Rebellion In the Rim Campaign - Part 2

1st June 2025

Barry

10 mins

Introduction

Round 1 of the campaign was a rough trot out for the Empire losing the round 3-1; though fortunately there’s no establishing bases straight after the first round (at least I’m told that’s the rules) and in either case nobody has the resources. So the Rebellion isn’t able to really capitalise that position just yet. My prize from the first round was 15 points of generic squadrons, and so I opted for the addition of a single Aggressor Assault Fighter since I’m frustratingly short 3pts for another Gauntlet Fighter.

Arquitens Light Cruiser (52) (Flagship)
• XX-9 Turbolasers (2)
= 54 Points

Raider I (44)
• Ordnance Experts (4)
= 48 Points

Gladiator I (56)
• Ordnance Experts (4)
= 60 Points

Squadrons:
• Gar Saxon (20)
• Mandalorian Gauntlet Fighter (18)
• Aggressor Assault Fighter (15)
= 38 Points

Total Points: 215

The intamite game of knifey-spoony between our Grand Admirals results in me going on the attack for the Ring of Karfene against Joey. This woould give us control of a point of entry across between zones four and five, while we separately take the fight to Lothal to control the zone 2 and 3 bridge to overcome the amount of board presence the Rebels have.

Round 2 Ops Brief

Situation:

  • Factions: Imperial (me) vs. Rebels (Joey)

  • Location & Objective: Ring of Karfene – Marked for Destruction

  • Ruleset: Rebellion in the Rim

Order of Battle (ORBAT):

Me – First Player

Joey

Assault Frigate Mk2 B (72)
• Electronic Countermeasures (7)
= 79 Points

CR90 Corvette B (39)
• SW-7 Ion Batteries (5)
• Dodonna's Pride (4)
= 48 Points

CR90 Corvette B (39)
• SW-7 Ion Batteries (5)
= 44 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
= 33 Points

Total Points: 204

 At this point I’ll hand over to the Commander…

Now, like all great plans my strategy is so simple, an idiot could have devised it.

Zapp Brannigan! Back from the last mission which Kif made an absolute mess of though he shouldn’t blame himself. We were doomed from the start. Now we’re back in outer space ready to take on these pesky rebels at this ill-named base. It’s really more of an hour-glass figure.

The plan is simple, we’re going to send wave after wave of men against the enemy. Failing that, we’ll find a way to outmaneuver the enemy and overwhelm their defences. Especially the big ship which has that alluring objective token on it.

The first round is all about positioning, the two enemy CR-90’s speed towards us at breakneck speed, meeting the raider on the edge while the rest of our fleets position to get into that fight. Especially the Gladiator which seems unwieldy compared to the Raider.

She’s built like a steakhouse, but she handles like a bistro!

Round two and the Arquiten manages to get a shot onto yet another enemy Potato and forces it to spend its ECM. The CR90’s move in having missed attack range, and so the Raider sends the gauntlets in to start chipping away at Dodonna’s Pride.

Like Lela does to my fragile ego.

The Gladiator is a bit too far out to achieve any attack value but starts to make its approach.The enemy fighters move in to stop the Gauntlet fighters harassment.

Asteroids. The icebergs of the sky.

Round three and the Raider activates and manages to punch 5 hits into Dodonna’s Pride and move out of its front arc, it returns fire for 2 hits. My flagship fires and manages to achieve 6 damage destroying Dodonna’s Pride.

Joey is left with no option but to activate the Potato to avoid blocking the remaining CR90 in place managing to share 2 hits on my flagship and the Raider each. The Gladiator is forced to take on the asteroid.

The fighters exchange fire with Tycho losing 2 hull and Gar losing 3.

The key to victory is the element of surprise. Surprise!

Round four and the Gladiator activates first to hit the remaining CR90 leaving it on 2 hull but doesn’t ram it. There was the option to go the Raider but I’m rolling the dice on it not getting killed by the shots of the CR90. This was a mistake as the CR90 does in fact manage to destroy the raider with an unfortunate structural damage. But the CR90 hasn’t cleared the Gladiators guns.

The flagship shoots but doesn’t hit the CR90 and trades places with the Gladiator on the rock, and the Potato shoots some of my shields. The fighters manage to get Tycho onto 1 hull.

Round five, and the Gladiator attacks the CR90 and destroys it handily. The Potato activates but only manages to clip more shields off the flagship. We exchange fire but get three accuracies. The squadrons trade some more paint but Tycho chooses this time to run and save himself.

Round 6 and nobody has range to shoot each other. Shara is reduced to 2 hull but manages to kill Gar Saxon.

The score is 92-88. Time to crack open the cham-paggin.

Debrief

Look a win is a win by any margin in the campaign even with Zapp’s mediocre command style. We have the resources to repair Gar and the Raider, and the Gladiator and the Arquitens both have a veteran token which is nothing to be upset about. From this I take my opportunity to get 10 points of ordnance which will be handy for my fleet.

Elsewhere, Alex managed to get a big win over Lester and Jim managed to pull out the win against Bonedancer. The only Rebel win is courtesy of Mundo, which puts the campaign scores at 4-4. Next round will lead us into a pivotal battle most likely.


Stay Salty.

- Barry

 
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Rebellion In the Rim Campaign - Part 1