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Butchers Bill

So, after a flurry of activity, I have purchased the following;

For the Clone Wars I have two even forces coming in at 4-500 points,

  • Both Base sets,

  • A large flagship for each (Invisible Hand for Separatists). I have missed the second Sep. large ship as it unbalances the forces (they have more fighters) and for some reason it was the only one not reduced by the seller, so maybe it was a sign?

  • The Pelta transport as a scenario driver and support ship (and balances out the fighters)

  • One fighter pack for the Republic and two for the Separatists, to make a nice big droid swarm.

To me, the Republic are the elite straight guys, the Separatists are the swarmy back stabbers, but in battle they go toe to toe. This fits both the period and the game perfectly. I may add to it in the future, but to be honest, I know little enough about this period, so there is little compulsion to get obsessive, although second version fighter packs (Jango Fett, Naboo fighters etc) would be automatic.

*

For the original period, I have made very asymmetrical forces as I feel fits the period,

  • Imperial class Star Destroyer (it’s bigger, meaner and fits the “big bad” role better). This ship opens the door to pretty much the whole Imperial cast and weapon arsenal and is tough.

  • Pelta, Nebulon-B, CR-90, a pair of Hammerheads and Transports, making a neat and balanced little infiltration/strike/evacuation/outpost defence/decoy force with tons of options. All the ships are small base. There are too many for the ISD to take on single handedly (which seems odd to me, but it is what it is), but lots of ways of making a Rebel squadron for different tasks. I have only missed the MC-30, but the Hammerheads are similar in role and you get two for 25% more.

  • Imperial fighters I and II and Rebel fighters I, with Rogues and Villains (4 for each). I have resisted the Rebel fighters II because I feel it is not necessary. IF2 gives the ISD a Decimator and Shuttle escort, with Phantoms and Defenders for more fighter options.

  • All the major characters are represented (half in Rogues) and plenty of other upgrades, which is fine until the upgrade card pack is available*.

There is no base set, because I did not want the Victory class Star Destroyer (not mean enough) and with the other two base sets, I do not need the collateral. The newer sets (or online) also contain the up to date rules.

The scenario options are numerous, but themed specifically to fit the dark days of the Rebellion, usually comprised of a rag-tag fleet of small ships “on a mission” with a monstrous ISD and swarm of fighters to contend with. Nothing in the Rebel fleet is useless, but also nothing competes with the ISD’s table presence. It reminds me of the game Ogre from my past, with one modifiable brute (with aggressive fleas in this case) taken on by a variety of smaller adversaries.

As I have mentioned before, I fully intend to ignore the tournament rule limits on fighters and play the small ship heavy version of the game I want. To me, this is Star Wars.

*To round off this set i will get the card upgrade pack, which will allow me to field all of the available options in one set or the other. If something is un-usable, I may get a ship to serve, but probably not.