Topic: The Battle of Hoth
The Battle of Hoth
Unit VP Size Spd-E Spd-A Armor Range AP Attack Dice Traits
AT-AT 21 6 1 2 5 4 +2 8,7,5,4,2,1 Barrage
AT-ST 9 3 2 4 2 3 +1 3,2,1 Rapid
Airspdr 16 2 5 8 2 3 +2 4,2 VTOL
Rebel Inf 7 4 1 2 0 2 0 2,2,1,1, Inf
E-Web 6 2 0 1 0 3 +1 3,2 Rapid
Luke 2 1 1 2 1 1 +2 3 Stealth
Lzr Turret 8 3 0 0 3 5 +3 4,3,2
Stormtroopers 11 4 1 2 1 2 +1 2,2,1,1, Inf
Rebels: 4x Infantry
2x Laser turrets
2x Airspeeder
1x Luke
Empire:1x ATAT
2x ATST
3xSS
1xE-web
“It was cold the day the Empire came to Hoth………..”
Setup- Rebels set up to one side of the middle of the map in Trenchline (Hard Cover), Empire along opposite map edge. Luke does not appear until a Rebel Airspeeder is killed. Generator is along Rebel map-edge.
Victory- Empire must destroy the Rebel Generator (Size 4, AR 0) placed behind the Rebel lines.
Turn 1: The Empire advanced on-line, Rebel speeders fly across the trenches toward the AT-AT.
Turn 2: AT-AT fire on a group of Rebel speeders and kill one (Luke placed on the board). Remaining Air speeder units attack w/o success, “That armor is too strong for blasters!”
Turn 3: AT-AT strikes damaged Airspeeder unit and kills it, AT-STs continue to press forward and engage Rebel infantry. SS and E-web march steadily along.
Rebel last Airspeeder slashes at the AT-AT and damages it (1 hit). Laser Turrets strike AT-ST for a hit on each. Luke runs over to engage the AT-AT, misses.
Turn 4: AT-AT moves forward and engages a passing Airspeeder(1 hit), AT-ST continue to pound rebel Turrets (+1 hit each). SS finally reach the enemy trenches and lay down cover fire.
Rebel speeder continues to fly in circles around AT-AT (0 hits), Laser Turrets smack the AT-ST (boom!). Infantry returns fire on the SS. Luke throws a grenade into an AT-AT (+1hit).
Turn 5: AT-AT moves fwd and destroys one Turret, while one SS knocks Luke unconscious. Remaining SS and E-web ties down enemy infantry.
Rebel Airspeeder tries for a strafing run on the E-web (1hit). Remaining Turret pounds away at the AT-AT (zilch), while the infantry throws snow-balls at the SS.
Turn 6: AT-AT moves fwd and blasts the last Turret away. The SS and E-web finally tears a whole into the rebel line (1 inf gone).
Rebel Airspeeder finally makes a successful attack (+1hit). Remaining infantry falls back to converge on the AT-AT.
Turn 7: AT-AT crosses the rebel lines. The SS and E-web pursue the retreating rebels.
Rebel infantry makes an assault on the AT-AT (1 hit). The Airspeeder pilot thinks about changing careers (0 hits on AT-AT).
Turn 8: AT-AT get its first chance to hit the Generator (1hit). SS and E-web catch-up to the rebels (4 hits, 2 inf lost).
Rebel infantry continues to assault AT-AT w/o success. Airspeeder finally does something useful (wipes out E-web).
Turn 9: AT-AT finishes off the Generator (“You may begin your landing.”)
After-action review: Overall not a bad system and I was able to replicate the battle quite well. The biggest issue I had was in remembering to plan my orders issuing 1 turn ahead. (This is actually my second play-through) I didn't have any issue with command points, but that may have been because of the low-unit count. I do think that Infantry need something for Inf vs.Inf or Vehicle assault, maybe double attack dice but the attacking infantry suffer suppression?