The second week of the 6MMRPC has
had me working on the Saxon brothers (And brother-in-law) and also a pair of
Viking Hirdmen that will be raiding the Saxon’s lands.
 |
| Still not decided what I'll do for a banner, but I'll worry about it another time. |
 |
| Kept the shield design simple quartered effort. I think the green works well with the yellows on the model. |
 |
| These are from the Jomsvikings/Rus ranges. I felt that elite warriors deserved some flashy togs and so the beardy fellow got some striped trews and chainmail-face a classy red dress/tunic. |
 |
| Only complaint on these are the beardy sculpt's axe was far too fat and the armoured chap has a nice belt pouch, but no belt? |
As far as hobby for the 3rd
week of the challenge, things will be rather minimal as my mother is coming to
visit from England for a bit and then on to my sister’s in Texas. But I have
another 8 Saxon Thegns that I reckon I can kick out before she arrives!
Was lucky enough to get in a game
of Star Wars: Armada with my good friend Gregg as well. This was only our
second game of Armada and so we were still a little rusty on rules, but the
game went along nicely regardless with an emphatic Imperial victory (Huzzah!)
and the Rebel scum slinking back to the wretched holes they typically skulk
within. (A Death Star Laser blast should take care of that vermin problem at a
later date no doubt.)
 |
| Two Victory Star Destroyers with some upgrades for me along with 6 squadrons of TIE's, one of which was Howlrunner, a special character |
 |
| Grand Moff Tarkin was my force commander. He costs a lot of points to include, but damn his abilities make for some fun times. |
 |
| Gregg's Rebel fleet consisted of the new Assault Frigate and two Correlian Corvettes stacked full of upgrades and some mixed squadrons of X-wings, A-wings and Y-wings. We both forgot many special rules that our add-ons offered up every turn. Yes, we are very new to this game. |
 |
| Flying through the Cheerywood Nebula, these Rebel ships had no idea the Empire was lying in wait. |
 |
| Both fleets move to engage. The Rebel fighter squadrons leading the way, A-wings engaging TIE's. |
 |
| A squadron of X-wings, two of Y-wings and the pair of Correlian Corvettes move in to support. |
 |
| Tarkin's ship unleashes a broadside into the closest Corvette, punishing the smaller Rebel ship for venturing too close. The Critical Hit taken would later prove to be it's doom. |
 |
| The Assault Frigate likewise unloads against Tarkin's ship in revenge and wipes out shields on the Starboard side. |
 |
| Meanwhile the fighter melee hots up and everyone starts to take hits. |
 |
| Tarkin's vessel finishes off the limping Corvette. |
 |
| The Frigate's captain miscalculates his move, not speeding far enough away to get out of the 2nd Victory's front arc.... |
 |
| .... leading to next turn where the 2nd Victory showed it who's boss. |
The remaning Corvette and rebel fighter squadrons exited Stage right soon after. Things to take from this game:
1. Rebels NEED to outnumber Imperials if they want any sort of chance at winning. Even the Assault Frigate is too weak to stand up to a Victory Star Destroyer by itself. (Two Frigates though would be nasty)
2. Upgrades are fun, but missing out on extra ships (See #1) means you're not rolling many dice each activation which in turn means you're not hurting the enemy nearly bad enough
3. New fighters (Rebel) looked nice, but I didn't feel they added much more to the Rebel fleet. X-wings are still the best fighter in our games.
4. I really need more than just Victory Star Destroyers to play with.... They're cool and all, but variety is really the spice of life.
Speaking of "variety" - any day soon my Gladiator capital ship (Smaller and faster than a Victory.) and Imperial Fighter Squadrons packs should arrive. So next AAR should feature some new toys.