulnerable and the Hutts came pouring out of the El'Rood Sector and swept away Sluis Van, Sullust, and Duro for the victory. 

Hutt victory.

Thursday, July 24, 2014

3-2-1

Yes, it all started with my roll of a 3, then Ric's roll of a 2, and Kent's 1.  So I chose Hutts and Ric signed up for the Rebels.  Kent was stuck with the Empire. 

Then it continued... I rolled a 3, Ric got a 2, and Kent finished with, yes, a 1.  So Hutts went first, Rebels second, and Storm Troopers last.  With that, the Hutts had 5 resource planets to start with, Bespin, Sullust, Sluis Van, Gamorr, and Nar Shadarr.

The Rebels did very well straight out of the gates on Turn 1 -- captured most of the Core Worlds and knocked the Empire back to 4 reinforcements.  The Hutts quietly took one system from each opponent, just for the 2 cards.  The Storm Troopers managed to gain back what was lost, but they rolled something on the order of 12 one's in two turns. 

The game swung back and forth for two more turns with the Rebels gaining more ground, but not taking any starbases out.  Kent's luck continued to run cold.  The Imperial legions were stopped at Endor by a Hutt faction card that destroyed their bomber.  The Hutts slowly gained cards and a bomber of their own that ended up on Falleen.  They were frustrated at Kessel when the Orders Never Came. 

In Turn 4 the Rebels launched a powerful offensive that took out the starbase on Balmorra and pushed the Empire into a dangerous situation.  But the Hutts cashed in a faction card straight and used another to deplete the garrison on Rodia.  That allowed them to capture Rodia with 3 legions, run from Toydaria through Kessel to Ord Mandell with an adequate force abetted by a new capital ship, and still have plenty of legions to strike out for Duro.  Not only did they capture that system, but enough was left to comfortably take Tattooine for a Hutt victory. 



Saturday, July 19, 2014

Rebel Rousing

The Great Hail Storm of Omwat

Peetza da Hutt came through with real live pizza despite a torrential downpour and significant hail storm.  The arroyos were running and so were the gutters.  His reward:  half a bottle of Chianti.

That in part might explain our failure to recognize arch-Rebel Wood's dastardly setup with a plan to control the Outer Rim on the very first turn.  He was successful in capturing the sector, but he failed to take Kurt from the Hutts.  That left him vulnerable to the Imperial counter-attack that swept into Kurt, through Balmorra and into Yavin 4.

Monday, July 14, 2014

Yet More Damn Lies and Statistics

Here's the final, all encompassing data set going back to December 2008.  We've played over 230 games and probably closer to 250 or even 300... the early games were only scored by faction, not by player.  They're not included here.  And we'd been playing for some months before I started the blog. 

Player Summary Percent Victories Faction Total Percent
Horak 32% 74 Rebels 20 27%



Hutts 42 57%



Empire 12 16%
LaBan 39% 89 Rebels 18 20%



Hutts 57 64%



Empire 14 16%
Wood 29% 65 Rebels 25 38%



Hutts 30 46%



Empire 10 15%


228
228






Faction
Victories Player

Rebels 28% 63 Horak 20 32%



LaBan 18 29%



Wood 25 40%
Hutts 57% 129 Horak 42 33%



LaBan 57 44%



Wood 30 23%
Empire 16% 36 Horak 12 33%



LaBan 14 39%



Wood 10 28%


228
228






Combinations




Rebels Hutts Empire Count Percent
Horak Wood Laban 38 17%
LaBan Horak Wood 40 18%
Horak LaBan Wood 35 16%
Wood LaBan Horak 50 23%
Wood Horak Laban 33 15%
LaBan Wood Horak 23 11%

With all the attributable data points from the early years included, Horak edges past Wood, but LaBan holds the lead by 15 victories.  

The Empire still sucks compared to the other factions.  And we all play Storm Troopers equally lousy.  Kent is worse as the Hutts but better as the Rebels than either Ric or Karl.  Hmm? 

Interestingly, back in 2008-2009 we frequently played 2, sometimes 3, games in an evening.  I can only imagine that we were all eating at home first and then only having snacks or dessert over here. 


Sunday, July 13, 2014

Lies, Damn Lies, and Statistics

With data now going back to November 2010, it's clear that the Empire has the harder time of it and the Hutts enjoy a significant advantage.  This suggests an Imperial strategy:  first, destroy the Hutts, while hiding the starbases.  Then go after the Rebels.

Saturday, July 12, 2014

The League of Crafty Ass Bastards

The Despoiler of the Galaxy Gets Despoiled

In keeping with our tradition of allowing the birthday boy to choose his faction, Kent went with the Hutts.  General LaBan picked up the yellow hoard and I was left with the e-vile Empire. Setup was typical, leaving the Hutts with 4 resource planets. 

Friday, July 11, 2014

The Survey

Since November

I've begun compiling statistics from the blog results and have backtracked from today through to November 2013.  The results are enlightening.  (The orange highlight is simply my input area for the data points; everything else is calculated with spreadsheet formulas.)

The players are evenly matched (8, 10 & 9 wins each), but the Hutts have a huge advantage (63% wins).  Horak and Wood usually win as Hutts, while LaBan actually does slightly better as the Empire.  Basically, everyone sucks at playing the Rebels. 

Player Summary Percent Victories Faction 2014 Percent
Horak 30% 8 Rebels 1 13%



Hutts 7 88%



Empire 0 0%
LaBan 37% 10 Rebels 1 10%



Hutts 4 40%



Empire 5 50%
Wood 33% 9 Rebels 2 22%



Hutts 6 67%



Empire 1 11%


27
27






Faction
Victories Player

Rebels 15% 4 Horak 1 25%



LaBan 1 25%



Wood 2 50%
Hutts 63% 17 Horak 7 41%



LaBan 4 24%



Wood 6 35%
Empire 22% 6 Horak 0 0%



LaBan 5 83%



Wood 1 17%


27
27

Horak's strongest play is as the Hutts, for example, LaBan:Rebels, Horak:Hutts, and Wood:Empire.   Of the 4 matches like this since November, Horak has won 50%.  Of the converse match Wood:Rebels, Horak:Hutts, and LaBan:Empire, Horak wins 57% of the time. 

I'll be curious how the details hold up as I gather more of the 2013 data.

Thursday, July 3, 2014

It's Not Over Until the Fat Hutt Sings

Snatching Victory from the Jaws of Defeat

Rebel Leader Ric began the game with a resounding set of attacks, nearly conquering the Core World (leaving Hapes in Imperal hands) and the Ison Corridor (leaving only Bespin in Imperial control).  Horak the Hutt struggled to get 6 resource planets, but gained excellent faction cards.  Sith Lord Kent countered with concerted attacks, but the "Money is Power" card stopped his major offensive. 

As the game progressed, the Empire continued to expand with an enlarged fleet, well-hidden starbases, and excellent dice rolls.  While the Rebels suffered most of the damage, the Hutts were beaten back to 4 resource planets while losing 2 resource systems and their garrisons to the destruction wrought by the Death Star.  Not only that but those systems were Gamorra and Sluis Van, effectively isolating 3 starbases from the Rebels.  Only a thin Hutt garrison of 4 legions held on to Excarga.

By the end of the sixth turn, only a handful of Rebels remained, hidden in the Mid Rim.  A huge Imperial fleet with storm troopers to match were stationed in Falleen, poised to bring down the final blow on dastardly Rebels. 

As it were, the Hutts got one last chance:  a faction card straight.  The minimal garrison at Ord Mantell took Yavin 4, but was prevented from taking Gamorr,  Attacking from Nar Shaddar, a small force took both Ylessia and Kessel.  Resource planets, 6.  A large, reinforced Hutt battle group on Wayland captured Duro and a small subunit made it to Sullust from Corellia.  Resource planets, 8.  Another small portion attacked Kurt with the objective of finishing off Gamorr, but they failed to advance far enough to be a threat.  The large fleet on Hoth easily swept into Bespin.  Resource planets, 9.  In desperation, the force on Excarga assaulted the 3 storm trooper legions garrisoning the starbase on Elom.  In a close fought battle, it came down to one 6-sided attack roll against one 8-sided defense roll.  A lucky 6 against an unlucky 4 gave the game (and a death mark for the rest of the year) to the Hutts. 

Sunday, June 29, 2014

The Desert Platypus

Afrika Korps

So Peetza da Hutt was off gallivanting around Vermont this week, Herr Feldmarshal Horak aka the Desert Platypus took on Brigadier Wood in the Western Desert.  The standard spring 1941 set up started out with an impressive run across Cyrinacea by the Afrika Korps.  The Brits and their allies set up a thin defense stretching from Tmimi inland past Mechilli.  The Germans quickly pushed the British back to Tobruk with a few casualties to both sides.  After bypassing the fortress, the heavy German armor overran the Egyptian border garrison and went on to capture an unescorted supply unit halfway to Alexandria.  The arrival of July reinforcements caused the Germans to fall back to a l ine at the border fence, while the British evacuated Tobruk.  The fortress soon fell and it looked like we were in for a long static period waiting for November reinforcements before there could be a resolution. 

Game Notes

Automatic victory played an important part in the German blitz.  After the game, it was noted that a supply unit is required for automatic victory, although there are some interesting bits in the rules about zones of control and the subsequent movement of supply units involved. 

In researching some online sources, I came across VASSAL, an open-source gaming engine.  Conveniently, it has a well done Afrika Korps module that allows either server-moderated games or play by e-mail. 

Saturday, June 21, 2014

A Rare Two-Fer

Game #1

While the World Cup garners most of the attention, a galactic struggle goes on with few the wiser.  General Horak took on Darth Ric and Kent the Hutt with an uncharacteristic setup that left the green hoard with 7 initial resource planets.  An epic battle for Kessel weakened the Hutts at the start, but Imperial attacks on the Rebels rapidly took their toll on both sides.  Within 4 turns, the Hutts had swept to power throughout the galaxy. 

Game #2

In a fit of optimism, Ric suggested a second game, perhaps to regain lost honor from our quick failure in the previous one.  Using the same forces, we launched into another battle royale.  Again, the Rebels came out with good results from the initial attacks, but combined Hutt and Storm Trooper assaults undid the early gains. 

Fairly quickly the Empire took control of the Wild Space with the Death Star on Sullust to guard that entrance to the sector.  Subsequent battles in El'Rood led to a collapse of that sector.  With two sectors in Imperial hands, it was only a matter of time before things went badly for the Rebels despite the Force Meter being firmly in the light side.

However, the Rebels had a large concentration backed up with two squadrons of bombers.  In an effort to neutralize the expanding influence of the Empire in the Mid Rim, they attacked out of Rodia through Hutt territory towards the starbase on Kessel.  En route, the Hutts played their "Money is Power" faction card and the orders never came for the assault on Da Soocha V.  With that attack blocked, the starbase was spared an overwhelming attack.  As I suspected, the Hutts were being king-makers. 

The Storm Troopers ultimately took the Ison Corridor and with overpowering reinforcements, they were able to mop up the remaining Rebels before the Hutts could muster any sort of a response.  Victory Empire. 

Friday, June 13, 2014

Yet Another Hutt Victory

Greek Food and Star Wars Risk

With the Death Star on Dagobah, thwarting any rebelious activity in that sector, the Rebels and Stormtroopers reinforced heavily in the Wild Space.  In turn one, they fought to exhaustion with no change in control of that sector. 

Despite a weak setup, the Hutts were able to take advantage of the weakened opponents to snag a couple resource planets.  The "Money is Power" faction card held off one counter attack, but ultimately the assault on Elom let the Empire sweep the Mid Rim resource planets and, a turn later, capture the entire sector. 

Hutt gains on Sullust, Balmorra, and Duro helped garner plenty of faction cards.  With one straight, they reached 9 resource planets.  Even after being beaten back by combined assaults of starfighters and x-wings, a straight for 7 legions, a "Wretched Hive" card for 4 more, plus 3 normal reinforcments let them sweep back into the Mid Rim plus capturing Tatooine. 

Game ova!

Wednesday, June 11, 2014

Trifecta Averted

With the usual twisted variant on a standard set up, Darth Horak and Kent the Hutt faced down General LaBan's rebel forces.  The Rebels did a passable job on their first turn, but didn't really cripple the Dark Sith Lord's forces.  The Hutts of course, just nibbled on a few systems to get cards.  The Empire, on the other hand, dealt death and destruction across the galaxy. 

Then the Rebels and the Hutts evened things out.  Sectors were won and lost, reinforcements came and went, systems were destroyed and... um, well, they never were un-destroyed.  After a particularly virulent attack by the Rebels, Kent the Hutt went ballistic, attacking everywhere he could, even at only 1:1 odds. 

Typically, this behavior results in catastrophic losses and ends the game quickly for someone other than Kent.  In this rare case, Ric kept up the pressure on the Empire (not knowing that the Emperor was still not on the board) and let the Hutts gather their strength. 

Ultimately, the forces of goodness and the forces of drug dealership together conspired to knock the e-vile Empire back to the stone age.  The Hutts consolidated faster than the Rebels.  In a last ditch effort, the Rebels bounced off the Emperor's starbase at Duro and that gave the Hutt's time enough, not for love, but for victory. 


Game Hutts. 

Wednesday, June 4, 2014

Belated May 29th Post

Darth Horak and General Wood took up their dice and faced Peetza da Hutt.  In a frenzy of recriminations, the Rebels and Stormtroopers battled each other to exhaustion.  The Hutts led by the wily Ric took advantage of their on-going feud to run the board for a fairly quick and easy victory.

With 2/3 of a trifecta under his belt, next week looks to be a key battle.  Stay tuna'ed.

Friday, May 23, 2014

The Come-back Kid Comes Back Again

General Horak started the game off with great concentrations, good positions, and excellent connectivity.  Then it got better--a tremendous run of good dice rolls pushed Darth LaBan to 15 systems.  Kent the Hutt finished the job by kicking Ric to the curb and knocking him down to 4 reinforcements. 

Despite all that initial goodness and a steadily growing fleet, Imperial stormtroopers kept multiplying, starbases were proliferating, and the force meter was darkening.  Faction cards poured in and soon Darth LaBan had the Ison Corridor. 

Meanwhile, the crafty Hutts, led by the uber-crafty Kent, were knocking off resource planets left and right.  A major assault on Mon Calamari en route to the Empire's stronghold at Kessel demolished a major Hutt concentration, but did little to slow them down.  When they hit 8, alarm bells went off in Rebel headquarters. 

I played the dreaded "Name an opponent.  Randomly remove any two of his faction cards" faction card.  Busted the winning straight. 

But Kent didn't respond by crippling the Empire.  The result was a hamstrung rebellion and, with faction cards for fleets and troops, the Darth LaBan conquered the galaxy. 

Imperial win!

Thursday, May 1, 2014

Hutts, again...

Darth Ric and General Kent took up there respective forces with a wink and a nod towards "keeping the Hutts in check."  Initially things swung back and forth with about equal reinforcements and no sector bonuses.  The Hutts nibbled away at the Imperial and Rebel crumbs left behind.  Everyone seemed to be getting two faction cards per turn.

But when Gen. Kent attacked a resource planet in the Mid Rim, that was going too far.  "Money is Power" came out and the orders never came.  First, a Hutt capital ship made good on assaults in the Mid Rim to protect weak resource planets.  Then a bomber followed that led to the capture of Balmorra.

The e-vile emperor struck back, but could only get as far as Elom.  While that was a tragic waste of a resource planet, the garrison belonged to the Rebels.  Gen. Kent misjudged the Hutt threat when he went after stormtroopers in the 4th turn.  The Hutts held a faction card straight.  With 10 legions they struck out from Balmorra through Yevin 4 to Tatooine, thence to Duro, and still had a surplus.  Without defensive cards, both stormtroopers and Rebels were helpless to halt the overwhelming assault.

Victory Hutts.

Due to work-related travel, we will resume this regularly scheduled battle for galactic supremacy in three (count 'em, 3) weeks. 

Friday, April 25, 2014

A Rare Two-game Evening

Game #1

In a very odd initial setup, Sith Lord LaBan controlled the Outer Rim and very nearly owned the Wild Space.  The Death Star effectively neutralized the Ison Corridor.

The Rebels led by General Horak countered by starting off with the capture of the El'Rood Sector, taking out many outlying Imperial garrisons, and leaving it to the Hutts to deal with the Outer Rim by taking Ord Mantel.

Kent the Hutt came hard up against one of the worst runs of dice rolls we have ever seen.  The assault on Ord Mantel failed completely, efforts to take Hapes from the Rebels were repulsed, leaving Balmorra dangerously weak.  In desperation, the Hutts attacked Da Soocha V and Kashyyyk and eked out two faction cards. 

The Empire came out with 4 reinforcements and 5 legions for the Outer Rim sector bonus.  The first starbase was constructed on Tatooine and then the storm troopers ran amok, seriously damaging the Rebel forces, but neglecting to attack the El'Rood Sector.

Armed with a handful of reinforcements plus the large garrison on Duro, the Rebels attacked into the Outer Rim.  A timely "Use the Force" faction card gave them +1 to all dice while attacking Tatooine.  Although a close battle, the Rebels prevailed, and to their surprise, the Emperor was discovered.  Game ova.  Victory Rebels. 

Game #2

Since the first game ended in record time, we elected to keep the same sides and restart a second match.

Kent the Hutt began with a strong position after the initial setup.  The Rebels and the Storm Troopers knocked each other around to no avail.

[I've slept since then... need input for others here.]

Eventually, the Hutts prevailed.  Victory Kent.

Saturday, April 19, 2014

Another Circumsolar Orbit for Peetza da Hutt

In a magnanimous gesture of friendship and goodwill, Darth Horak and General Wood allowed Ric the Hutt to win tonight.

Hell no!

Let's back up the ol' time machine.  First off, my plan to use the birthday sushi-fest to lure both of my opponents into a protein-comma somnambulent state failed.  Even after wine, beer, and a couple Tanqueray-and-tonics, tons o' sushi, and the combined efforts of carrot cake and double chocolate moose cake, they were both still on their feet. 

This can't be good, I thought to myself. 

The setup went in the usual crazy way.  Seems like we never do things the same way twice.  The Hutts had 6 resource planets yet my Empire was completely connected.  The Death Star held sway over the Wild Space. 

The Rebels came blazing out of the gates and inflicted significant damage on the Empire with amazingly good dice rolls, the last they'd see tonight.  The Hutts made a modest advance.  The storm troopers, well, they gave as good as they got. The first starbase goes on Sluis Van. 

Turn 2, the dastardly Rebels took out the Death Star.  Damn, I hate it when that happens.  The Hutts muddled on with their 3 little troops and played a Spies card:  Randomly remove a faction card from each opponent.  There went my straight and the 7 legions of clones that would've come with it.  With the initial concentration of troops on Bespin, they are able to overrun the Ison Corridor.  That said, I was able do some damage to the Rebels and still snag a Hutt for 3 faction cards.  The Emperor's starbase comes out and I place it on Gamorr. 

Turn 3, the Rebels hunker down, push the force meter over a couple notches, and get their 3 cards.  The Hutts turn in a faction card straight and use those forces to garner more resource planets.  My storm troopers and a bomber make a go at a big run, but the Hutts blow away the bomber with a Mine Fields card.  None-the-less, the Rebels are hurting and the force meter moves to the dark side. 

Turn 4, the Rebels take a shot at Sluis Van and take it out.  The Hutts grow strong with the reinforcements from the Ison Corridor.  The Empire strikes back with a capital ship and significant in-coming reinforcements.  The Wild Space is mine. 

Turn 5, the Rebels make a run at the starbase on Gamorr, but heavy resistance en route causes the assault to fail on Rodia.  The Hutts gain 9 resource planets.  The Empire responds with an overwhelming show of force, but the Money is Power faction card, thwarts the assault.  No matter, the Ison Corridor is neutralized and Bespin recaptured. 

Turn 6, the Rebels make a pitiful attack on Gamorr, but fail hopelessly.  The Hutts sweep up resource planets that the Rebels can not protect.  The final assault from Ord Mantell claws through the light resistance from storm troopers and captures Tatooine from the Rebels.

Victory, Hutts. 



Friday, April 11, 2014

The Lunar Eclipse is Coming

Even with the threat of an impending total lunar eclipse, the Hutts were able to triumph over the forces of light and dark.  Fortunately for me, I was playing the Hutts. 

After last week's victory with the Storm Troopers, Kent sought to move his potential for a trifecta forward with a Rebel victory.  Indeed, he came out of the gates with embarrassingly good luck and quickly damaged the Imperial forces.  The Hutts started with 6 resource planets and limped along, collecting faction cards but little else.  The Emperor carefully deployed his starbases, but his luck with the dice was less than stellar.  Little did we know that the Imperial starbase came out on the second turn. 

Early on, the Rebels destroyed the Death Star.  Unbeknownst to us, Ric had already used both his "Build a New Death Star" faction cards.  As the Rebels ground down the Empire, the Hutts made good on capturing the Ison Corridor, a rare treat for the slimy green hoard.  That plus a couple faction card straights led to a situation where they held 9 systems and 8 of them were resource planets. 

The Empire and the Rebellion fought on for 9 turns, when the Rebels mounted a ferocious assault.  They bounced off the starbase at Balmorra and then turned on the lightly garrisoned starbase at Hapes.  Unluckily, Balmorra was the Emperor's starbase.  So close, General Wood. 

The Hutts had broken a faction card straight to defend Sullust from a Rebel attack, but the remaining cards were enough to sweep up ten resource planets. 

Thursday, April 3, 2014

Trifecta Averted, but at what cost?

Ric was off to a reasonable start as Rebel Leader, on his way to the much sought after trifecta.  But the initial cost was high.  The Hutts had managed 6 resource planets in the initial setup, but were not able to hold on to 7 when the Empire struck back at the end of turn 1. 

In turn 2 Ric swiped 2 faction cards from Kent, but still the Storm Troopers pushed the Force Meter far to the dark side.  The Hutts clambered into the bonus points and began assembling their fleet. 

Eventually, the Death Star nuked Sluis Van and then the Imperial forces were able to lock down the Wild Space with a starbase on Elom.  Twice the Hutts climbed up to 8 resource planets, only to be repulsed.  In a rare turn of events, the green hoard captured and held the Outer Rim while the Storm Troops were distracted by the rebellious forces.  Gradually the Rebels took more and more casualties.  Faction card straights didn't turn up as often as they did for the Hutts (twice) and the Sith Lord (three times). 

Despite a strong Hutt fleet, their final assault faltered at Derilyn and again at Nar Shaddar.  The Rebels made a valiant last ditch counter-attack, but it was not enough.  A final Imperial faction card straight, extra troops added to the first invasion, and Wild Space bonuses were enough to give them the victory, Kent's first in about 6 weeks. 

Friday, March 28, 2014

Peetza da Hutt Rides Again

Darth Karl took on General Wood and Ric the Hutt once again, battling for Galactic supremacy.  Fueled by pepperoni pizza, we blazed into the interstellar vastness and charged our blasters.

Alas, even with a faction card straight on the second turn, we Storm Troopers couldn't gain traction against the invidious General Wood and his Hutt allies.  After cutting an unholy deal, they conspired to push the Empire back from all sides. 

In the end, despite two blowie-uppie cards, bad "move the Death Star" rolls left them underutilized.  As the Empire crumbled, General Wood took to a forlorn hope of capturing the Emperor instead of beating down the Hutts.

Alas, even with a capital ship, two bombers and 14 Rebel squadrons, the four legions on Eriadu held fast against overwhelming odds.  In the aftermath, the legion on Bffassch held firm as well.

The Hutts quickly swept to an easy victory.  Only then was it revealed that the Rebels had narrowly missed the Emperor, himself secreted away on Eriadu.

Victory Hutts.  Ric is 2/3 of the way to a trifecta.  Can he put it away as the Rebel leader next week?

Stay tuna'ed.