As promised, some pictures from our latest game.

The Scenario: With the Ewoks having fled, it’s left to Warboss Uzteef(Orks) to defend Endor from an attack by the Empire.(Mr Gonzo’s Star Wars Krieg) Let battle Commence!

Warboss Uzteefs boyz gets ready to defend Endor.

The two armies line up against each other.

An AT-AT(Giant) on the March

Some Gretchin(infantry, CQ d20) show an AT-ST(behemoth, CQd10) whose boss, rolling a 1 and a 2 in succession. Ouch!

Some Speeders(scout/fast cavalry) make use of their scout position to get a great flanking shot on some Battlewagons(Chariot), rolling a 1. Boom!

Darth Vadar(top centre unit) sets fire to the forest. Burn them all!
Was a good game, though Lady luck was definitely in my favour this time round! In the 2nd turn my warbike cavalry hit the AT-AT(Giant), killing him in a single blow when Mr Gonzo opted to danger roll and rolled a 10. Following that, Mr Gonzo sent his Behemoth AT-ST’s to attack my weak flank with the Gretchin, only for the Gretchin(CQ20) to wipe them out, rolling a 1 and a 2 in consecutive combats!
It looked all over for the Empire, but Mr Gonzo rallied well, taking out my Battlewagons with his speeders, before his stormtroopers used a good flank attack to dispose of my Gutrippa tanks. In the end, it was only a confusion over the Garrison rules that prevented a famous comeback when Darth Vader set fire to the Forest that contained most the Ork Army!
(We ruled that units could enter all terrain normally but also ‘choose’ to Garrison them to get the bonuses. This was partly a way to deal with our rather large terrain, but in retrospect it didn’t really work and it would be better to have terrain that was either Garrisonable/not. I take it this was the original intention in the rules.)
Things I learnt:
Volley fire is awesome.
Scouting Fast cavalry is very nice indeed
Overdrive mechanics seem to support comebacks/turnarounds well, with the player with less units getting to do more with each, which I like

A good game, and as before some rule questions that came up:
1) Is it really possible to kill a behemoth/monstrous creature in a single hit?(I admit it’s tough to do!) I was sure that danger rolls only happened to an already injured Behemoth, but couldn’t find it in the rules.
2) Do Flying units with range weapons get an extra dice in ranged attacks from height advantage? Units on hills get a ranged elevation bonus, and flying units get the elevation bonus in melee, so it would make sense even if it isn’t explicitly stated. (I’m hoping this is a yes)
3) When I charge into/out of terrain, does the roll DV+1 dice and pick the lowest take precedent over the 2d6 pick the highest? This is how we played it
Cheers,
Mark