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Annihilation Looms

Annihilation Looms

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Project Blog by graystoak Cult of Games Member

Recommendations: 424

About the Project

+Transcript - Bridge Officer report+ “We have reluctantly made planet fall following Director Krennic’s instruction. This backwater rock is locally referred to as ‘Gamu’, though I can find no imperial records listing the planet by that name.” “Speculation regarding the rebel cell alleged to be operating from this area, have been exacerbated by Scout Unit Delta failing to make their last scheduled report.” “Director Krennic is, at this very moment, leading the entirety of our shipboard forces to the location of Delta’s last relay. Primary survey, following the scouts passage has revealed this area to be the site of an abandoned processing facility. Though what was being processed here is left to speculation.” “I must state for the record, that I consider Director Krennic’s actions to be reckless in the extreme. He has broken protocol and left this vessel without the requisite … don’t interrupt my report ensign! .. what do you mean? .. what sounded like a Wookiee?…” +Transmission Terminated+

This Project is Completed

Imperial Forces

Tutoring 9
Skill 11
Idea 10
6 Comments

Imperial Forces

We had decided to play a Rogue One themed battle. Taking the role of Imperials, I would be using Director Krennic as my Commander, along with his unit of Death Troopers. While this combination is thematic, the synergy between Krennic and the Death Troopers make them a natural addition when fielding him. Two units of Shoretroopers and their accompanying Mortar teams would flesh out the core of my lists. This would give me a decent amount of range four firepower and the ability to dish out a lot of suppression.

Imperial Forces

I was conscious that my army was looking pretty static so I added two units of Speeder Bikes along with a Scout squad and a Scout Sniper Team. The scouts would give me the option to push a couple of units up the table on deployment, should the objective call for it. The bikes would provid some manoeuvrability to harass the enemy line.

Imperial Forces

I still had 140 points to spend and considered my usual strategy of fielding an Operative such as Fett or Bossk.

However I wanted to try a more stripped down list and figured that for the same cost I could add two basic units instead. I would keep my unit upgrades minimal and aim to out activate the Rebels. With this in mind I opted for a unit of Snow Troopers (rebranded hazardous environment troopers), armed with a flamethrower, who would be good for objective grabbing or engaging any close assault units. This left enough points to bring the accompanying E-Web blaster team, to bolster my defensive line.

Imperial Forces

Points: 800

Activations: 12

Commander

* Director Orson Krennic [75]

Corps

* Shoretroopers [52]

Targeting Scopes [4], T-21B Trooper [32]

* Shoretroopers [52]

Targeting Scopes [4], T-21B Trooper [32]

* DF-90 Mortar Trooper [38]

* DF-90 Mortar Trooper [38]

* Snowtroopers [44]

Flametrooper [20]

Special Forces

* Imperial Death Troopers [72]

E-11D Config [0], Overwatch [4], DLT-19D Trooper [34]

* Scout Trooper Strike Team [20]

DLT-19x Sniper [28]

* Scout Troopers [48]

Support

* 74-Z Speeder Bikes [70]

* 74-Z Speeder Bikes [70]

* E-Web Heavy Blaster Team [55]

Linked Targeting Array [5], Barrage Generator [3]

Command Cards

[1 pip] Voracious Ambition

[1 pip] Covert Observation

[2 pip] Deploy the Garrison

[2 pip] Push

[3 pip] Annihilation Looms

[3 pip] Coordinated Fire

Rebel Forces

Tutoring 10
Skill 11
Idea 10
No Comments

Having decided on a Rogue One themed game, I would be building my list around the Heros Cassian Endor, his trusted sidekick K-2SO and Stardust herself, Jyn Erso. First up Cassian was upgraded with his A280, Duck and Cover and Offensive Push, K-2SO was upgraded with Jyn’s blaster. Next up was 2 squads of pathfinders, one with Bistan, one with Pao and both with Duck and Cover and the A-300s. Not only do these units fit the theme of the list, but they are great fun to play. Since the points adjustment they are now in a much better place; Danger Sense will help them survive and Dauntless can be used to counter the high suppression to give them a free move. I just have to be careful to not get too carried away and leave them isolated on the board.

Rebel Forces

Jyn was upgraded with her A-180, Vigilance and Duck and Cover. I love using the three Rogue One Heroes together, Cassian and Jyn’s command cards are quite complementary and K-2SO can help protect and hand out aims/dodges to Cassian. Duck and Cover should help Jyn survive a bit longer and Vigilance is a must in any rebel list, I think!

Rebel Forces

To company Jyn into assault I choose a squad of Freedom Fighter Wookiees with Tenacity, Offensive Push and the Long Gun. This high wound unit would give me some durability and if I’m lucky enough to get a charge off before they suffer too many wounds, they should do well.

I then decided to add a squad of Ship Troopers, upgrade with a Rebel Office for that Courage increase and the MPL-57 barrage gun. This unit can be used as a good counterattack unit and hopefully the white dice gods will shine on my rolls!

Rebel Forces

With the bulk of the list selected I moved to my core units and my trusted Rebel squad with a Z-6. At 60 points they figure in most of my lists, 3 squads of these would give me a solid gun line and some objective grabbers.

Points: 800

Activations: 10

Commanders

* Cassian Andor [90]

A280-CFE Config [10], Offensive Push [4], Duck and Cover [2]

* Jyn Erso: Stardust [90]

Vigilance [5], A-180 Config [0], Duck and Cover [2]

Operatives

* K-2SO [70]

Jyn’s SE-14 Blaster [5]

Corps

* Rebel Troopers [40]

Z-6 Trooper [20]

* Rebel Troopers [40]

Z-6 Trooper [20]

* Rebel Troopers [40]

Z-6 Trooper [20]

* Fleet Troopers [40]

MPL-57 Barrage Trooper [19], Rebel Officer [16]

Special Forces

* Rebel Pathfinders [56]

A-300 Config [0], Duck and Cover [2], Bistan [28]

* Rebel Pathfinders [56]

A-300 Config [0], Duck and Cover [2], Pao [20]

* Wookiee Warriors: Freedom Fighters [69]

Offensive Push [4], Tenacity [4], Long Gun Wookie [26]

Command Cards

[1 pip] Crack Shot

[1 pip] Rebellious

[2 pip] Trust Goes Both Ways

[2 pip] Last Stand

[3 pip] Complete the Mission

[3 pip] Volunteer Mission

[4 pip] Standing Orders

Battle Deck

Tutoring 8
Skill 8
Idea 8
No Comments

We had both built our lists to the full 800 points and agreed to use a randomised  Battle Card Deck for this mission. This meant a roll off to see who would take priority. I won the role and opted to be the Red Player, allowing me to choose table edge while forcing Fil to take first removal of battle cards.

Battle Deck

When building a mission for games of Star Wars Legion, three sets of cards representing Mission, Deployment and Conditions are shuffled and placed as shown above. Each player has two opportunities to remove 1 card from the left hand side (or pass). After both players have taken their two chances to eliminate cards, the leftmost cards will be the scenario for the coming game.

Battle Deck

In the end only one card was eliminated meaning that we would be playing Sabotage the Moisture Vaporators, with the Major Offensive deployment and a Supply drop. As we weren’t using a desert board we reimagined the Vaporator scenario as follows; The Rebels would be attempting to upload important Intel to interplanetary comms relays while the Imperials would be attempting to retrieve any Intel already stored there.

Battle Deck

Each player would have the opportunity to place two ‘Interplanetary comms relays’ which would serve as the mission objectives. We would also be placing up to three supply crates each, thanks to the Supply Drop conditions card.

Battle Deck

Deployment

Tutoring 9
Skill 9
Idea 9
No Comments

The Major Offensive deployment gives each player a fairly generous deployment area, in opposing table corners. The Relays and supply crates had to be placed at least range one away from the deployment zone as well as at least range one away from any other objective. I opted to place my Relays to the North and  West of my deployment zone, in the direction I intended my forces to move.

Imperial Deployment Imperial Deployment

Although this brought my objectives closer to the enemy, it meant I wouldn’t have units left behind while they spent activations on the objectives. This was important as it would take a unit two turns to download the two available Intel tokens placed on each Relay. I would use the two work shacks close to my deployment zone to offer cover to my gun line. Meanwhile the scouts would use their scout move to reach the first coms relay early, while the sniper team occupied the tower behind to provide them cover.

Deployment

The Rebels approached things very differently, placing one relay close to the very back of their deployment zone and the second, close to the centre of the battlefield. A loan Rebel Trooper unit was placed to deal with the rearmost objective while the bulk of the force was split into three distinct detachments.

Rebel Deployment Rebel Deployment

Cassian and a unit of Troopers were placed close to the central objective.  K-2SO took advantage of the ‘Detachment’ rule to set up beyond the deployment area, in range 1 of Cassian. On the northern flank Jyn Erso led a combined force of Rebel Troopers, Fleet Troopers and Wookiees, close to the imperial lines. Finally, two units of Pathfinders led by the infamous Pao, had infiltrated along the southern flank to take up a position behind a work shack. 

Deployment

Round 1 - Orders

Tutoring 9
Skill 9
Idea 9
No Comments

Imperial – The bulk of my troops would spend this turn seeking cover and firing positions. I also hoped to get an early objective point by extracting Intel from the Relay my scouts had taken.

Round 1 - Orders

However, the Rebels had amassed their most aggressive troops on the northern flank, where the scouts were sitting on the objective. I was anticipating a rush by the Wookiees, Fleet Troopers and Jyn! Fortunately, to engage the Scouts the rebels would need to break cover and I had placed my bikes close by. For this turn it was essential that I maintained control of the bikes, in order to keep them back for a counter attack against an onrush from the rebels.

Round 1 - Orders

I played ‘push’ which would give me the two order tokens I needed for the bikes, while keeping Krennic’s cards in my hand for a more opportune moment.

Turn 1 Orders Cards Turn 1 Orders Cards

Rebels – With no particular order card being needed, the Rebels opted to play Crack Shot in the hope of scoring some early kills on the advancing Shoretroopers.

Round 1 - Orders

Units had deployed forwards on two flanks, in an attempt to counter the range advantage held by the imperials, and put pressure on the objectives. Depending on how the opening of turn one went,  the Rebels had the option of playing aggressively or simply folding back to draw the imperials into a central ambush.

Round 1 - Orders

Round 1 - Combat

Tutoring 8
Skill 8
Idea 8
No Comments

As expected, most of round one saw the infantry from both sides rushing into covered firing positions or moving onto objectives. An early shot from the Scout Sniper Team took out two Fleet Troopers, while the Scout Squad extracted an Intel token from the relay they had captured. 

Round 1 - Combat

This early loss to the rebels may have given them pause, as instead of crossing the open ground, they surprised the imperials by diverting inwards towards the table centre…

Round 1 - Combat

… or had their placement been a rouse all along? In an unexpected move from the Rebels, Director Krennic, who had moved up to claim a comms relay, was now targeted by long range shots from the repositioned Wookiees and Rebel troopers. In the attack Krennic suffered three wounds, leaving him highly vulnerable!

Round 1 - Combat

On the south flank there was an exchange of fire between the Pathfinders and the Shoretroopers who had moved into the southmost work shack.

Round 1 - Combat

The Mortar trooper was killed, taking an activation from the imperials. In retaliation the Shoretrooper unit gunned down four of the five rebels who were moving to support the Pathfinders from the centre of the battlefield.

Steeeve!Steeeve!

Pao’s Pathfinder squad recovered a grapple hook from one of the rebel supply crates. Meanwhile the northernmost Shoretrooper unit found a holo projector inside an abandoned workshop. 

Round 2 - Orders

Tutoring 9
Skill 9
Idea 9
No Comments

Imperial – Having seen my Commander reduced to half health in the last round, I was concerned that he would be targeted early this round if I didn’t react quickly.
Even though Krennic usually takes very little part in the battle, I would be at a distinct disadvantage without his command cards and buffs. My priority then was to pull him out of the fire. With such a large order pool the odds of drawing Krennic early were low, meaning I really needed to place an order on him.

Round 2 - Orders

As the rebels had used a 1 pip in the previous round, I didn’t anticipate their remaining 1 pip being played just yet. I opted for ‘Deploy the Garrison’ placing one order on Krennic and the other on the southern Shoretrooper unit. I also had Krennic’s Entourage ability, allowing me to place an order on the Death Troopers. In addition to this, the Shoretroopers used the Holo Projector they had found in the previous round to give themselves an order, allowing them to coordinate a further order to the E-Webb!

Round 2 - Orders

Rebels – My Pathfinders on the southern flank weren’t going to be able to break cover anytime soon. I had also folded the northern flank to target the Imperials moving towards the central objectives but still had the approaching bikes to contend with. Worse still, the imperial gun line was now dug in with their weapons in range.

Round 2 - Orders

One of Krennic’s strategic abilities is that if there is a tie for priority when one of his commander cards are played, he automatically wins priority. I suspected he would play a 1 or 2 pip in order to retreat so attempting to win priority may well be a wast of a card this turn.

Round 2 - Orders

My troubles didn’t end here however. I was also going into this turn with a fair amount of Suppression on my units. Weighing all of this up, I went with ‘Complete the Mission’. This would save my lower pip cards while also mitigating the effects of panic and suppression this round. I would have to dig in and see how this turn panned out!

Round 2 - Combat

Tutoring 8
Skill 8
Idea 8
No Comments

Winning initiative, Krennic immediately activated and spent an action recovering Intel from the Relay, before retreating behind the work shack!

Tactical withdrawal …Tactical withdrawal …

On the southern flank Pao’s Pathfinder unit opened fire on the Shoretroopers, scoring three hits, which the troopers dutifully saved!

Round 2 - Combat

In retaliation they targeted Bistan’s unit, killing one and adding further suppression. 

Round 2 - Combat

The Deathtroopers targeted the central rebel unit in a bid to suppress them out of the fight, but just as the Shoretroopers had done in the previous turn, they killed four of the five man unit!

However, thanks to the card the rebels had in play, the officers resolve was not broken and he continued his objective to upload data to the relay…. until the second Shoretrooper unit mercilessly gunned him down, leaving just Cassian and K2 defending the centre!

Round 2 - Combat

The Scouts and Hoth troopers extracted all remaining data from the imperial held relays, while an upload was still available to the Rebels central relay. Attempting to clear a path to this objective the Speeder Bikes surged forward, gunning down two of the Wookiees and wounding a third.

Round 2 - Combat

Their run of glory was short lived however as Jyn, the Fleet Troopers and the remaining Wookiees all targeted the Biker Scouts. More fire poured in from the south as Bistan used his longer range to target the hapless bikers! When the smoke had cleared just one bike remained, struggling to control his machine due to the effects of Bistan’s Ion charged heavy blaster!

Guys?!Guys?!

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