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“Sorry About The Mess”

“Sorry About The Mess”

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Project Blog by graystoak Cult of Games Member

Recommendations: 305

About the Project

Join us for another Star Wars Legion battle report as Boba Fett attempts to claim the bounty on the infamous smuggler Han Solo!

This Project is Completed

Rebel Forces

Tutoring 9
Skill 9
Idea 9
2 Comments

“I just got off the comm to Snrak. He had to make repairs at Regoius 7 and he told me that the outpost there has an old YT-1300 they are using to power the repair facility.”

“Nngggggrrhjjgguunn”

“No, I don’t trust him half as far as you could throw him. But if that YT has a Girodyne SRB42 power injector it’s worth the trip, it’s only a couple of parcecs out of our way.”

“Ggggggghhjerrrhjjgguuuuuiiii”

“The Empire aren’t going to take any notice us. We’ll just grab what we need and get out of there without drawing any attention”

“Ddderrrhjjggiiiiuuu”

“No Chewee, I haven’t forgotten… I just hope Snrak has!”

Rebel Forces

Graystoak has invited me to another themed game and this time it was going to be Boba Fett up against Han Solo to see if Fett can claim Jabba’s bounty on the notorious smuggler.  

Han couldn’t face Fett alone and I decided very quickly that Chewbacca would be by his side. For upgrades Han would have Vigilance, Environmental Gear and Up Close and Personal and Chewbacca was upgraded with Emergency Stims, Protector and Situational Awareness. The idea here is that Han will be able to use Steady and Gunslinger to generate dodge tokens, these, combined with his Uncanny Luck and Chewbacca’s Guardian should keep Han alive and stop Fett getting his bounty victory point. Chewbacca has also been kitted up to help soak up Han’s incoming hits and keep him in the fight. 

Rebel Forces

I wanted to add something a little more ‘alien’ to this list and had built a unit out of Rebel aliens, including a few custom 3D prints. These would be fielded as ‘counts as’ Pyke Syndicate foot soldiers.

 (although Graystoak had recently purchased this unit, he hadn’t gotten around to painting them yet)! 

Upgraded with a Pyke Syndicate Capo (AKA Snrak), and the P13-M Disruptor, this squad can grab objectives and add some with some long-range fire support.

Rebel Forces

Next up, I needed to add some corps units to my army and I went with 2 squads of Rebels Veterans and 2 Mark 2 medium blasters. Both Rebel veteran squads had an added CM-O/93 and one was upgraded with a Rebel Officer, Captain Estaban. This would give me a decent gun line. I also added a naked squad of Fleet Troopers as objective grabbers. 

Rebel Forces

Lastly, I needed some punch to my list and I went with 2 squads of my trusted Pathfinders. One with Bistan, one with Pao and both with Duck and Cover, Prepared Supplies and the A-300s. Hopefully these infiltrating units can get in and grab an objective and wait for the rest of the army to catch up. I also added a Rebel Commandos Strike Team with a DH-447 Sniper, mainly to go after Boba Fett and hopefully push though some wounds.

 

Points: 799 / 800
Activations: 11

Commander
Han Solo [100]
Vigilance [5], Environmental Gear [2], Up Close And Personal [5]

Operative
Chewbacca: Walking Carpet [90]
Emergency Stims [8], Protector [5], Situational Awareness [2]

Corps
Rebel Veterans [48]
CM-O/93 Trooper [26], Rebel Officer [16]

Rebel Veterans [48]
CM-O/93 Trooper [26]

Mark II Medium Blaster Trooper [38]

Mark II Medium Blaster Trooper [38]

Pyke Syndicate Foot Soldiers [40]
P13-M Disruptor Soldier [24], Pyke Syndicate Capo [16]

Fleet Troopers [40]

Special Forces
Rebel Pathfinders [56]
Prepared Supplies [5], A-300 Config [0], Duck and Cover [2], Bistan [28]

Rebel Pathfinders [56]
Prepared Supplies [5], A-300 Config [0], Duck and Cover [2], Pao [20]

Rebel Commandos Strike Team [20]
DH-447 Sniper [28]

Commands
[1 pip] Sorry About the Mess
[1 pip] Sabotaged Communications
[2 pip] Reckless Diversion
[2 pip] Push
[3 pip] Notorious Scoundrels
[3 pip] Change of Plans

Imperial Forces

Tutoring 5
Skill 6
Idea 6
No Comments

++ “Apologies for the intrusion my Lord but I have just received a coms dispatch from the Bounty Hunter, Boba Fett. Fett is currently in pursuit of a smuggler by the name of Han Solo who is indebted to the Huts.”

“While the Hut’s affairs are of little consequence to the Empire, It would seem that this Solo has unwittingly lead us to a group of rebel sympathisers running a maintenance facility on Regoius 7. I have taken the liberty of redirecting General Weiss to the Regoius sector. Weiss will apprehend these rebel’s and recover what information is available on the disposition of rebel assets.”

“As for the fate of Solo, that is a matter for the Bounty Hunter to conclude”++

Imperial Forces

As the Empire player I would be taking charge of Fett, but beyond this requirement my list was an open book. With Fett as the main event of this list, I decided to equip him with a number of upgrades that would improve his performance and durability.

To this end I gave him an Emergency Transponder as well as the Up Close And Personal and Situational Awareness training upgrades. Targeting Scopes completed the set up.

Imperial Forces

As Fett is both an operative and a mercenary, he would be unable to lead my army. My next concern then, was which commander to field. I had recently finished painting an At-St and was keen to get it onto the table; It occurred to me that by mounting a Field Commander aboard the Walker, the At-St could act as my army commander!

Imperial Forces

Using the Walker as a commander meant I wouldn’t have to invest points on another potentially expensive hero. As I wouldn’t be including any other named characters in the list, I decided to base my army on the Return of the Jedi/Endor invasion force. To this end I added Imperial Scouts in the form of a sniper team and a full scout squad with sonic charge saboteur.

Imperial Forces

I still needed to fill up the core section of my list and sticking with my theme I simply added as many stormtroopers as I could muster! Five units in all, the first of which included a T-21 and Stormtrooper Captain. I then added an RT-97C and Astromech Droid to the second unit, so that I could administer minor repairs on the Walker if needed.

Imperial Forces

The three remaining squads would all be equipped with DLT’s. Like the Radio DJ for which this weapon is named, the DLT is cheap, has decent range and is handy in an assault!

Points: 800 / 800
Activations: 9

Operatives
Boba Fett: Infamous Bounty Hunter [120]
Emergency Transponder [4], Targeting Scopes [4], Up Close And Personal [5], Situational Awareness [2]

Corps
Stormtroopers [44]
T-21 Stormtrooper [22], Stormtrooper Captain [10], Targeting Scopes [4], Offensive Push [4]

Stormtroopers [44]
RT-97C Stormtrooper [24], R4 Astromech Droid [9]

Stormtroopers [44]
DLT-19 Stormtrooper [20]

Stormtroopers [44]
DLT-19 Stormtrooper [20]

Stormtroopers [44]
DLT-19 Stormtrooper [20]

Special Forces
Scout Trooper Strike Team [20]
DLT-19x Sniper [28

Scout Troopers [48]
Environmental Gear [2], Sonic Charge Saboteur [26]

Heavy
AT-ST [155]
Linked Targeting Array [5], 88 Twin Light Blaster Cannon [10], DW-3 Concussion Grenade Launcher [8], AT-ST Mortar Launcher [5], General Weiss [5]

Commands

[1 pip] Whipcord Launcher
[1 pip] Ambush

[2 pip] Push
[2 pip] ZX Flame Projector

[3 pip] Coordinated Fire
[3 pip] Z-6 Jetpack Rocket

Recover the Supplies

Tutoring 5
Skill 6
Idea 5
No Comments

For this battle we wanted to design a mission that suited our narrative, rather than use the standard Battle Deck process. While Han and Fett were the cherry in the pie, we wanted to ensure that the Rebel and Imperial troops also had plenty to fight over.

Recover the Supplies

By using ‘Recover the Supplies’ we would have enough objectives to keep everyone occupied. Most importantly, this mission includes a central objective, which would be placed at the access hatch of the wrecked YT-1300.

Recover the Supplies

For deployment we chose ‘Danger Close’, as we felt this would simulate the imperials closing on the facility while Rebel forces rushed to counter their advance.

Recover the Supplies

Finally, to add a sense of the battle escalating, we used the ‘Rapid Reinforcements’ condition.

Set Up

Tutoring 5
Skill 5
Idea 7
No Comments

While the Imperial army was 800 points on the nose, the Rebel army list was a point below the 800 limit at 799, giving the Rebels the option to decide whether they would be the Red or Blue player.

Set Up

Fil opted for Red, forcing me to place the first objective, as well as deploy first.

 

Set Up

The objectives were placed as indicated by the green circles. They comprised of three crates and two ‘Empire go Home’ markers!

 

Set Up


The next step was to declare our Rapid Reinforcements, with the imperial player declaring first. I opted for just a single unit of  Stormtroopers, equipped a T-21 and lead by a Stormtrooper Captain.

Set Up

The Rebels opted to keep the naked Ship Troopers Squad in reserve, meaning both players would start with a single unit off the board.

Set Up

Imperial Deployment

Tutoring 6
Skill 7
Idea 7
No Comments

The Imperials began their deployment with an aggressive scout move from the Scout Squad, who moved as close to the central objective as they were able, while still keeping their heads down behind the wreck.

Imperial Deployment

The Scout Sniper team also used its scout ability to deployed close to one of the objectives, with the aim of claiming it early before moving to a vantage point. Similarly, one of the Stormtrooper squads deployed on the Northern most flank, where they could collect the objective placed there, before moving back to the safety of the imperial centre lines.

Imperial Deployment

Notably the At-St deployed close to the table centre point on the Southern flank. This afforded it the best firing lanes and the option of outflanking the Rebels, or pulling back behind the cover of the wreck if it started taking damage. The Stormtrooper squad with the Astromech deployed close by, ready for a field repair, should occasion call for it.

Imperial Deployment

Fett and the remaining imperial troops deployed conservatively, hidden behind the wreckage from where they could ambush any Rebels who attempted to reach the various objectives.

Imperial Deployment
Imperial Deployment

Rebel Deployment

Tutoring 5
Skill 5
Idea 6
No Comments

On the Rebel side of the table, the two Pathfinder units used their infiltration ability to deploy as close to the central objective as they were able. However, due to the forward deployment of the Imperial Scouts, they couldn’t quite reach the safety of the sand bank that surrounded the wreckage.

Rebel Deployment

The bulk of the rebel forces deployed in the safety of the workshop buildings to the North, in cover and beyond range of the At St ….

Rebel Deployment

…. meanwhile, one of the Veteran Squads, along with its supporting MKII Medium Blaster Turret, deployed in the workshop on the southern side of the battlefield. This put them close to one of the objectives and well positioned to cover the Southern flank, acting as a deterrent to any imperial forces who sought to outflank the Rebels.

Rebel Deployment

Han and Chewee made their approached on the crashed starship from the North, joining the Rebel Veterans and Snipers who were placed here. From this position they would be able to close in on the central objective whilst remaining completely hidden by the engine stack, which sat higher from ground level than the rest of the wreckage.

Rebel Deployment

Turn 1 - Command Phase

Tutoring 4
Skill 5
Idea 5
No Comments

With no describable advantage to activating first, both players opted for ‘Standing Orders’.

Turn 1 - Command Phase

With a tie for priority the blue player, in this case Imperial, rolled for initiative. I’d hoped to lose the role and force the rebels to go first as they already out activated me. The dice had other plans however and initiative went to the Empire.

Turn 1 - Command Phase

The Imperials placed their only order on the At-St, ensuring control of what was likely to be the only unit to find a target this turn. This also had the benefit of giving the Walker an aim token, thanks to its ‘linked targeting array’.

Turn 1 - Command Phase

The Rebels for their part placed their only order on Chewbacca, no doubt looking for an opportune moment to break out that bow caster!

Turn 1 - Activation

Tutoring 5
Skill 6
Idea 6
No Comments

The Imperial’s activated first but with the At-St holding onto its order until a suitable target presented itself, a dip into the command pool was required. The first order to come out was a special forces unit which gave the Scout Squad an ideal opportunity to move on the central objective and secure the area with a mine.

Turn 1 - Activation

The Rebels opened their turn with a volley of fire from the Veteran unit on the South flank, targeting the At-St and causing an early wound. Meanwhile their supporting MKII Medium Blaster turret advanced into range, ready to add ‘Fire Support’ in the coming turns.

Turn 1 - Activation

The Stormtrooper unit deployed to support the walker, now moved forward to find firing positions and allow their Astromech to repair the damage to the At-St. This brought them in sight of Pao’s pathfinder unit who unleashed a torrent of fire in their direction. But the Rebel’s shots must have been made in haste as only one made it through the cover of the sand bank and was duly saved by the Imperial soldier’s armour!

In retaliation for this affront, General Weiss commanded his Walker crew to advance and split fire its weapons to target both the veterans and the MKII Turret. But the rebels were dug in and their armour held, repelling the worst of the assault. Each unit took a single wound and the inevitable suppression. But the Rebels answered this with a volley of fire from Bistan and the Pathfinders. This caused a further wound on the walker and placed an ‘Ion token’ on it, which would rob it of an activation next turn.

Turn 1 - Activation

The remainder of the turn was uneventful. The Imperials focused on securing the two objectives closest to their deployment zone, with the Stormtroopers and Scout Team who had been assigned this task. The remaining Stormtroopers and Boba Fett advanced behind the safety of the wreckage, where they were joined by the ‘Rapid Reinforcement’ unit, who now entered the battlefield.

Similarly, on the Rebel side of the table all units advanced on the centre, securing firing positions ahead of the coming battle. Han and Chewee advanced together, coming into range of the mine that had been placed by the Imperial scouts. But the mine was not triggered just yet.

The Ship troopers were the last unit to activate, entering play to arrive next to one of the objectives but unable to claim it this turn.

Turn 1 - Activation

Turn 2 - Command Phase

Tutoring 5
Skill 6
Idea 6
No Comments

With multiple units now in range, the battle was poised on a knife edge. Was it time for a decisive first move or to hold you’re nerve and wait for the opponent to show their hand?

The Imperials played ‘Push’ for two pips, giving them a good chance of winning activation this turn.

Turn  2 - Command Phase

Han however played “Change of Plans”, meaning the rebels would activate second, but giving them the opportunity to force the Imperial commander to change his card. But the Rebels were content to hold their position and let the Imperials make the first move.

Turn  2 - Command Phase

It was the Scout Squad and the At-St who would receive the orders this turn. Allowing the Scouts to seize the initiative while the Walkers firepower could be unleashed when it was most needed.

Turn  2 - Command Phase

As per the cards conditions, Han received the first order, while the second was issued to Bistan and his unit of Pathfinders. The third order was placed on the Veterans on the Southern flank, who in turn coordinated a further order to the MKII blaster turret.

Turn  2 - Command Phase

Turn 2 - Activation

Tutoring 5
Skill 6
Idea 6
No Comments

Having won first turn the imperials immediately opened fire with the AtSt. The ion hit from the previous turn reduced the Walker to a single activation, and receiving a second hit could render the Walker inoperable this turn.

As the linked targeting array had already given the Walker an aim token it opted to fire, repeating the shot of the previous turn. Again its attack was less impressive than it could’ve been, killing two veterans this time and putting a second wound on the turret.

Turn 2 - Activation

The rebels returned fire on the Walker with every available unit. Most notably Bistain’s ion gun and the Mercenary ‘Snrak’ with a P13-M Disruptor in his squad. The Walker had an abysmal round of saves and suffered a punishing 9 wounds, as well as a further ion token and became immobilised by the damage!

Turn 2 - Activation

The Stormtrooper Squad with the Astromech opened fire on Pao’s unit, felling two, while the droid did what it could to patch up the damaged Walker. Fett now entered the fray, jet packing onto the wreckage to gun down three more of the pathfinders. However, Pao was canny enough to have ‘Prepared Supplies’, allowing the unit to dodge one of the hits and saving a member of his crew.

Turn 2 - Activation

Amidst the fire fight that was erupting across the prow of the YT-1300, the Scout Squad deployed a second mine before moving back out of range of the blast. They then detonated the first mine they had laid, catching both Han and Chewee in the blast! Chewee took the brunt of the damage, suffering two wounds while Han escaped harm due to his ‘Uncanny Luck’. Both heroes suffered two Suppression tokens, due to the effects of the mine.

Turn 2 - Activation

Too stunned to participate in the turn, Chewee had no choice but to keep his head down, taking a dodge action but also giving a dodge to Han due his ‘Teamwork ability’. Han made an advance from cover, opening fire on the Scouts and Boba Fett using his ‘Gunslinger’ skill. A single scout was felled while Fett suffered a wound. The scoundrel clearly thought better of this brash move as he immediately ran back into cover!

Turn 2 - Activation

The Ship Troopers secured the objective on the Rebels Norther flank, before breaking cover to move towards the Southern side of the battle.

Turn 2 - Activation

Turn 3 - Command Phase

Tutoring 4
Skill 5
Idea 6
No Comments

Battle had been fully joined and gaining the initiative now could prove decisive. Predictably, both players opted for a 1-Pip card. The Imperials played the standard ‘Ambush’, while the Rebels played ‘Sabotage Communications’.

It was the Empire players turn to make the roll off, which was won for the second time this game.

Turn 3 - Command Phase

Once again it was the At-St who received the order as there was little chance it would survive the turn. There was still hope that it would finally have a decent round of shooting and take something out!

Turn 3 - Command Phase

As the conditions of the Rebel card were that a Special Forces unit must receive the order, it was placed on Bistan’s Pathfinders squad. This card also reduced the number of orders placed by the opponent to one, to a minimum of one. But as only one order was issued by the imperial player this turn, this had no benefit to the Rebel player.

Turn 3 - Activation

Tutoring 5
Skill 5
Idea 6
No Comments

Immobilised and with only two wounds remaining, not to mention the ion token, the At-St made what was likely to be its final activation. It used its Twin Light Blaster Cannon and concussion grenade launcher to target Pao and the remaining Pathfinder, robbing the unit of cover and finally wiping them out! The Mortar Launcher and Twin Blaster Cannon used their longer range to target the Veteran Squad for a third time, failing to wound but dual suppressing the unit.

Turn 3 - Activation

Drawing from their orders pool the Rebels activated a Core unit, placing the Northern MKII blaster turret on standby, covering any attempt to outflank by the gathering Stormtroopers. But the imperials, pulling a special forces unit, repositioned the Scout Sniper Team and took a long range shot at the turret. A perfect hit caused two wounds and knocked the turret out of Stand By!

Turn 3 - Activation

An early pull of a HQ token by the Rebels meant Solo was forced to activate earlier than planned. Thanks to the Steady ability, he was able to pull the same trick as last turn, this time breaking cover to the North in order to gun down a couple of approaching Stormtroopers. More importantly this meant placing a suppression on the Reinforcement unit who were poised to knock out the blaster turret. Han then used his second activation to dive back into cover.

Turn 3 - Activation

Again the imperials pulled a special forces order, leaving them no choice but to activate the remaining Scouts squad. Throwing caution to the wind they moved into base contact with the central objective but instead of claiming it, opened fire on a hapless Chewbacca, causing a brutal six wounds! This caused the Wookiee to loose his cool and brake cover, charging Boba Fett!..

Turn 3 - Activation

.. but Wookiee claws are no match for Bescar steel and Fett disengaged the Wookiee unharmed, leaving him to face a Billy of laser fire from the approaching Stormtroopers. Unfortunately this also took Fett into the line of enemy fire and he suffered two more wounds from Pathfinder and Veteran shooting.

Turn 3 - Activation

On the Southern side of the table the Stormtroopers with the Astromech wiped out the turret that had faired so well against the At-St. But it was ‘Snrak’ and his band of alien mercenaries who took the prize this turn, felling the At-St with their blasters.

Turn 3 - Activation

Turn 4 - Command Phase

Tutoring 5
Skill 5
Idea 6
No Comments

Going into turn Four, the Empire was looking firmly in control of the battlefield.  Though they had suffered the loss of the At-St and Fett had suffered a couple of wounds, casualties among the ranks of Stormtroopers were minimal. More importantly, the Rebels held only a single objective, while the Imperials held two and the scouts were in contact, though not yet claiming, a third.

Turn 4 - Command Phase

In a bid to steal initiative and close on his quarry, Fett now played his one pip card, ‘Whipcord Launcher’. But Han was one step ahead of him, playing the only zero pip card in the game, “Sorry about the mess”!

Turn 4 - Command Phase

This was an automatic win of initiative for the Rebels, with the title of the card proving a portent of things to come…

Turn 4 - Activation

Tutoring 5
Skill 6
Idea 6
No Comments

Seizing the initiative, Solo waisted no time, vaulting onto the structure of the wrecked YT-100 and using the combination of his ‘Gunslinger’ and ‘Steady’ skills to target the Scout Squad and Fett. Two Scout’s went down while the Bounty Hunter suffered two hits with pierce two. Fortunately Mandelorian armour is invulnerable, offering additional protection against Piercing weapons. The armour absorbed some of the damage, but when the dust settled Boba was left with a single wound remaining!

Turn  4 - Activation

With the hapless scoundrel running back into cover for a third time, Fett instead targeted his Wookiee counterpart, binding the beast with his whipcord launcher before opening fire as he jet packed back to cover.

Turn  4 - Activation

Chewee was down to his last wound but had received two dodge tokens from Han, due to their teamwork ability (one from the order card and a second thanks to ‘up close and personal’). He also had ‘Emergency Stimms’ for just such an occasion. But Fett’s aim was true, scoring five out of five shots. Two were dodged, allowing for three saves, all of which were failed! The stimms negated two more hits but it still wasn’t enough as the final shot felled the beast.

Turn  4 - Activation

With Han and Fett both activating early, and with Chewee and the At-St defeated, the remainder of the turn fell to the Stormtroopers and Rebels who exchanged fire as they pressed hard on the centre.

Bistan’s unit targeted the Imperial Scouts but failed to get a kill. However the scouts failed to clear the two suppression tokens they had picked up and with only a single activation, could only claim the objective, but not move away with it!

Turn  4 - Activation

On the Northern side of the table both the MKII Turret and Commando Sniper team were taken out by unusually accurate fire from the Stormtrooper squads!

Turn  4 - Activation

The Shiptroopers made it to a second objective, claiming it for the Rebels which lead to some serious rules checking but in this scenario, it turns out multiple objectives can indeed be grabbed by a single unit!

Turn  4 - Activation

Turn 5 - Command Phase

Tutoring 4
Skill 5
Idea 6
No Comments

With Stormtroopers amassing around the wrecked craft, the Rebels needed a ‘Reckless Diversion’ to take the heat off Solo and the Pathfinder’s. They also needed to take out the scouts before they retread with the central objective!

Turn  5 - Command Phase

The Imperials for their part, opted to capitalised on their superior numbers by playing ‘Coordinated Fire’.

Turn  5 - Command Phase

This meant that the Rebels won priority and by placing a face up order token on the Veteran squad, the Imperials fire would be drawn in that direction.

Turn 5 - Activation

Tutoring 4
Skill 6
Idea 6
No Comments

One of the new abilities that has cropped up with the release of the Mercenary factions is the ‘Independent’ key word. This offers Mercenary units a perk when they begin an activation phase without a face up order token. The Pyke Syndicate, having ‘IndependentDodge’ were able to begin this turn with a dodge in place.

Turn 5 - Activation

Boba Fett, also now classed as a Mercenary, has ‘Independent – Dodge or Aim’, allowing him to choose each turn what green token he begins with. With only a single wound remaining, Fett opted for a Dodge token, but upon activation, used his ‘Emergency Transponder’ to also gain an aim token.

Turn 5 - Activation

Taking first activation, and drawing core token from the order pool, Snrak’s unit waisted no time opening fire on the Scouts. Their aim was true and all three of the remaining Scouts went down!

Turn 5 - Activation
Turn 5 - Activation

The multiple units of Stormtroopers converging on the table centre, now attempted to wipe out as many rebels as possible. Due to the Rebel command card in play however, they were forced to target the Veterans with the face up order token where possible. Over the course of the turn the veterans were reduced to a single man!

Turn 5 - Activation

Han did his best to thin the ranks of the advancing Stormtroopers, along with supporting fire from Bistan’s squad. But their strength of numbers and higher armour made it seem like there was no end to their advance and they finished the turn with two units in base contact, though  not claiming the objective.

Turn 5 - Activation

Turn 6 - Command Phase

Tutoring 5
Skill 6
Idea 6
No Comments

It was the final turn of the game and both players once again attempted to steal first activation, each playing the lowest pip card they had left. This meant ‘Push’ from the Rebels and ‘Flame Projector’ from Boba Fett.

Turn  6 - Command Phase

It was the Rebel’s turn to make the roll off, which they duly won, stealing the initiative which would prove vital to the end game…

Turn  6 - Command Phase

Rebel orders were placed on Han as well as ‘Snrak’ and his band of Alien Mercenaries. The Empire order had to be placed on Boba Fett. With orders placed, It was time to enter the final turn of the game.

Turn  6 - Command Phase

Turn 6 - Activation

Tutoring 4
Skill 6
Idea 5
No Comments

Though the Stormtroopers had two unit leaders in base contact with the objective, crucially neither of them had yet to claim it.

Turn 6 - Activation

Seizing this opportunity, Solo activated, using ‘Steady’ and ‘Gunslinger’ he moved from the cover of the pipe to make contact with the objective and fired on Fett and the closest unit of Stormtroopers.

Turn 6 - Activation

Fett wasn’t so lucky this time, a stray shot hit his rocket pack and blasted him into a near by Sarlac!… yet for the Empire, the worse was still to come. The plucky Han Solo now used his second activation to claim the objective!

Turn 6 - Activation

With the central objective now in the hands of the Rebels, the Empires only hope was to down the scoundrelous smuggler with blaster fire – but it was not to be. Despite every Stormtrooper in range opening fire on him, Solo survived the turn largely unscathed.

Turn 6 - Activation
Turn 6 - Activation

The game ended with the Empire in control of two objectives, while the Rebel Scum held three.
Rebels 1 Empire 0

Turn 6 - Activation

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