After our last battles for galactic domination two weeks ago, where the dastardly Rebels twice fought their way to dominance, this week things went altogether differently. Darth LaBan and Horak the Hutt both snatched victory away from Deputy Rebel Squadron Leader Kent.
Game #1. With uncharacteristic benevolence, both Empire and Rebellion allowed the Hutts to start with 5 resource planet. After a horrible start in turn 1, the Empire rebounded. By turn 3 things were looking grim for the Rebels and the Hutts never really got traction. Only in the very last few turns did the Hutts manage to get even a single extra faction card. The E-vile Emperor turned up only on the 6th turn and by then the Rebels were destituted. Victory Empire.
Game #2. Amazingly, the Hutts got some hot dice, some capital ships, and gradually built their way up to 7 resource planets. With a straight of faction cards (7 extra legions), they were able to take Rodia, Sullust, and at the very limit of their ability, Bespin. Victory Hutts.
Friday, October 29, 2010
Wednesday, October 20, 2010
Johnny Reb Takes Two
What more can I say? The wily Rebels were able to knock back the Empire by successfully attacking numerous small, single-legion garrisons. Meanwhile, the E-vile Empire kept the Hutts in check with well-placed star bases and dastardly use of the Death Star. In one game, two resource planets were reduced to asteroids, puttin' the hurt on the Hutts.
Chaulk two victories up for Deputy Rebel Leader Wood.
Chaulk two victories up for Deputy Rebel Leader Wood.
Friday, October 8, 2010
A 3-way Tie?!
Well... I never would have guessed. After hours of see-saw warfare... well, see-saw dice rolling... exhaustion set in and no victor was in sight. We called it a 3-way draw -- the first ever. When you consider my opponents (see photo below), you'll understand why it was shocking to have victory slip through my fingers
It started out just fine: Peetza da Hutt attacked the Rebels at Kessel and the Rebels rolled (6,6), then (5,6), and then another (6,6). Six dead Hutt legions and all for nought.
Actually, the night went on like that with (5,6) rolls coming up any time there was a critical battle. Rebel Leader Horak was able to hold onto the Outer Rim for two turns and that was a huge bonus. But the cards weren't helpful at all. A fleet was never assembled, large numbers of reinforcements never arrived, and Imperial star bases stood their ground.
Meanwhile, the Hutts, although tightly hemmed in to the Mid Rim, managed to break out into the Core Worlds and inflict terrible damage to Rebel and Empire alike. Also, the Hutts continued to destoy star bases, forcing the Empire to relocate them.
The Storm Troopers tried repeatedly to corner the wily Rebels, but their forces always managed to bounce back. With all the star bases (and the Emperor himself) deployed, perhaps it was only a matter of time.
At any rate, after ten rounds of play, we agreed to the first-ever three-way draw.
It started out just fine: Peetza da Hutt attacked the Rebels at Kessel and the Rebels rolled (6,6), then (5,6), and then another (6,6). Six dead Hutt legions and all for nought.
Actually, the night went on like that with (5,6) rolls coming up any time there was a critical battle. Rebel Leader Horak was able to hold onto the Outer Rim for two turns and that was a huge bonus. But the cards weren't helpful at all. A fleet was never assembled, large numbers of reinforcements never arrived, and Imperial star bases stood their ground.
Meanwhile, the Hutts, although tightly hemmed in to the Mid Rim, managed to break out into the Core Worlds and inflict terrible damage to Rebel and Empire alike. Also, the Hutts continued to destoy star bases, forcing the Empire to relocate them.
The Storm Troopers tried repeatedly to corner the wily Rebels, but their forces always managed to bounce back. With all the star bases (and the Emperor himself) deployed, perhaps it was only a matter of time.
At any rate, after ten rounds of play, we agreed to the first-ever three-way draw.
Saturday, October 2, 2010
The Evil Empire Goes Down in Flames.... Twice
Yup, Darth Wood and his minion, Sith Lord Kent, went down to defeat twice in this week's battles for galactic domination. Oaths and epithets were hurled. Glasses and dice were hurled. But to no avail. Hutts and Rebels conspired to keep victory at arms length from him.
Game #1. Despite an unlucky start in play order, Rebel Leader Karl let Peetza da Hutt start with five resource planets. The Rebels took off to an early lead and it looked as though they would take that all the way to the bank. But Hutts and Storm Troopers managed to turn the tide, with Imperial stock then rising.
Even so, P da H tenaciously hung on and as the Rebels and Storm Troopers bloodied one another, made his move. Three times he swept the Mid Rim and three times he fell one system short of victory. Finally, on the eighth turn he managed to take Duro and end the game. Victory Hutts.
Game #2. In an immediate grudge match replay, game #2 set up very differently. The Rebels managed to hold on to the El'Rood Sector while everyone else fought over the Wild Spaces. The Emperor used the Death Star to demolish an Ison Corridor system. The Hutts were kept in check by constant attacks by both opponents.
Gradually the Empire gained strength and the Rebellion shrank to fewer than 12 systems. Even after the Death Star was destroyed, a new one was raised in its place.
Even with very few reinforcements but armed with a fleet of bombers and capital ships, the Rebels were able to strike at hardened star bases reinforced with up to six legions. This in turn drove the Force Meter far to the light side, adding more bonuses to Rebel card draws and dice rolls. In an epic final battle, faction cards let the Rebels assemble another strike team. The Death Star was destroyed (again) and a large garrison of Storm Troopers were reduced by attrition, leading to the capture of the Emperor. Victory Rebels.
Game #1. Despite an unlucky start in play order, Rebel Leader Karl let Peetza da Hutt start with five resource planets. The Rebels took off to an early lead and it looked as though they would take that all the way to the bank. But Hutts and Storm Troopers managed to turn the tide, with Imperial stock then rising.
Even so, P da H tenaciously hung on and as the Rebels and Storm Troopers bloodied one another, made his move. Three times he swept the Mid Rim and three times he fell one system short of victory. Finally, on the eighth turn he managed to take Duro and end the game. Victory Hutts.
Game #2. In an immediate grudge match replay, game #2 set up very differently. The Rebels managed to hold on to the El'Rood Sector while everyone else fought over the Wild Spaces. The Emperor used the Death Star to demolish an Ison Corridor system. The Hutts were kept in check by constant attacks by both opponents.
Gradually the Empire gained strength and the Rebellion shrank to fewer than 12 systems. Even after the Death Star was destroyed, a new one was raised in its place.
Even with very few reinforcements but armed with a fleet of bombers and capital ships, the Rebels were able to strike at hardened star bases reinforced with up to six legions. This in turn drove the Force Meter far to the light side, adding more bonuses to Rebel card draws and dice rolls. In an epic final battle, faction cards let the Rebels assemble another strike team. The Death Star was destroyed (again) and a large garrison of Storm Troopers were reduced by attrition, leading to the capture of the Emperor. Victory Rebels.
Sunday, September 26, 2010
A Storm Trooper, a Freedom Fighter, and a Hutt Go into this Bar...
Like Aunty Entity said in "Beyond Thunderdome," three beings enter, one being leaves." In this case, Storm Trooper Wood, Rebel Leader Karl, and Peetza the Hutt entered and only the Hutts left... twice. Bummer :-(((
Game #1. A huge melee on turn 1 left the Empire sorely wounded, from which they never fully recovered. The Rebels controlled the El'Rood Sector early on, maintained control, but could never muster enough power to knock out Star Bases. In fact, the Emperor never arrived on board.
Meanwhile, the Hutts ground down both sides while the Empire made sure the Rebels didn't get too strong. In the end, victory was to the green team.
Game #2. Oddly enough, each faction gained control of a sector at one time or another. Once again, huge melees on turn 1 left both Rebels and Empire weakened. The Hutts repeatedly reached 9 resource planets and with the huge number of faction cards gained, ran through their entire deck.
The Rebels had finally begun to knock out Star Bases after the Death Star left the Ison Corridor to destroy Correlia. In one successful run, they turned left at Sulust and missed the Empire (and victory) by a single planet.
But in the end, the final set of faction cards for the Hutts was a straight for 7 additional legions of troops. Victory was theirs. Bummer :-(((
Game #1. A huge melee on turn 1 left the Empire sorely wounded, from which they never fully recovered. The Rebels controlled the El'Rood Sector early on, maintained control, but could never muster enough power to knock out Star Bases. In fact, the Emperor never arrived on board.
Meanwhile, the Hutts ground down both sides while the Empire made sure the Rebels didn't get too strong. In the end, victory was to the green team.
Game #2. Oddly enough, each faction gained control of a sector at one time or another. Once again, huge melees on turn 1 left both Rebels and Empire weakened. The Hutts repeatedly reached 9 resource planets and with the huge number of faction cards gained, ran through their entire deck.
The Rebels had finally begun to knock out Star Bases after the Death Star left the Ison Corridor to destroy Correlia. In one successful run, they turned left at Sulust and missed the Empire (and victory) by a single planet.
But in the end, the final set of faction cards for the Hutts was a straight for 7 additional legions of troops. Victory was theirs. Bummer :-(((
Saturday, September 18, 2010
Hutts vs the Galaxy
A surprising evening--two games, two struggles for galactic domination, two winners--none of them Hutts.
Game #1. In a surprising initial setup, Darth Horak was able to claim most of the El'Rood Sector and the Wild Space. In the first turn, the Empire took control of the El'Rood Sector. In the second turn, they captured the Wild Space. Star bases soon fortified all egress to these areas and the extra legions began to make a difference. Kent the Hutt and Generalissimo LaBan capitulated by turn 4.
Game #2. With a much more heterogeneous setup, there was little likelihood of a repeat of Game #1. In fact, the Rebels immediately assaulted and destroyed a large Imperial garrison in the Wild Space. A failure to take Tatooine early on left the Storm Troopers weak.
The Hutts soon garnered 7 resource planets and the Empire turned its deadly attentions to that threat. Control of systems in the Mid Rim swung back and forth, costing Kent the Hutt large numbers of faction cards.
At one point the Empire briefly controlled the entire Outer Rim but the Rebels quickly counter-attacked. As the Empire dwindled, they stuck out with the Death Star and reduced an enormous garrison of Hutts in the Mid Rim to asteroids and rubble.
With all the battling between Hutts and Storm Troopers, the Rebels gradually gained in strength until they were able to knock out a few star bases. Eventually they took on Kessel, captured the Emperor there, and ended the game for a Rebel victory.
Game #1. In a surprising initial setup, Darth Horak was able to claim most of the El'Rood Sector and the Wild Space. In the first turn, the Empire took control of the El'Rood Sector. In the second turn, they captured the Wild Space. Star bases soon fortified all egress to these areas and the extra legions began to make a difference. Kent the Hutt and Generalissimo LaBan capitulated by turn 4.
Game #2. With a much more heterogeneous setup, there was little likelihood of a repeat of Game #1. In fact, the Rebels immediately assaulted and destroyed a large Imperial garrison in the Wild Space. A failure to take Tatooine early on left the Storm Troopers weak.
The Hutts soon garnered 7 resource planets and the Empire turned its deadly attentions to that threat. Control of systems in the Mid Rim swung back and forth, costing Kent the Hutt large numbers of faction cards.
At one point the Empire briefly controlled the entire Outer Rim but the Rebels quickly counter-attacked. As the Empire dwindled, they stuck out with the Death Star and reduced an enormous garrison of Hutts in the Mid Rim to asteroids and rubble.
With all the battling between Hutts and Storm Troopers, the Rebels gradually gained in strength until they were able to knock out a few star bases. Eventually they took on Kessel, captured the Emperor there, and ended the game for a Rebel victory.
Saturday, September 4, 2010
The Night They Drove Ol' Dixie Down
Yep, Ol' Dixie finally caved in... the Hutts defeated the Evil Empire. But not without a fight....
Game 1. Gamora was heavily garrisoned with the Death Star and an oversight by the Rebels left them exposed in both the Wild Space and El Rood Sector. As a result of a timid initial attack on solitary Imperial outposts, the Wild Space fell to overwhelming forces in the first turn.
In the second turn the Wild Space held and that allowed the reinforcements from that sector to bolster the power of the El Rood Sector, which also fell. The Empire was gaining four legions per turn just on captured sectors alone.
In the third turn the Death Star blew away Sluis Van, thus locking the Hutts completely out of Wild Space resources. With star bases at both hyperspace links to the El Rood Sector, the Empire continued to increase the pressure on the Hutts.
The Rebels were unable to fight through the Hutts to engage the Imperial star bases and by now the Emperor was safely hidden behind the Death Star and several layers of star bases, each garrisoned by six legions. With such a daunting situation before them, Generalissimo LaBan and Kumquat the Hutt resigned. Victory = Empire.
Game 2. Not to be dominated for a fourth straight game, both Rebels and Hutts went all out to crush the Empire. The Hutts conveniently abandonned Gamorr and allowed the Rebels to invade the Wild Space through that corridor.
Then the Hutts began to gain traction with faction cards that allowed them to sweep up more resource planets. With the Imperium seriously wounded and the Rebels weakened by their assaults against the Storm Troopers, the Hutts soon garnered a monopoly of resource planets. Victory = Hutts.
Game 1. Gamora was heavily garrisoned with the Death Star and an oversight by the Rebels left them exposed in both the Wild Space and El Rood Sector. As a result of a timid initial attack on solitary Imperial outposts, the Wild Space fell to overwhelming forces in the first turn.
In the second turn the Wild Space held and that allowed the reinforcements from that sector to bolster the power of the El Rood Sector, which also fell. The Empire was gaining four legions per turn just on captured sectors alone.
In the third turn the Death Star blew away Sluis Van, thus locking the Hutts completely out of Wild Space resources. With star bases at both hyperspace links to the El Rood Sector, the Empire continued to increase the pressure on the Hutts.
The Rebels were unable to fight through the Hutts to engage the Imperial star bases and by now the Emperor was safely hidden behind the Death Star and several layers of star bases, each garrisoned by six legions. With such a daunting situation before them, Generalissimo LaBan and Kumquat the Hutt resigned. Victory = Empire.
Game 2. Not to be dominated for a fourth straight game, both Rebels and Hutts went all out to crush the Empire. The Hutts conveniently abandonned Gamorr and allowed the Rebels to invade the Wild Space through that corridor.
Then the Hutts began to gain traction with faction cards that allowed them to sweep up more resource planets. With the Imperium seriously wounded and the Rebels weakened by their assaults against the Storm Troopers, the Hutts soon garnered a monopoly of resource planets. Victory = Hutts.
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