But first, a Haiku.
Blue Squadron Pilot
Set thy thrust on course to joust
T - L - T, snuff out.
We place the asteroids in essentially the inverse of last game, with a lane on the right edge, and more open space on the left. I place the B's together in the right corner. He places all three of his ships in the opposite corner (the far left from me). I think his goal is to swing in wide, and try to make sure that they can head off Dash wherever he goes.
In response to this, I place Dash next to the B's in my corner.
Once again, I want the B's to be the first focus. I set the B's dials for a diagonal move towards his ships. I set Dash for a straight 4. He brings all of his ships straight out. Dash ends up on some Debris. I could boost into range of Drea, but I don't really want to commit dash that hard this early, so I stay put.
I continue wish Dash into the corner, looping around behind, and push forward with the B's on their diagonal course. He begins to swing his ships in towards me, dodging the debris. We've got one little exchange here between Dash and Drea. I take a shield off of Drea. I'm thinking: Great. After last game, all I want to be doing is 1) focus firing, 2) killing Palob, and here I am shooting at Drea again.
The B's continue on. Blue B has to do a little bank in to avoid the debris, then he barrel rolls right. Red B takes a focus. Dash loops around the back. JT orients his ships towards the B's. He sprints forward with Drea into R1 of Blue B. All of my ships have a shot at Drea. Palob has a R3, single dice shot, and Latts is in range of my Red B, but not Blue. I really don't want to shoot at Drea, first, but I've already started on her, and I don't want to pass up the R1. With TL and Focus on Dash, I strip her last shields and squeeze a crit through: Drea has to skip her next attack. Good luck for me. B's shoot last: combined 7 red dice to 2 green. Drea goes down. Meanwhile, Palob whiffs with his single die, and Latts strips a shield or two off of Red B.
Palob and Latts continue forward, Dash 1-banks around behind, TL and Focus on Palob. The B's move up into R1 of Palob. The gang focus fires Palob, multiple crits go through: Palob goes down, but not before finishing off Blue-B.
It's an unwounded Dash and a only slightly wounded B against Latts. We circle each other for a few turns, but Dash is able to get behind Latts. Latts flops around like a wounded manatee for 2-3 turns, but then it's lights out: Rebel redemption!!
Reflection: I think that Drea entering into range of my entire squadron without any backup was really opportune for me. JT noted that Drea is the punch of his list. The dice broke my way getting that crit through on Drea. He also suffered from not getting the chance to focus fire due to range issues. Bottom line, this game underscored what I already knew: focus firing is imperative. I also was able to use my offensive modifiers much more frequently, which, again, underscores what I already knew: you cannot rely on the naked dice to get the job done. You have to have dice modifiers available.
Anyway, It was nice to win one! It had been awhile!
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